babylon.max.js 5.7 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. result = result.replace(/texture2D\s*\(/g, "texture(");
  519. if (isFragment) {
  520. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  521. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  522. result = result.replace(/textureCube\s*\(/g, "texture(");
  523. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  524. result = result.replace(/gl_FragColor/g, "glFragColor");
  525. result = result.replace(/gl_FragData/g, "glFragData");
  526. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  527. }
  528. callback(result);
  529. };
  530. Effect.prototype._processIncludes = function (sourceCode, callback) {
  531. var _this = this;
  532. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  533. var match = regex.exec(sourceCode);
  534. var returnValue = new String(sourceCode);
  535. while (match != null) {
  536. var includeFile = match[1];
  537. // Uniform declaration
  538. if (includeFile.indexOf("__decl__") !== -1) {
  539. includeFile = includeFile.replace(/__decl__/, "");
  540. if (this._engine.supportsUniformBuffers) {
  541. includeFile = includeFile.replace(/Vertex/, "Ubo");
  542. includeFile = includeFile.replace(/Fragment/, "Ubo");
  543. }
  544. includeFile = includeFile + "Declaration";
  545. }
  546. if (Effect.IncludesShadersStore[includeFile]) {
  547. // Substitution
  548. var includeContent = Effect.IncludesShadersStore[includeFile];
  549. if (match[2]) {
  550. var splits = match[3].split(",");
  551. for (var index = 0; index < splits.length; index += 2) {
  552. var source = new RegExp(splits[index], "g");
  553. var dest = splits[index + 1];
  554. includeContent = includeContent.replace(source, dest);
  555. }
  556. }
  557. if (match[4]) {
  558. var indexString = match[5];
  559. if (indexString.indexOf("..") !== -1) {
  560. var indexSplits = indexString.split("..");
  561. var minIndex = parseInt(indexSplits[0]);
  562. var maxIndex = parseInt(indexSplits[1]);
  563. var sourceIncludeContent = includeContent.slice(0);
  564. includeContent = "";
  565. if (isNaN(maxIndex)) {
  566. maxIndex = this._indexParameters[indexSplits[1]];
  567. }
  568. for (var i = minIndex; i < maxIndex; i++) {
  569. if (!this._engine.supportsUniformBuffers) {
  570. // Ubo replacement
  571. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  572. return p1 + "{X}";
  573. });
  574. }
  575. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  576. }
  577. }
  578. else {
  579. if (!this._engine.supportsUniformBuffers) {
  580. // Ubo replacement
  581. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  582. return p1 + "{X}";
  583. });
  584. }
  585. includeContent = includeContent.replace(/\{X\}/g, indexString);
  586. }
  587. }
  588. // Replace
  589. returnValue = returnValue.replace(match[0], includeContent);
  590. }
  591. else {
  592. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  593. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  594. Effect.IncludesShadersStore[includeFile] = fileContent;
  595. _this._processIncludes(returnValue, callback);
  596. });
  597. return;
  598. }
  599. match = regex.exec(sourceCode);
  600. }
  601. callback(returnValue);
  602. };
  603. Effect.prototype._processPrecision = function (source) {
  604. if (source.indexOf("precision highp float") === -1) {
  605. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  606. source = "precision mediump float;\n" + source;
  607. }
  608. else {
  609. source = "precision highp float;\n" + source;
  610. }
  611. }
  612. else {
  613. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  614. source = source.replace("precision highp float", "precision mediump float");
  615. }
  616. }
  617. return source;
  618. };
  619. /**
  620. * Recompiles the webGL program
  621. * @param vertexSourceCode The source code for the vertex shader.
  622. * @param fragmentSourceCode The source code for the fragment shader.
  623. * @param onCompiled Callback called when completed.
  624. * @param onError Callback called on error.
  625. * @hidden
  626. */
  627. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  628. var _this = this;
  629. this._isReady = false;
  630. this._vertexSourceCodeOverride = vertexSourceCode;
  631. this._fragmentSourceCodeOverride = fragmentSourceCode;
  632. this.onError = function (effect, error) {
  633. if (onError) {
  634. onError(error);
  635. }
  636. };
  637. this.onCompiled = function () {
  638. var scenes = _this.getEngine().scenes;
  639. for (var i = 0; i < scenes.length; i++) {
  640. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  641. }
  642. if (onCompiled) {
  643. onCompiled(_this._program);
  644. }
  645. };
  646. this._fallbacks = null;
  647. this._prepareEffect();
  648. };
  649. /**
  650. * Gets the uniform locations of the the specified variable names
  651. * @param names THe names of the variables to lookup.
  652. * @returns Array of locations in the same order as variable names.
  653. */
  654. Effect.prototype.getSpecificUniformLocations = function (names) {
  655. var engine = this._engine;
  656. return engine.getUniforms(this._program, names);
  657. };
  658. /**
  659. * Prepares the effect
  660. * @hidden
  661. */
  662. Effect.prototype._prepareEffect = function () {
  663. var _this = this;
  664. var attributesNames = this._attributesNames;
  665. var defines = this.defines;
  666. var fallbacks = this._fallbacks;
  667. this._valueCache = {};
  668. var previousProgram = this._program;
  669. try {
  670. var engine_1 = this._engine;
  671. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  672. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  673. }
  674. else {
  675. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  676. }
  677. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  678. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  679. if (engine_1.supportsUniformBuffers) {
  680. for (var name in _this._uniformBuffersNames) {
  681. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  682. }
  683. }
  684. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  685. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  686. var index;
  687. for (index = 0; index < _this._samplers.length; index++) {
  688. var sampler = _this.getUniform(_this._samplers[index]);
  689. if (sampler == null) {
  690. _this._samplers.splice(index, 1);
  691. index--;
  692. }
  693. }
  694. engine_1.bindSamplers(_this);
  695. _this._compilationError = "";
  696. _this._isReady = true;
  697. if (_this.onCompiled) {
  698. _this.onCompiled(_this);
  699. }
  700. _this.onCompileObservable.notifyObservers(_this);
  701. _this.onCompileObservable.clear();
  702. // Unbind mesh reference in fallbacks
  703. if (_this._fallbacks) {
  704. _this._fallbacks.unBindMesh();
  705. }
  706. if (previousProgram) {
  707. _this.getEngine()._deleteProgram(previousProgram);
  708. }
  709. });
  710. if (this._program.isParallelCompiled) {
  711. this._checkIsReady();
  712. }
  713. }
  714. catch (e) {
  715. this._compilationError = e.message;
  716. // Let's go through fallbacks then
  717. BABYLON.Tools.Error("Unable to compile effect:");
  718. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  719. return " " + uniform;
  720. }));
  721. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  722. return " " + attribute;
  723. }));
  724. BABYLON.Tools.Error("Error: " + this._compilationError);
  725. if (previousProgram) {
  726. this._program = previousProgram;
  727. this._isReady = true;
  728. if (this.onError) {
  729. this.onError(this, this._compilationError);
  730. }
  731. this.onErrorObservable.notifyObservers(this);
  732. }
  733. if (fallbacks && fallbacks.isMoreFallbacks) {
  734. BABYLON.Tools.Error("Trying next fallback.");
  735. this.defines = fallbacks.reduce(this.defines, this);
  736. this._prepareEffect();
  737. }
  738. else { // Sorry we did everything we can
  739. if (this.onError) {
  740. this.onError(this, this._compilationError);
  741. }
  742. this.onErrorObservable.notifyObservers(this);
  743. this.onErrorObservable.clear();
  744. // Unbind mesh reference in fallbacks
  745. if (this._fallbacks) {
  746. this._fallbacks.unBindMesh();
  747. }
  748. }
  749. }
  750. };
  751. Object.defineProperty(Effect.prototype, "isSupported", {
  752. /**
  753. * Checks if the effect is supported. (Must be called after compilation)
  754. */
  755. get: function () {
  756. return this._compilationError === "";
  757. },
  758. enumerable: true,
  759. configurable: true
  760. });
  761. /**
  762. * Binds a texture to the engine to be used as output of the shader.
  763. * @param channel Name of the output variable.
  764. * @param texture Texture to bind.
  765. * @hidden
  766. */
  767. Effect.prototype._bindTexture = function (channel, texture) {
  768. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  769. };
  770. /**
  771. * Sets a texture on the engine to be used in the shader.
  772. * @param channel Name of the sampler variable.
  773. * @param texture Texture to set.
  774. */
  775. Effect.prototype.setTexture = function (channel, texture) {
  776. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  777. };
  778. /**
  779. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  780. * @param channel Name of the sampler variable.
  781. * @param texture Texture to set.
  782. */
  783. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  784. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  785. };
  786. /**
  787. * Sets an array of textures on the engine to be used in the shader.
  788. * @param channel Name of the variable.
  789. * @param textures Textures to set.
  790. */
  791. Effect.prototype.setTextureArray = function (channel, textures) {
  792. if (this._samplers.indexOf(channel + "Ex") === -1) {
  793. var initialPos = this._samplers.indexOf(channel);
  794. for (var index = 1; index < textures.length; index++) {
  795. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  796. }
  797. }
  798. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  799. };
  800. /**
  801. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  802. * @param channel Name of the sampler variable.
  803. * @param postProcess Post process to get the input texture from.
  804. */
  805. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  806. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  807. };
  808. /**
  809. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  810. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  811. * @param channel Name of the sampler variable.
  812. * @param postProcess Post process to get the output texture from.
  813. */
  814. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  815. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  816. };
  817. /** @hidden */
  818. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  819. var cache = this._valueCache[uniformName];
  820. var flag = matrix.updateFlag;
  821. if (cache !== undefined && cache === flag) {
  822. return false;
  823. }
  824. this._valueCache[uniformName] = flag;
  825. return true;
  826. };
  827. /** @hidden */
  828. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  829. var cache = this._valueCache[uniformName];
  830. if (!cache) {
  831. cache = [x, y];
  832. this._valueCache[uniformName] = cache;
  833. return true;
  834. }
  835. var changed = false;
  836. if (cache[0] !== x) {
  837. cache[0] = x;
  838. changed = true;
  839. }
  840. if (cache[1] !== y) {
  841. cache[1] = y;
  842. changed = true;
  843. }
  844. return changed;
  845. };
  846. /** @hidden */
  847. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  848. var cache = this._valueCache[uniformName];
  849. if (!cache) {
  850. cache = [x, y, z];
  851. this._valueCache[uniformName] = cache;
  852. return true;
  853. }
  854. var changed = false;
  855. if (cache[0] !== x) {
  856. cache[0] = x;
  857. changed = true;
  858. }
  859. if (cache[1] !== y) {
  860. cache[1] = y;
  861. changed = true;
  862. }
  863. if (cache[2] !== z) {
  864. cache[2] = z;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /** @hidden */
  870. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  871. var cache = this._valueCache[uniformName];
  872. if (!cache) {
  873. cache = [x, y, z, w];
  874. this._valueCache[uniformName] = cache;
  875. return true;
  876. }
  877. var changed = false;
  878. if (cache[0] !== x) {
  879. cache[0] = x;
  880. changed = true;
  881. }
  882. if (cache[1] !== y) {
  883. cache[1] = y;
  884. changed = true;
  885. }
  886. if (cache[2] !== z) {
  887. cache[2] = z;
  888. changed = true;
  889. }
  890. if (cache[3] !== w) {
  891. cache[3] = w;
  892. changed = true;
  893. }
  894. return changed;
  895. };
  896. /**
  897. * Binds a buffer to a uniform.
  898. * @param buffer Buffer to bind.
  899. * @param name Name of the uniform variable to bind to.
  900. */
  901. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  902. var bufferName = this._uniformBuffersNames[name];
  903. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  904. return;
  905. }
  906. Effect._baseCache[bufferName] = buffer;
  907. this._engine.bindUniformBufferBase(buffer, bufferName);
  908. };
  909. /**
  910. * Binds block to a uniform.
  911. * @param blockName Name of the block to bind.
  912. * @param index Index to bind.
  913. */
  914. Effect.prototype.bindUniformBlock = function (blockName, index) {
  915. this._engine.bindUniformBlock(this._program, blockName, index);
  916. };
  917. /**
  918. * Sets an interger value on a uniform variable.
  919. * @param uniformName Name of the variable.
  920. * @param value Value to be set.
  921. * @returns this effect.
  922. */
  923. Effect.prototype.setInt = function (uniformName, value) {
  924. var cache = this._valueCache[uniformName];
  925. if (cache !== undefined && cache === value) {
  926. return this;
  927. }
  928. this._valueCache[uniformName] = value;
  929. this._engine.setInt(this.getUniform(uniformName), value);
  930. return this;
  931. };
  932. /**
  933. * Sets an int array on a uniform variable.
  934. * @param uniformName Name of the variable.
  935. * @param array array to be set.
  936. * @returns this effect.
  937. */
  938. Effect.prototype.setIntArray = function (uniformName, array) {
  939. this._valueCache[uniformName] = null;
  940. this._engine.setIntArray(this.getUniform(uniformName), array);
  941. return this;
  942. };
  943. /**
  944. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  945. * @param uniformName Name of the variable.
  946. * @param array array to be set.
  947. * @returns this effect.
  948. */
  949. Effect.prototype.setIntArray2 = function (uniformName, array) {
  950. this._valueCache[uniformName] = null;
  951. this._engine.setIntArray2(this.getUniform(uniformName), array);
  952. return this;
  953. };
  954. /**
  955. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  956. * @param uniformName Name of the variable.
  957. * @param array array to be set.
  958. * @returns this effect.
  959. */
  960. Effect.prototype.setIntArray3 = function (uniformName, array) {
  961. this._valueCache[uniformName] = null;
  962. this._engine.setIntArray3(this.getUniform(uniformName), array);
  963. return this;
  964. };
  965. /**
  966. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  967. * @param uniformName Name of the variable.
  968. * @param array array to be set.
  969. * @returns this effect.
  970. */
  971. Effect.prototype.setIntArray4 = function (uniformName, array) {
  972. this._valueCache[uniformName] = null;
  973. this._engine.setIntArray4(this.getUniform(uniformName), array);
  974. return this;
  975. };
  976. /**
  977. * Sets an float array on a uniform variable.
  978. * @param uniformName Name of the variable.
  979. * @param array array to be set.
  980. * @returns this effect.
  981. */
  982. Effect.prototype.setFloatArray = function (uniformName, array) {
  983. this._valueCache[uniformName] = null;
  984. this._engine.setFloatArray(this.getUniform(uniformName), array);
  985. return this;
  986. };
  987. /**
  988. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  989. * @param uniformName Name of the variable.
  990. * @param array array to be set.
  991. * @returns this effect.
  992. */
  993. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  994. this._valueCache[uniformName] = null;
  995. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  996. return this;
  997. };
  998. /**
  999. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1000. * @param uniformName Name of the variable.
  1001. * @param array array to be set.
  1002. * @returns this effect.
  1003. */
  1004. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1005. this._valueCache[uniformName] = null;
  1006. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1007. return this;
  1008. };
  1009. /**
  1010. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1011. * @param uniformName Name of the variable.
  1012. * @param array array to be set.
  1013. * @returns this effect.
  1014. */
  1015. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1016. this._valueCache[uniformName] = null;
  1017. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1018. return this;
  1019. };
  1020. /**
  1021. * Sets an array on a uniform variable.
  1022. * @param uniformName Name of the variable.
  1023. * @param array array to be set.
  1024. * @returns this effect.
  1025. */
  1026. Effect.prototype.setArray = function (uniformName, array) {
  1027. this._valueCache[uniformName] = null;
  1028. this._engine.setArray(this.getUniform(uniformName), array);
  1029. return this;
  1030. };
  1031. /**
  1032. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1033. * @param uniformName Name of the variable.
  1034. * @param array array to be set.
  1035. * @returns this effect.
  1036. */
  1037. Effect.prototype.setArray2 = function (uniformName, array) {
  1038. this._valueCache[uniformName] = null;
  1039. this._engine.setArray2(this.getUniform(uniformName), array);
  1040. return this;
  1041. };
  1042. /**
  1043. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1044. * @param uniformName Name of the variable.
  1045. * @param array array to be set.
  1046. * @returns this effect.
  1047. */
  1048. Effect.prototype.setArray3 = function (uniformName, array) {
  1049. this._valueCache[uniformName] = null;
  1050. this._engine.setArray3(this.getUniform(uniformName), array);
  1051. return this;
  1052. };
  1053. /**
  1054. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1055. * @param uniformName Name of the variable.
  1056. * @param array array to be set.
  1057. * @returns this effect.
  1058. */
  1059. Effect.prototype.setArray4 = function (uniformName, array) {
  1060. this._valueCache[uniformName] = null;
  1061. this._engine.setArray4(this.getUniform(uniformName), array);
  1062. return this;
  1063. };
  1064. /**
  1065. * Sets matrices on a uniform variable.
  1066. * @param uniformName Name of the variable.
  1067. * @param matrices matrices to be set.
  1068. * @returns this effect.
  1069. */
  1070. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1071. if (!matrices) {
  1072. return this;
  1073. }
  1074. this._valueCache[uniformName] = null;
  1075. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1076. return this;
  1077. };
  1078. /**
  1079. * Sets matrix on a uniform variable.
  1080. * @param uniformName Name of the variable.
  1081. * @param matrix matrix to be set.
  1082. * @returns this effect.
  1083. */
  1084. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1085. if (this._cacheMatrix(uniformName, matrix)) {
  1086. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1087. }
  1088. return this;
  1089. };
  1090. /**
  1091. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1092. * @param uniformName Name of the variable.
  1093. * @param matrix matrix to be set.
  1094. * @returns this effect.
  1095. */
  1096. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1097. this._valueCache[uniformName] = null;
  1098. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1099. return this;
  1100. };
  1101. /**
  1102. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1103. * @param uniformName Name of the variable.
  1104. * @param matrix matrix to be set.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1108. this._valueCache[uniformName] = null;
  1109. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1110. return this;
  1111. };
  1112. /**
  1113. * Sets a float on a uniform variable.
  1114. * @param uniformName Name of the variable.
  1115. * @param value value to be set.
  1116. * @returns this effect.
  1117. */
  1118. Effect.prototype.setFloat = function (uniformName, value) {
  1119. var cache = this._valueCache[uniformName];
  1120. if (cache !== undefined && cache === value) {
  1121. return this;
  1122. }
  1123. this._valueCache[uniformName] = value;
  1124. this._engine.setFloat(this.getUniform(uniformName), value);
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a boolean on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param bool value to be set.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setBool = function (uniformName, bool) {
  1134. var cache = this._valueCache[uniformName];
  1135. if (cache !== undefined && cache === bool) {
  1136. return this;
  1137. }
  1138. this._valueCache[uniformName] = bool;
  1139. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1140. return this;
  1141. };
  1142. /**
  1143. * Sets a Vector2 on a uniform variable.
  1144. * @param uniformName Name of the variable.
  1145. * @param vector2 vector2 to be set.
  1146. * @returns this effect.
  1147. */
  1148. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1149. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1150. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1151. }
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float2 on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param x First float in float2.
  1158. * @param y Second float in float2.
  1159. * @returns this effect.
  1160. */
  1161. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1162. if (this._cacheFloat2(uniformName, x, y)) {
  1163. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1164. }
  1165. return this;
  1166. };
  1167. /**
  1168. * Sets a Vector3 on a uniform variable.
  1169. * @param uniformName Name of the variable.
  1170. * @param vector3 Value to be set.
  1171. * @returns this effect.
  1172. */
  1173. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1174. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1175. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1176. }
  1177. return this;
  1178. };
  1179. /**
  1180. * Sets a float3 on a uniform variable.
  1181. * @param uniformName Name of the variable.
  1182. * @param x First float in float3.
  1183. * @param y Second float in float3.
  1184. * @param z Third float in float3.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1188. if (this._cacheFloat3(uniformName, x, y, z)) {
  1189. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Vector4 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param vector4 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1200. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1201. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a float4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param x First float in float4.
  1209. * @param y Second float in float4.
  1210. * @param z Third float in float4.
  1211. * @param w Fourth float in float4.
  1212. * @returns this effect.
  1213. */
  1214. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1215. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1216. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1217. }
  1218. return this;
  1219. };
  1220. /**
  1221. * Sets a Color3 on a uniform variable.
  1222. * @param uniformName Name of the variable.
  1223. * @param color3 Value to be set.
  1224. * @returns this effect.
  1225. */
  1226. Effect.prototype.setColor3 = function (uniformName, color3) {
  1227. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1228. this._engine.setColor3(this.getUniform(uniformName), color3);
  1229. }
  1230. return this;
  1231. };
  1232. /**
  1233. * Sets a Color4 on a uniform variable.
  1234. * @param uniformName Name of the variable.
  1235. * @param color3 Value to be set.
  1236. * @param alpha Alpha value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1240. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1241. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a Color4 on a uniform variable
  1247. * @param uniformName defines the name of the variable
  1248. * @param color4 defines the value to be set
  1249. * @returns this effect.
  1250. */
  1251. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1252. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1253. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1254. }
  1255. return this;
  1256. };
  1257. /**
  1258. * This function will add a new shader to the shader store
  1259. * @param name the name of the shader
  1260. * @param pixelShader optional pixel shader content
  1261. * @param vertexShader optional vertex shader content
  1262. */
  1263. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1264. if (pixelShader) {
  1265. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1266. }
  1267. if (vertexShader) {
  1268. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1269. }
  1270. };
  1271. /**
  1272. * Resets the cache of effects.
  1273. */
  1274. Effect.ResetCache = function () {
  1275. Effect._baseCache = {};
  1276. };
  1277. Effect._uniqueIdSeed = 0;
  1278. Effect._baseCache = {};
  1279. /**
  1280. * Store of each shader (The can be looked up using effect.key)
  1281. */
  1282. Effect.ShadersStore = {};
  1283. /**
  1284. * Store of each included file for a shader (The can be looked up using effect.key)
  1285. */
  1286. Effect.IncludesShadersStore = {};
  1287. return Effect;
  1288. }());
  1289. BABYLON.Effect = Effect;
  1290. })(BABYLON || (BABYLON = {}));
  1291. //# sourceMappingURL=babylon.effect.js.map
  1292. //# sourceMappingURL=babylon.types.js.map
  1293. var BABYLON;
  1294. (function (BABYLON) {
  1295. /**
  1296. * Gather the list of keyboard event types as constants.
  1297. */
  1298. var KeyboardEventTypes = /** @class */ (function () {
  1299. function KeyboardEventTypes() {
  1300. }
  1301. /**
  1302. * The keydown event is fired when a key becomes active (pressed).
  1303. */
  1304. KeyboardEventTypes.KEYDOWN = 0x01;
  1305. /**
  1306. * The keyup event is fired when a key has been released.
  1307. */
  1308. KeyboardEventTypes.KEYUP = 0x02;
  1309. return KeyboardEventTypes;
  1310. }());
  1311. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1312. /**
  1313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1314. */
  1315. var KeyboardInfo = /** @class */ (function () {
  1316. /**
  1317. * Instantiates a new keyboard info.
  1318. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfo(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. this.type = type;
  1332. this.event = event;
  1333. }
  1334. return KeyboardInfo;
  1335. }());
  1336. BABYLON.KeyboardInfo = KeyboardInfo;
  1337. /**
  1338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1339. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1340. */
  1341. var KeyboardInfoPre = /** @class */ (function (_super) {
  1342. __extends(KeyboardInfoPre, _super);
  1343. /**
  1344. * Instantiates a new keyboard pre info.
  1345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1346. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1347. * @param event Defines the related dom event
  1348. */
  1349. function KeyboardInfoPre(
  1350. /**
  1351. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1352. */
  1353. type,
  1354. /**
  1355. * Defines the related dom event
  1356. */
  1357. event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.type = type;
  1360. _this.event = event;
  1361. _this.skipOnPointerObservable = false;
  1362. return _this;
  1363. }
  1364. return KeyboardInfoPre;
  1365. }(KeyboardInfo));
  1366. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1367. })(BABYLON || (BABYLON = {}));
  1368. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1369. var BABYLON;
  1370. (function (BABYLON) {
  1371. /**
  1372. * Gather the list of pointer event types as constants.
  1373. */
  1374. var PointerEventTypes = /** @class */ (function () {
  1375. function PointerEventTypes() {
  1376. }
  1377. /**
  1378. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1379. */
  1380. PointerEventTypes.POINTERDOWN = 0x01;
  1381. /**
  1382. * The pointerup event is fired when a pointer is no longer active.
  1383. */
  1384. PointerEventTypes.POINTERUP = 0x02;
  1385. /**
  1386. * The pointermove event is fired when a pointer changes coordinates.
  1387. */
  1388. PointerEventTypes.POINTERMOVE = 0x04;
  1389. /**
  1390. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1391. */
  1392. PointerEventTypes.POINTERWHEEL = 0x08;
  1393. /**
  1394. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1395. */
  1396. PointerEventTypes.POINTERPICK = 0x10;
  1397. /**
  1398. * The pointertap event is fired when a the object has been touched and released without drag.
  1399. */
  1400. PointerEventTypes.POINTERTAP = 0x20;
  1401. /**
  1402. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1403. */
  1404. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1405. return PointerEventTypes;
  1406. }());
  1407. BABYLON.PointerEventTypes = PointerEventTypes;
  1408. /**
  1409. * Base class of pointer info types.
  1410. */
  1411. var PointerInfoBase = /** @class */ (function () {
  1412. /**
  1413. * Instantiates the base class of pointers info.
  1414. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1415. * @param event Defines the related dom event
  1416. */
  1417. function PointerInfoBase(
  1418. /**
  1419. * Defines the type of event (BABYLON.PointerEventTypes)
  1420. */
  1421. type,
  1422. /**
  1423. * Defines the related dom event
  1424. */
  1425. event) {
  1426. this.type = type;
  1427. this.event = event;
  1428. }
  1429. return PointerInfoBase;
  1430. }());
  1431. BABYLON.PointerInfoBase = PointerInfoBase;
  1432. /**
  1433. * This class is used to store pointer related info for the onPrePointerObservable event.
  1434. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1435. */
  1436. var PointerInfoPre = /** @class */ (function (_super) {
  1437. __extends(PointerInfoPre, _super);
  1438. /**
  1439. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1440. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1441. * @param event Defines the related dom event
  1442. * @param localX Defines the local x coordinates of the pointer when the event occured
  1443. * @param localY Defines the local y coordinates of the pointer when the event occured
  1444. */
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. /**
  1448. * Ray from a pointer if availible (eg. 6dof controller)
  1449. */
  1450. _this.ray = null;
  1451. _this.skipOnPointerObservable = false;
  1452. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1453. return _this;
  1454. }
  1455. return PointerInfoPre;
  1456. }(PointerInfoBase));
  1457. BABYLON.PointerInfoPre = PointerInfoPre;
  1458. /**
  1459. * This type contains all the data related to a pointer event in Babylon.js.
  1460. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1461. */
  1462. var PointerInfo = /** @class */ (function (_super) {
  1463. __extends(PointerInfo, _super);
  1464. /**
  1465. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1466. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1467. * @param event Defines the related dom event
  1468. * @param pickInfo Defines the picking info associated to the info (if any)\
  1469. */
  1470. function PointerInfo(type, event,
  1471. /**
  1472. * Defines the picking info associated to the info (if any)\
  1473. */
  1474. pickInfo) {
  1475. var _this = _super.call(this, type, event) || this;
  1476. _this.pickInfo = pickInfo;
  1477. return _this;
  1478. }
  1479. return PointerInfo;
  1480. }(PointerInfoBase));
  1481. BABYLON.PointerInfo = PointerInfo;
  1482. })(BABYLON || (BABYLON = {}));
  1483. //# sourceMappingURL=babylon.pointerEvents.js.map
  1484. var BABYLON;
  1485. (function (BABYLON) {
  1486. /**
  1487. * Gather the list of clipboard event types as constants.
  1488. */
  1489. var ClipboardEventTypes = /** @class */ (function () {
  1490. function ClipboardEventTypes() {
  1491. }
  1492. /**
  1493. * The clipboard event is fired when a copy command is active (pressed).
  1494. */
  1495. ClipboardEventTypes.COPY = 0x01; //
  1496. /**
  1497. * The clipboard event is fired when a cut command is active (pressed).
  1498. */
  1499. ClipboardEventTypes.CUT = 0x02;
  1500. /**
  1501. * The clipboard event is fired when a paste command is active (pressed).
  1502. */
  1503. ClipboardEventTypes.PASTE = 0x03;
  1504. return ClipboardEventTypes;
  1505. }());
  1506. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1507. /**
  1508. * This class is used to store clipboard related info for the onClipboardObservable event.
  1509. */
  1510. var ClipboardInfo = /** @class */ (function () {
  1511. /**
  1512. *Creates an instance of ClipboardInfo.
  1513. * @param {number} type
  1514. * @param {ClipboardEvent} event
  1515. */
  1516. function ClipboardInfo(
  1517. /**
  1518. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1519. */
  1520. type,
  1521. /**
  1522. * Defines the related dom event
  1523. */
  1524. event) {
  1525. this.type = type;
  1526. this.event = event;
  1527. }
  1528. /**
  1529. * Get the clipboard event's type from the keycode.
  1530. * @param keyCode Defines the keyCode for the current keyboard event.
  1531. * @return {number}
  1532. */
  1533. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1534. var charCode = keyCode;
  1535. //TODO: add codes for extended ASCII
  1536. switch (charCode) {
  1537. case 67: return ClipboardEventTypes.COPY;
  1538. case 86: return ClipboardEventTypes.PASTE;
  1539. case 88: return ClipboardEventTypes.CUT;
  1540. default: return -1;
  1541. }
  1542. };
  1543. return ClipboardInfo;
  1544. }());
  1545. BABYLON.ClipboardInfo = ClipboardInfo;
  1546. })(BABYLON || (BABYLON = {}));
  1547. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1548. var BABYLON;
  1549. (function (BABYLON) {
  1550. /** Class used to store color4 gradient */
  1551. var ColorGradient = /** @class */ (function () {
  1552. function ColorGradient() {
  1553. }
  1554. /**
  1555. * Will get a color picked randomly between color1 and color2.
  1556. * If color2 is undefined then color1 will be used
  1557. * @param result defines the target Color4 to store the result in
  1558. */
  1559. ColorGradient.prototype.getColorToRef = function (result) {
  1560. if (!this.color2) {
  1561. result.copyFrom(this.color1);
  1562. return;
  1563. }
  1564. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1565. };
  1566. return ColorGradient;
  1567. }());
  1568. BABYLON.ColorGradient = ColorGradient;
  1569. /** Class used to store color 3 gradient */
  1570. var Color3Gradient = /** @class */ (function () {
  1571. function Color3Gradient() {
  1572. }
  1573. return Color3Gradient;
  1574. }());
  1575. BABYLON.Color3Gradient = Color3Gradient;
  1576. /** Class used to store factor gradient */
  1577. var FactorGradient = /** @class */ (function () {
  1578. function FactorGradient() {
  1579. }
  1580. /**
  1581. * Will get a number picked randomly between factor1 and factor2.
  1582. * If factor2 is undefined then factor1 will be used
  1583. * @returns the picked number
  1584. */
  1585. FactorGradient.prototype.getFactor = function () {
  1586. if (this.factor2 === undefined) {
  1587. return this.factor1;
  1588. }
  1589. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1590. };
  1591. return FactorGradient;
  1592. }());
  1593. BABYLON.FactorGradient = FactorGradient;
  1594. /**
  1595. * @ignore
  1596. * Application error to support additional information when loading a file
  1597. */
  1598. var LoadFileError = /** @class */ (function (_super) {
  1599. __extends(LoadFileError, _super);
  1600. /**
  1601. * Creates a new LoadFileError
  1602. * @param message defines the message of the error
  1603. * @param request defines the optional XHR request
  1604. */
  1605. function LoadFileError(message,
  1606. /** defines the optional XHR request */
  1607. request) {
  1608. var _this = _super.call(this, message) || this;
  1609. _this.request = request;
  1610. _this.name = "LoadFileError";
  1611. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1612. return _this;
  1613. }
  1614. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1615. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1616. // Polyfill for Object.setPrototypeOf if necessary.
  1617. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1618. return LoadFileError;
  1619. }(Error));
  1620. BABYLON.LoadFileError = LoadFileError;
  1621. /**
  1622. * Class used to define a retry strategy when error happens while loading assets
  1623. */
  1624. var RetryStrategy = /** @class */ (function () {
  1625. function RetryStrategy() {
  1626. }
  1627. /**
  1628. * Function used to defines an exponential back off strategy
  1629. * @param maxRetries defines the maximum number of retries (3 by default)
  1630. * @param baseInterval defines the interval between retries
  1631. * @returns the strategy function to use
  1632. */
  1633. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1634. if (maxRetries === void 0) { maxRetries = 3; }
  1635. if (baseInterval === void 0) { baseInterval = 500; }
  1636. return function (url, request, retryIndex) {
  1637. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1638. return -1;
  1639. }
  1640. return Math.pow(2, retryIndex) * baseInterval;
  1641. };
  1642. };
  1643. return RetryStrategy;
  1644. }());
  1645. BABYLON.RetryStrategy = RetryStrategy;
  1646. // Screenshots
  1647. var screenshotCanvas;
  1648. var cloneValue = function (source, destinationObject) {
  1649. if (!source) {
  1650. return null;
  1651. }
  1652. if (source instanceof BABYLON.Mesh) {
  1653. return null;
  1654. }
  1655. if (source instanceof BABYLON.SubMesh) {
  1656. return source.clone(destinationObject);
  1657. }
  1658. else if (source.clone) {
  1659. return source.clone();
  1660. }
  1661. return null;
  1662. };
  1663. /**
  1664. * Class containing a set of static utilities functions
  1665. */
  1666. var Tools = /** @class */ (function () {
  1667. function Tools() {
  1668. }
  1669. /**
  1670. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1671. * @param u defines the coordinate on X axis
  1672. * @param v defines the coordinate on Y axis
  1673. * @param width defines the width of the source data
  1674. * @param height defines the height of the source data
  1675. * @param pixels defines the source byte array
  1676. * @param color defines the output color
  1677. */
  1678. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1679. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1680. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1681. var position = (wrappedU + wrappedV * width) * 4;
  1682. color.r = pixels[position] / 255;
  1683. color.g = pixels[position + 1] / 255;
  1684. color.b = pixels[position + 2] / 255;
  1685. color.a = pixels[position + 3] / 255;
  1686. };
  1687. /**
  1688. * Interpolates between a and b via alpha
  1689. * @param a The lower value (returned when alpha = 0)
  1690. * @param b The upper value (returned when alpha = 1)
  1691. * @param alpha The interpolation-factor
  1692. * @return The mixed value
  1693. */
  1694. Tools.Mix = function (a, b, alpha) {
  1695. return a * (1 - alpha) + b * alpha;
  1696. };
  1697. /**
  1698. * Tries to instantiate a new object from a given class name
  1699. * @param className defines the class name to instantiate
  1700. * @returns the new object or null if the system was not able to do the instantiation
  1701. */
  1702. Tools.Instantiate = function (className) {
  1703. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1704. return Tools.RegisteredExternalClasses[className];
  1705. }
  1706. var arr = className.split(".");
  1707. var fn = (window || this);
  1708. for (var i = 0, len = arr.length; i < len; i++) {
  1709. fn = fn[arr[i]];
  1710. }
  1711. if (typeof fn !== "function") {
  1712. return null;
  1713. }
  1714. return fn;
  1715. };
  1716. /**
  1717. * Provides a slice function that will work even on IE
  1718. * @param data defines the array to slice
  1719. * @param start defines the start of the data (optional)
  1720. * @param end defines the end of the data (optional)
  1721. * @returns the new sliced array
  1722. */
  1723. Tools.Slice = function (data, start, end) {
  1724. if (data.slice) {
  1725. return data.slice(start, end);
  1726. }
  1727. return Array.prototype.slice.call(data, start, end);
  1728. };
  1729. /**
  1730. * Polyfill for setImmediate
  1731. * @param action defines the action to execute after the current execution block
  1732. */
  1733. Tools.SetImmediate = function (action) {
  1734. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1735. window.setImmediate(action);
  1736. }
  1737. else {
  1738. setTimeout(action, 1);
  1739. }
  1740. };
  1741. /**
  1742. * Function indicating if a number is an exponent of 2
  1743. * @param value defines the value to test
  1744. * @returns true if the value is an exponent of 2
  1745. */
  1746. Tools.IsExponentOfTwo = function (value) {
  1747. var count = 1;
  1748. do {
  1749. count *= 2;
  1750. } while (count < value);
  1751. return count === value;
  1752. };
  1753. /**
  1754. * Returns the nearest 32-bit single precision float representation of a Number
  1755. * @param value A Number. If the parameter is of a different type, it will get converted
  1756. * to a number or to NaN if it cannot be converted
  1757. * @returns number
  1758. */
  1759. Tools.FloatRound = function (value) {
  1760. if (Math.fround) {
  1761. return Math.fround(value);
  1762. }
  1763. return (Tools._tmpFloatArray[0] = value);
  1764. };
  1765. /**
  1766. * Find the next highest power of two.
  1767. * @param x Number to start search from.
  1768. * @return Next highest power of two.
  1769. */
  1770. Tools.CeilingPOT = function (x) {
  1771. x--;
  1772. x |= x >> 1;
  1773. x |= x >> 2;
  1774. x |= x >> 4;
  1775. x |= x >> 8;
  1776. x |= x >> 16;
  1777. x++;
  1778. return x;
  1779. };
  1780. /**
  1781. * Find the next lowest power of two.
  1782. * @param x Number to start search from.
  1783. * @return Next lowest power of two.
  1784. */
  1785. Tools.FloorPOT = function (x) {
  1786. x = x | (x >> 1);
  1787. x = x | (x >> 2);
  1788. x = x | (x >> 4);
  1789. x = x | (x >> 8);
  1790. x = x | (x >> 16);
  1791. return x - (x >> 1);
  1792. };
  1793. /**
  1794. * Find the nearest power of two.
  1795. * @param x Number to start search from.
  1796. * @return Next nearest power of two.
  1797. */
  1798. Tools.NearestPOT = function (x) {
  1799. var c = Tools.CeilingPOT(x);
  1800. var f = Tools.FloorPOT(x);
  1801. return (c - x) > (x - f) ? f : c;
  1802. };
  1803. /**
  1804. * Get the closest exponent of two
  1805. * @param value defines the value to approximate
  1806. * @param max defines the maximum value to return
  1807. * @param mode defines how to define the closest value
  1808. * @returns closest exponent of two of the given value
  1809. */
  1810. Tools.GetExponentOfTwo = function (value, max, mode) {
  1811. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1812. var pot;
  1813. switch (mode) {
  1814. case BABYLON.Engine.SCALEMODE_FLOOR:
  1815. pot = Tools.FloorPOT(value);
  1816. break;
  1817. case BABYLON.Engine.SCALEMODE_NEAREST:
  1818. pot = Tools.NearestPOT(value);
  1819. break;
  1820. case BABYLON.Engine.SCALEMODE_CEILING:
  1821. default:
  1822. pot = Tools.CeilingPOT(value);
  1823. break;
  1824. }
  1825. return Math.min(pot, max);
  1826. };
  1827. /**
  1828. * Extracts the filename from a path
  1829. * @param path defines the path to use
  1830. * @returns the filename
  1831. */
  1832. Tools.GetFilename = function (path) {
  1833. var index = path.lastIndexOf("/");
  1834. if (index < 0) {
  1835. return path;
  1836. }
  1837. return path.substring(index + 1);
  1838. };
  1839. /**
  1840. * Extracts the "folder" part of a path (everything before the filename).
  1841. * @param uri The URI to extract the info from
  1842. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1843. * @returns The "folder" part of the path
  1844. */
  1845. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1846. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1847. var index = uri.lastIndexOf("/");
  1848. if (index < 0) {
  1849. if (returnUnchangedIfNoSlash) {
  1850. return uri;
  1851. }
  1852. return "";
  1853. }
  1854. return uri.substring(0, index + 1);
  1855. };
  1856. /**
  1857. * Extracts text content from a DOM element hierarchy
  1858. * @param element defines the root element
  1859. * @returns a string
  1860. */
  1861. Tools.GetDOMTextContent = function (element) {
  1862. var result = "";
  1863. var child = element.firstChild;
  1864. while (child) {
  1865. if (child.nodeType === 3) {
  1866. result += child.textContent;
  1867. }
  1868. child = (child.nextSibling);
  1869. }
  1870. return result;
  1871. };
  1872. /**
  1873. * Convert an angle in radians to degrees
  1874. * @param angle defines the angle to convert
  1875. * @returns the angle in degrees
  1876. */
  1877. Tools.ToDegrees = function (angle) {
  1878. return angle * 180 / Math.PI;
  1879. };
  1880. /**
  1881. * Convert an angle in degrees to radians
  1882. * @param angle defines the angle to convert
  1883. * @returns the angle in radians
  1884. */
  1885. Tools.ToRadians = function (angle) {
  1886. return angle * Math.PI / 180;
  1887. };
  1888. /**
  1889. * Encode a buffer to a base64 string
  1890. * @param buffer defines the buffer to encode
  1891. * @returns the encoded string
  1892. */
  1893. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1894. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1895. var output = "";
  1896. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1897. var i = 0;
  1898. var bytes = new Uint8Array(buffer);
  1899. while (i < bytes.length) {
  1900. chr1 = bytes[i++];
  1901. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1902. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1903. enc1 = chr1 >> 2;
  1904. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1905. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1906. enc4 = chr3 & 63;
  1907. if (isNaN(chr2)) {
  1908. enc3 = enc4 = 64;
  1909. }
  1910. else if (isNaN(chr3)) {
  1911. enc4 = 64;
  1912. }
  1913. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1914. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1915. }
  1916. return "data:image/png;base64," + output;
  1917. };
  1918. /**
  1919. * Extracts minimum and maximum values from a list of indexed positions
  1920. * @param positions defines the positions to use
  1921. * @param indices defines the indices to the positions
  1922. * @param indexStart defines the start index
  1923. * @param indexCount defines the end index
  1924. * @param bias defines bias value to add to the result
  1925. * @return minimum and maximum values
  1926. */
  1927. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1928. if (bias === void 0) { bias = null; }
  1929. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1930. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1931. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1932. var offset = indices[index] * 3;
  1933. var x = positions[offset];
  1934. var y = positions[offset + 1];
  1935. var z = positions[offset + 2];
  1936. minimum.minimizeInPlaceFromFloats(x, y, z);
  1937. maximum.maximizeInPlaceFromFloats(x, y, z);
  1938. }
  1939. if (bias) {
  1940. minimum.x -= minimum.x * bias.x + bias.y;
  1941. minimum.y -= minimum.y * bias.x + bias.y;
  1942. minimum.z -= minimum.z * bias.x + bias.y;
  1943. maximum.x += maximum.x * bias.x + bias.y;
  1944. maximum.y += maximum.y * bias.x + bias.y;
  1945. maximum.z += maximum.z * bias.x + bias.y;
  1946. }
  1947. return {
  1948. minimum: minimum,
  1949. maximum: maximum
  1950. };
  1951. };
  1952. /**
  1953. * Extracts minimum and maximum values from a list of positions
  1954. * @param positions defines the positions to use
  1955. * @param start defines the start index in the positions array
  1956. * @param count defines the number of positions to handle
  1957. * @param bias defines bias value to add to the result
  1958. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1959. * @return minimum and maximum values
  1960. */
  1961. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1962. if (bias === void 0) { bias = null; }
  1963. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1964. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1965. if (!stride) {
  1966. stride = 3;
  1967. }
  1968. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1969. var x = positions[offset];
  1970. var y = positions[offset + 1];
  1971. var z = positions[offset + 2];
  1972. minimum.minimizeInPlaceFromFloats(x, y, z);
  1973. maximum.maximizeInPlaceFromFloats(x, y, z);
  1974. }
  1975. if (bias) {
  1976. minimum.x -= minimum.x * bias.x + bias.y;
  1977. minimum.y -= minimum.y * bias.x + bias.y;
  1978. minimum.z -= minimum.z * bias.x + bias.y;
  1979. maximum.x += maximum.x * bias.x + bias.y;
  1980. maximum.y += maximum.y * bias.x + bias.y;
  1981. maximum.z += maximum.z * bias.x + bias.y;
  1982. }
  1983. return {
  1984. minimum: minimum,
  1985. maximum: maximum
  1986. };
  1987. };
  1988. /**
  1989. * Returns an array if obj is not an array
  1990. * @param obj defines the object to evaluate as an array
  1991. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1992. * @returns either obj directly if obj is an array or a new array containing obj
  1993. */
  1994. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1995. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1996. return null;
  1997. }
  1998. return Array.isArray(obj) ? obj : [obj];
  1999. };
  2000. /**
  2001. * Returns an array of the given size filled with element built from the given constructor and the paramters
  2002. * @param size the number of element to construct and put in the array
  2003. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  2004. * @returns a new array filled with new objects
  2005. */
  2006. Tools.BuildArray = function (size, itemBuilder) {
  2007. var a = [];
  2008. for (var i = 0; i < size; ++i) {
  2009. a.push(itemBuilder());
  2010. }
  2011. return a;
  2012. };
  2013. /**
  2014. * Gets the pointer prefix to use
  2015. * @returns "pointer" if touch is enabled. Else returns "mouse"
  2016. */
  2017. Tools.GetPointerPrefix = function () {
  2018. var eventPrefix = "pointer";
  2019. // Check if pointer events are supported
  2020. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  2021. eventPrefix = "mouse";
  2022. }
  2023. return eventPrefix;
  2024. };
  2025. /**
  2026. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2027. * @param func - the function to be called
  2028. * @param requester - the object that will request the next frame. Falls back to window.
  2029. * @returns frame number
  2030. */
  2031. Tools.QueueNewFrame = function (func, requester) {
  2032. if (!Tools.IsWindowObjectExist()) {
  2033. return setTimeout(func, 16);
  2034. }
  2035. if (!requester) {
  2036. requester = window;
  2037. }
  2038. if (requester.requestAnimationFrame) {
  2039. return requester.requestAnimationFrame(func);
  2040. }
  2041. else if (requester.msRequestAnimationFrame) {
  2042. return requester.msRequestAnimationFrame(func);
  2043. }
  2044. else if (requester.webkitRequestAnimationFrame) {
  2045. return requester.webkitRequestAnimationFrame(func);
  2046. }
  2047. else if (requester.mozRequestAnimationFrame) {
  2048. return requester.mozRequestAnimationFrame(func);
  2049. }
  2050. else if (requester.oRequestAnimationFrame) {
  2051. return requester.oRequestAnimationFrame(func);
  2052. }
  2053. else {
  2054. return window.setTimeout(func, 16);
  2055. }
  2056. };
  2057. /**
  2058. * Ask the browser to promote the current element to fullscreen rendering mode
  2059. * @param element defines the DOM element to promote
  2060. */
  2061. Tools.RequestFullscreen = function (element) {
  2062. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2063. if (!requestFunction) {
  2064. return;
  2065. }
  2066. requestFunction.call(element);
  2067. };
  2068. /**
  2069. * Asks the browser to exit fullscreen mode
  2070. */
  2071. Tools.ExitFullscreen = function () {
  2072. if (document.exitFullscreen) {
  2073. document.exitFullscreen();
  2074. }
  2075. else if (document.mozCancelFullScreen) {
  2076. document.mozCancelFullScreen();
  2077. }
  2078. else if (document.webkitCancelFullScreen) {
  2079. document.webkitCancelFullScreen();
  2080. }
  2081. else if (document.msCancelFullScreen) {
  2082. document.msCancelFullScreen();
  2083. }
  2084. };
  2085. /**
  2086. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2087. * @param url define the url we are trying
  2088. * @param element define the dom element where to configure the cors policy
  2089. */
  2090. Tools.SetCorsBehavior = function (url, element) {
  2091. if (url && url.indexOf("data:") === 0) {
  2092. return;
  2093. }
  2094. if (Tools.CorsBehavior) {
  2095. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2096. element.crossOrigin = Tools.CorsBehavior;
  2097. }
  2098. else {
  2099. var result = Tools.CorsBehavior(url);
  2100. if (result) {
  2101. element.crossOrigin = result;
  2102. }
  2103. }
  2104. }
  2105. };
  2106. // External files
  2107. /**
  2108. * Removes unwanted characters from an url
  2109. * @param url defines the url to clean
  2110. * @returns the cleaned url
  2111. */
  2112. Tools.CleanUrl = function (url) {
  2113. url = url.replace(/#/mg, "%23");
  2114. return url;
  2115. };
  2116. /**
  2117. * Loads an image as an HTMLImageElement.
  2118. * @param input url string, ArrayBuffer, or Blob to load
  2119. * @param onLoad callback called when the image successfully loads
  2120. * @param onError callback called when the image fails to load
  2121. * @param offlineProvider offline provider for caching
  2122. * @returns the HTMLImageElement of the loaded image
  2123. */
  2124. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2125. var url;
  2126. var usingObjectURL = false;
  2127. if (input instanceof ArrayBuffer) {
  2128. url = URL.createObjectURL(new Blob([input]));
  2129. usingObjectURL = true;
  2130. }
  2131. else if (input instanceof Blob) {
  2132. url = URL.createObjectURL(input);
  2133. usingObjectURL = true;
  2134. }
  2135. else {
  2136. url = Tools.CleanUrl(input);
  2137. url = Tools.PreprocessUrl(input);
  2138. }
  2139. var img = new Image();
  2140. Tools.SetCorsBehavior(url, img);
  2141. var loadHandler = function () {
  2142. if (usingObjectURL && img.src) {
  2143. URL.revokeObjectURL(img.src);
  2144. }
  2145. img.removeEventListener("load", loadHandler);
  2146. img.removeEventListener("error", errorHandler);
  2147. onLoad(img);
  2148. };
  2149. var errorHandler = function (err) {
  2150. if (usingObjectURL && img.src) {
  2151. URL.revokeObjectURL(img.src);
  2152. }
  2153. img.removeEventListener("load", loadHandler);
  2154. img.removeEventListener("error", errorHandler);
  2155. Tools.Error("Error while trying to load image: " + input);
  2156. if (onError) {
  2157. onError("Error while trying to load image: " + input, err);
  2158. }
  2159. };
  2160. img.addEventListener("load", loadHandler);
  2161. img.addEventListener("error", errorHandler);
  2162. var noOfflineSupport = function () {
  2163. img.src = url;
  2164. };
  2165. var loadFromOfflineSupport = function () {
  2166. if (offlineProvider) {
  2167. offlineProvider.loadImage(url, img);
  2168. }
  2169. };
  2170. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2171. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2172. }
  2173. else {
  2174. if (url.indexOf("file:") !== -1) {
  2175. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2176. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2177. try {
  2178. var blobURL;
  2179. try {
  2180. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2181. }
  2182. catch (ex) {
  2183. // Chrome doesn't support oneTimeOnly parameter
  2184. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2185. }
  2186. img.src = blobURL;
  2187. usingObjectURL = true;
  2188. }
  2189. catch (e) {
  2190. img.src = "";
  2191. }
  2192. return img;
  2193. }
  2194. }
  2195. noOfflineSupport();
  2196. }
  2197. return img;
  2198. };
  2199. /**
  2200. * Loads a file
  2201. * @param url url string, ArrayBuffer, or Blob to load
  2202. * @param onSuccess callback called when the file successfully loads
  2203. * @param onProgress callback called while file is loading (if the server supports this mode)
  2204. * @param offlineProvider defines the offline provider for caching
  2205. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2206. * @param onError callback called when the file fails to load
  2207. * @returns a file request object
  2208. */
  2209. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2210. url = Tools.CleanUrl(url);
  2211. url = Tools.PreprocessUrl(url);
  2212. // If file and file input are set
  2213. if (url.indexOf("file:") !== -1) {
  2214. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2215. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2216. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2217. }
  2218. }
  2219. var loadUrl = Tools.BaseUrl + url;
  2220. var aborted = false;
  2221. var fileRequest = {
  2222. onCompleteObservable: new BABYLON.Observable(),
  2223. abort: function () { return aborted = true; },
  2224. };
  2225. var requestFile = function () {
  2226. var request = new XMLHttpRequest();
  2227. var retryHandle = null;
  2228. fileRequest.abort = function () {
  2229. aborted = true;
  2230. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2231. request.abort();
  2232. }
  2233. if (retryHandle !== null) {
  2234. clearTimeout(retryHandle);
  2235. retryHandle = null;
  2236. }
  2237. };
  2238. var retryLoop = function (retryIndex) {
  2239. request.open('GET', loadUrl, true);
  2240. if (useArrayBuffer) {
  2241. request.responseType = "arraybuffer";
  2242. }
  2243. if (onProgress) {
  2244. request.addEventListener("progress", onProgress);
  2245. }
  2246. var onLoadEnd = function () {
  2247. request.removeEventListener("loadend", onLoadEnd);
  2248. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2249. fileRequest.onCompleteObservable.clear();
  2250. };
  2251. request.addEventListener("loadend", onLoadEnd);
  2252. var onReadyStateChange = function () {
  2253. if (aborted) {
  2254. return;
  2255. }
  2256. // In case of undefined state in some browsers.
  2257. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2258. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2259. request.removeEventListener("readystatechange", onReadyStateChange);
  2260. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2261. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2262. return;
  2263. }
  2264. var retryStrategy = Tools.DefaultRetryStrategy;
  2265. if (retryStrategy) {
  2266. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2267. if (waitTime !== -1) {
  2268. // Prevent the request from completing for retry.
  2269. request.removeEventListener("loadend", onLoadEnd);
  2270. request = new XMLHttpRequest();
  2271. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2272. return;
  2273. }
  2274. }
  2275. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2276. if (onError) {
  2277. onError(request, e);
  2278. }
  2279. else {
  2280. throw e;
  2281. }
  2282. }
  2283. };
  2284. request.addEventListener("readystatechange", onReadyStateChange);
  2285. if (Tools.UseCustomRequestHeaders) {
  2286. Tools.InjectCustomRequestHeaders(request);
  2287. }
  2288. request.send();
  2289. };
  2290. retryLoop(0);
  2291. };
  2292. // Caching all files
  2293. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2294. var noOfflineSupport_1 = function (request) {
  2295. if (request && request.status > 400) {
  2296. if (onError) {
  2297. onError(request);
  2298. }
  2299. }
  2300. else {
  2301. if (!aborted) {
  2302. requestFile();
  2303. }
  2304. }
  2305. };
  2306. var loadFromOfflineSupport = function () {
  2307. // TODO: database needs to support aborting and should return a IFileRequest
  2308. if (aborted) {
  2309. return;
  2310. }
  2311. if (offlineProvider) {
  2312. offlineProvider.loadFile(url, function (data) {
  2313. if (!aborted) {
  2314. onSuccess(data);
  2315. }
  2316. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2317. }, onProgress ? function (event) {
  2318. if (!aborted) {
  2319. onProgress(event);
  2320. }
  2321. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2322. }
  2323. };
  2324. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2325. }
  2326. else {
  2327. requestFile();
  2328. }
  2329. return fileRequest;
  2330. };
  2331. /**
  2332. * Load a script (identified by an url). When the url returns, the
  2333. * content of this file is added into a new script element, attached to the DOM (body element)
  2334. * @param scriptUrl defines the url of the script to laod
  2335. * @param onSuccess defines the callback called when the script is loaded
  2336. * @param onError defines the callback to call if an error occurs
  2337. */
  2338. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2339. if (!Tools.IsWindowObjectExist()) {
  2340. return;
  2341. }
  2342. var head = document.getElementsByTagName('head')[0];
  2343. var script = document.createElement('script');
  2344. script.type = 'text/javascript';
  2345. script.src = scriptUrl;
  2346. script.onload = function () {
  2347. if (onSuccess) {
  2348. onSuccess();
  2349. }
  2350. };
  2351. script.onerror = function (e) {
  2352. if (onError) {
  2353. onError("Unable to load script '" + scriptUrl + "'", e);
  2354. }
  2355. };
  2356. head.appendChild(script);
  2357. };
  2358. /**
  2359. * Loads a file from a blob
  2360. * @param fileToLoad defines the blob to use
  2361. * @param callback defines the callback to call when data is loaded
  2362. * @param progressCallback defines the callback to call during loading process
  2363. * @returns a file request object
  2364. */
  2365. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2366. var reader = new FileReader();
  2367. var request = {
  2368. onCompleteObservable: new BABYLON.Observable(),
  2369. abort: function () { return reader.abort(); },
  2370. };
  2371. reader.onloadend = function (e) {
  2372. request.onCompleteObservable.notifyObservers(request);
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. reader.onprogress = progressCallback;
  2379. reader.readAsDataURL(fileToLoad);
  2380. return request;
  2381. };
  2382. /**
  2383. * Loads a file
  2384. * @param fileToLoad defines the file to load
  2385. * @param callback defines the callback to call when data is loaded
  2386. * @param progressCallBack defines the callback to call during loading process
  2387. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2388. * @returns a file request object
  2389. */
  2390. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2391. var reader = new FileReader();
  2392. var request = {
  2393. onCompleteObservable: new BABYLON.Observable(),
  2394. abort: function () { return reader.abort(); },
  2395. };
  2396. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2397. reader.onerror = function (e) {
  2398. Tools.Log("Error while reading file: " + fileToLoad.name);
  2399. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2400. };
  2401. reader.onload = function (e) {
  2402. //target doesn't have result from ts 1.3
  2403. callback(e.target['result']);
  2404. };
  2405. if (progressCallBack) {
  2406. reader.onprogress = progressCallBack;
  2407. }
  2408. if (!useArrayBuffer) {
  2409. // Asynchronous read
  2410. reader.readAsText(fileToLoad);
  2411. }
  2412. else {
  2413. reader.readAsArrayBuffer(fileToLoad);
  2414. }
  2415. return request;
  2416. };
  2417. /**
  2418. * Creates a data url from a given string content
  2419. * @param content defines the content to convert
  2420. * @returns the new data url link
  2421. */
  2422. Tools.FileAsURL = function (content) {
  2423. var fileBlob = new Blob([content]);
  2424. var url = window.URL || window.webkitURL;
  2425. var link = url.createObjectURL(fileBlob);
  2426. return link;
  2427. };
  2428. /**
  2429. * Format the given number to a specific decimal format
  2430. * @param value defines the number to format
  2431. * @param decimals defines the number of decimals to use
  2432. * @returns the formatted string
  2433. */
  2434. Tools.Format = function (value, decimals) {
  2435. if (decimals === void 0) { decimals = 2; }
  2436. return value.toFixed(decimals);
  2437. };
  2438. /**
  2439. * Checks if a given vector is inside a specific range
  2440. * @param v defines the vector to test
  2441. * @param min defines the minimum range
  2442. * @param max defines the maximum range
  2443. */
  2444. Tools.CheckExtends = function (v, min, max) {
  2445. min.minimizeInPlace(v);
  2446. max.maximizeInPlace(v);
  2447. };
  2448. /**
  2449. * Tries to copy an object by duplicating every property
  2450. * @param source defines the source object
  2451. * @param destination defines the target object
  2452. * @param doNotCopyList defines a list of properties to avoid
  2453. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2454. */
  2455. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2456. for (var prop in source) {
  2457. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2458. continue;
  2459. }
  2460. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2461. continue;
  2462. }
  2463. var sourceValue = source[prop];
  2464. var typeOfSourceValue = typeof sourceValue;
  2465. if (typeOfSourceValue === "function") {
  2466. continue;
  2467. }
  2468. try {
  2469. if (typeOfSourceValue === "object") {
  2470. if (sourceValue instanceof Array) {
  2471. destination[prop] = [];
  2472. if (sourceValue.length > 0) {
  2473. if (typeof sourceValue[0] == "object") {
  2474. for (var index = 0; index < sourceValue.length; index++) {
  2475. var clonedValue = cloneValue(sourceValue[index], destination);
  2476. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2477. destination[prop].push(clonedValue);
  2478. }
  2479. }
  2480. }
  2481. else {
  2482. destination[prop] = sourceValue.slice(0);
  2483. }
  2484. }
  2485. }
  2486. else {
  2487. destination[prop] = cloneValue(sourceValue, destination);
  2488. }
  2489. }
  2490. else {
  2491. destination[prop] = sourceValue;
  2492. }
  2493. }
  2494. catch (e) {
  2495. // Just ignore error (it could be because of a read-only property)
  2496. }
  2497. }
  2498. };
  2499. /**
  2500. * Gets a boolean indicating if the given object has no own property
  2501. * @param obj defines the object to test
  2502. * @returns true if object has no own property
  2503. */
  2504. Tools.IsEmpty = function (obj) {
  2505. for (var i in obj) {
  2506. if (obj.hasOwnProperty(i)) {
  2507. return false;
  2508. }
  2509. }
  2510. return true;
  2511. };
  2512. /**
  2513. * Function used to register events at window level
  2514. * @param events defines the events to register
  2515. */
  2516. Tools.RegisterTopRootEvents = function (events) {
  2517. for (var index = 0; index < events.length; index++) {
  2518. var event = events[index];
  2519. window.addEventListener(event.name, event.handler, false);
  2520. try {
  2521. if (window.parent) {
  2522. window.parent.addEventListener(event.name, event.handler, false);
  2523. }
  2524. }
  2525. catch (e) {
  2526. // Silently fails...
  2527. }
  2528. }
  2529. };
  2530. /**
  2531. * Function used to unregister events from window level
  2532. * @param events defines the events to unregister
  2533. */
  2534. Tools.UnregisterTopRootEvents = function (events) {
  2535. for (var index = 0; index < events.length; index++) {
  2536. var event = events[index];
  2537. window.removeEventListener(event.name, event.handler);
  2538. try {
  2539. if (window.parent) {
  2540. window.parent.removeEventListener(event.name, event.handler);
  2541. }
  2542. }
  2543. catch (e) {
  2544. // Silently fails...
  2545. }
  2546. }
  2547. };
  2548. /**
  2549. * Dumps the current bound framebuffer
  2550. * @param width defines the rendering width
  2551. * @param height defines the rendering height
  2552. * @param engine defines the hosting engine
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. // Read the contents of the framebuffer
  2560. var numberOfChannelsByLine = width * 4;
  2561. var halfHeight = height / 2;
  2562. //Reading datas from WebGL
  2563. var data = engine.readPixels(0, 0, width, height);
  2564. //To flip image on Y axis.
  2565. for (var i = 0; i < halfHeight; i++) {
  2566. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2567. var currentCell = j + i * numberOfChannelsByLine;
  2568. var targetLine = height - i - 1;
  2569. var targetCell = j + targetLine * numberOfChannelsByLine;
  2570. var temp = data[currentCell];
  2571. data[currentCell] = data[targetCell];
  2572. data[targetCell] = temp;
  2573. }
  2574. }
  2575. // Create a 2D canvas to store the result
  2576. if (!screenshotCanvas) {
  2577. screenshotCanvas = document.createElement('canvas');
  2578. }
  2579. screenshotCanvas.width = width;
  2580. screenshotCanvas.height = height;
  2581. var context = screenshotCanvas.getContext('2d');
  2582. if (context) {
  2583. // Copy the pixels to a 2D canvas
  2584. var imageData = context.createImageData(width, height);
  2585. var castData = (imageData.data);
  2586. castData.set(data);
  2587. context.putImageData(imageData, 0, 0);
  2588. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2589. }
  2590. };
  2591. /**
  2592. * Converts the canvas data to blob.
  2593. * This acts as a polyfill for browsers not supporting the to blob function.
  2594. * @param canvas Defines the canvas to extract the data from
  2595. * @param successCallback Defines the callback triggered once the data are available
  2596. * @param mimeType Defines the mime type of the result
  2597. */
  2598. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2599. if (mimeType === void 0) { mimeType = "image/png"; }
  2600. // We need HTMLCanvasElement.toBlob for HD screenshots
  2601. if (!canvas.toBlob) {
  2602. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2603. canvas.toBlob = function (callback, type, quality) {
  2604. var _this = this;
  2605. setTimeout(function () {
  2606. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2607. for (var i = 0; i < len; i++) {
  2608. arr[i] = binStr.charCodeAt(i);
  2609. }
  2610. callback(new Blob([arr]));
  2611. });
  2612. };
  2613. }
  2614. canvas.toBlob(function (blob) {
  2615. successCallback(blob);
  2616. }, mimeType);
  2617. };
  2618. /**
  2619. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2620. * @param successCallback defines the callback triggered once the data are available
  2621. * @param mimeType defines the mime type of the result
  2622. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2623. */
  2624. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2625. if (mimeType === void 0) { mimeType = "image/png"; }
  2626. if (successCallback) {
  2627. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2628. successCallback(base64Image);
  2629. }
  2630. else {
  2631. this.ToBlob(screenshotCanvas, function (blob) {
  2632. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2633. if (("download" in document.createElement("a"))) {
  2634. if (!fileName) {
  2635. var date = new Date();
  2636. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2637. fileName = "screenshot_" + stringDate + ".png";
  2638. }
  2639. Tools.Download(blob, fileName);
  2640. }
  2641. else {
  2642. var url = URL.createObjectURL(blob);
  2643. var newWindow = window.open("");
  2644. if (!newWindow) {
  2645. return;
  2646. }
  2647. var img = newWindow.document.createElement("img");
  2648. img.onload = function () {
  2649. // no longer need to read the blob so it's revoked
  2650. URL.revokeObjectURL(url);
  2651. };
  2652. img.src = url;
  2653. newWindow.document.body.appendChild(img);
  2654. }
  2655. }, mimeType);
  2656. }
  2657. };
  2658. /**
  2659. * Downloads a blob in the browser
  2660. * @param blob defines the blob to download
  2661. * @param fileName defines the name of the downloaded file
  2662. */
  2663. Tools.Download = function (blob, fileName) {
  2664. if (navigator && navigator.msSaveBlob) {
  2665. navigator.msSaveBlob(blob, fileName);
  2666. return;
  2667. }
  2668. var url = window.URL.createObjectURL(blob);
  2669. var a = document.createElement("a");
  2670. document.body.appendChild(a);
  2671. a.style.display = "none";
  2672. a.href = url;
  2673. a.download = fileName;
  2674. a.addEventListener("click", function () {
  2675. if (a.parentElement) {
  2676. a.parentElement.removeChild(a);
  2677. }
  2678. });
  2679. a.click();
  2680. window.URL.revokeObjectURL(url);
  2681. };
  2682. /**
  2683. * Captures a screenshot of the current rendering
  2684. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2685. * @param engine defines the rendering engine
  2686. * @param camera defines the source camera
  2687. * @param size This parameter can be set to a single number or to an object with the
  2688. * following (optional) properties: precision, width, height. If a single number is passed,
  2689. * it will be used for both width and height. If an object is passed, the screenshot size
  2690. * will be derived from the parameters. The precision property is a multiplier allowing
  2691. * rendering at a higher or lower resolution
  2692. * @param successCallback defines the callback receives a single parameter which contains the
  2693. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2694. * src parameter of an <img> to display it
  2695. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2696. * Check your browser for supported MIME types
  2697. */
  2698. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2699. if (mimeType === void 0) { mimeType = "image/png"; }
  2700. var width;
  2701. var height;
  2702. // If a precision value is specified
  2703. if (size.precision) {
  2704. width = Math.round(engine.getRenderWidth() * size.precision);
  2705. height = Math.round(width / engine.getAspectRatio(camera));
  2706. }
  2707. else if (size.width && size.height) {
  2708. width = size.width;
  2709. height = size.height;
  2710. }
  2711. //If passing only width, computing height to keep display canvas ratio.
  2712. else if (size.width && !size.height) {
  2713. width = size.width;
  2714. height = Math.round(width / engine.getAspectRatio(camera));
  2715. }
  2716. //If passing only height, computing width to keep display canvas ratio.
  2717. else if (size.height && !size.width) {
  2718. height = size.height;
  2719. width = Math.round(height * engine.getAspectRatio(camera));
  2720. }
  2721. //Assuming here that "size" parameter is a number
  2722. else if (!isNaN(size)) {
  2723. height = size;
  2724. width = size;
  2725. }
  2726. else {
  2727. Tools.Error("Invalid 'size' parameter !");
  2728. return;
  2729. }
  2730. if (!screenshotCanvas) {
  2731. screenshotCanvas = document.createElement('canvas');
  2732. }
  2733. screenshotCanvas.width = width;
  2734. screenshotCanvas.height = height;
  2735. var renderContext = screenshotCanvas.getContext("2d");
  2736. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2737. var newWidth = width;
  2738. var newHeight = newWidth / ratio;
  2739. if (newHeight > height) {
  2740. newHeight = height;
  2741. newWidth = newHeight * ratio;
  2742. }
  2743. var offsetX = Math.max(0, width - newWidth) / 2;
  2744. var offsetY = Math.max(0, height - newHeight) / 2;
  2745. var renderingCanvas = engine.getRenderingCanvas();
  2746. if (renderContext && renderingCanvas) {
  2747. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2748. }
  2749. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2750. };
  2751. /**
  2752. * Generates an image screenshot from the specified camera.
  2753. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2754. * @param engine The engine to use for rendering
  2755. * @param camera The camera to use for rendering
  2756. * @param size This parameter can be set to a single number or to an object with the
  2757. * following (optional) properties: precision, width, height. If a single number is passed,
  2758. * it will be used for both width and height. If an object is passed, the screenshot size
  2759. * will be derived from the parameters. The precision property is a multiplier allowing
  2760. * rendering at a higher or lower resolution
  2761. * @param successCallback The callback receives a single parameter which contains the
  2762. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2763. * src parameter of an <img> to display it
  2764. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2765. * Check your browser for supported MIME types
  2766. * @param samples Texture samples (default: 1)
  2767. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2768. * @param fileName A name for for the downloaded file.
  2769. */
  2770. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2771. if (mimeType === void 0) { mimeType = "image/png"; }
  2772. if (samples === void 0) { samples = 1; }
  2773. if (antialiasing === void 0) { antialiasing = false; }
  2774. var width;
  2775. var height;
  2776. //If a precision value is specified
  2777. if (size.precision) {
  2778. width = Math.round(engine.getRenderWidth() * size.precision);
  2779. height = Math.round(width / engine.getAspectRatio(camera));
  2780. size = { width: width, height: height };
  2781. }
  2782. else if (size.width && size.height) {
  2783. width = size.width;
  2784. height = size.height;
  2785. }
  2786. //If passing only width, computing height to keep display canvas ratio.
  2787. else if (size.width && !size.height) {
  2788. width = size.width;
  2789. height = Math.round(width / engine.getAspectRatio(camera));
  2790. size = { width: width, height: height };
  2791. }
  2792. //If passing only height, computing width to keep display canvas ratio.
  2793. else if (size.height && !size.width) {
  2794. height = size.height;
  2795. width = Math.round(height * engine.getAspectRatio(camera));
  2796. size = { width: width, height: height };
  2797. }
  2798. //Assuming here that "size" parameter is a number
  2799. else if (!isNaN(size)) {
  2800. height = size;
  2801. width = size;
  2802. }
  2803. else {
  2804. Tools.Error("Invalid 'size' parameter !");
  2805. return;
  2806. }
  2807. var scene = camera.getScene();
  2808. var previousCamera = null;
  2809. if (scene.activeCamera !== camera) {
  2810. previousCamera = scene.activeCamera;
  2811. scene.activeCamera = camera;
  2812. }
  2813. var renderCanvas = engine.getRenderingCanvas();
  2814. if (!renderCanvas) {
  2815. Tools.Error("No rendering canvas found !");
  2816. return;
  2817. }
  2818. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2819. engine.setSize(width, height);
  2820. scene.render();
  2821. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2822. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2823. texture.renderList = null;
  2824. texture.samples = samples;
  2825. if (antialiasing) {
  2826. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2827. }
  2828. texture.onAfterRenderObservable.add(function () {
  2829. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2830. });
  2831. scene.incrementRenderId();
  2832. scene.resetCachedMaterial();
  2833. texture.render(true);
  2834. texture.dispose();
  2835. if (previousCamera) {
  2836. scene.activeCamera = previousCamera;
  2837. }
  2838. engine.setSize(originalSize.width, originalSize.height);
  2839. camera.getProjectionMatrix(true); // Force cache refresh;
  2840. };
  2841. /**
  2842. * Validates if xhr data is correct
  2843. * @param xhr defines the request to validate
  2844. * @param dataType defines the expected data type
  2845. * @returns true if data is correct
  2846. */
  2847. Tools.ValidateXHRData = function (xhr, dataType) {
  2848. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2849. if (dataType === void 0) { dataType = 7; }
  2850. try {
  2851. if (dataType & 1) {
  2852. if (xhr.responseText && xhr.responseText.length > 0) {
  2853. return true;
  2854. }
  2855. else if (dataType === 1) {
  2856. return false;
  2857. }
  2858. }
  2859. if (dataType & 2) {
  2860. // Check header width and height since there is no "TGA" magic number
  2861. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2862. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2863. return true;
  2864. }
  2865. else if (dataType === 2) {
  2866. return false;
  2867. }
  2868. }
  2869. if (dataType & 4) {
  2870. // Check for the "DDS" magic number
  2871. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2872. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2873. return true;
  2874. }
  2875. else {
  2876. return false;
  2877. }
  2878. }
  2879. }
  2880. catch (e) {
  2881. // Global protection
  2882. }
  2883. return false;
  2884. };
  2885. /**
  2886. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2887. * Be aware Math.random() could cause collisions, but:
  2888. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  2889. * @returns a pseudo random id
  2890. */
  2891. Tools.RandomId = function () {
  2892. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2893. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2894. return v.toString(16);
  2895. });
  2896. };
  2897. /**
  2898. * Test if the given uri is a base64 string
  2899. * @param uri The uri to test
  2900. * @return True if the uri is a base64 string or false otherwise
  2901. */
  2902. Tools.IsBase64 = function (uri) {
  2903. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2904. };
  2905. /**
  2906. * Decode the given base64 uri.
  2907. * @param uri The uri to decode
  2908. * @return The decoded base64 data.
  2909. */
  2910. Tools.DecodeBase64 = function (uri) {
  2911. var decodedString = atob(uri.split(",")[1]);
  2912. var bufferLength = decodedString.length;
  2913. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2914. for (var i = 0; i < bufferLength; i++) {
  2915. bufferView[i] = decodedString.charCodeAt(i);
  2916. }
  2917. return bufferView.buffer;
  2918. };
  2919. Tools._AddLogEntry = function (entry) {
  2920. Tools._LogCache = entry + Tools._LogCache;
  2921. if (Tools.OnNewCacheEntry) {
  2922. Tools.OnNewCacheEntry(entry);
  2923. }
  2924. };
  2925. Tools._FormatMessage = function (message) {
  2926. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2927. var date = new Date();
  2928. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2929. };
  2930. Tools._LogDisabled = function (message) {
  2931. // nothing to do
  2932. };
  2933. Tools._LogEnabled = function (message) {
  2934. var formattedMessage = Tools._FormatMessage(message);
  2935. console.log("BJS - " + formattedMessage);
  2936. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2937. Tools._AddLogEntry(entry);
  2938. };
  2939. Tools._WarnDisabled = function (message) {
  2940. // nothing to do
  2941. };
  2942. Tools._WarnEnabled = function (message) {
  2943. var formattedMessage = Tools._FormatMessage(message);
  2944. console.warn("BJS - " + formattedMessage);
  2945. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2946. Tools._AddLogEntry(entry);
  2947. };
  2948. Tools._ErrorDisabled = function (message) {
  2949. // nothing to do
  2950. };
  2951. Tools._ErrorEnabled = function (message) {
  2952. Tools.errorsCount++;
  2953. var formattedMessage = Tools._FormatMessage(message);
  2954. console.error("BJS - " + formattedMessage);
  2955. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2956. Tools._AddLogEntry(entry);
  2957. };
  2958. Object.defineProperty(Tools, "LogCache", {
  2959. /**
  2960. * Gets current log cache (list of logs)
  2961. */
  2962. get: function () {
  2963. return Tools._LogCache;
  2964. },
  2965. enumerable: true,
  2966. configurable: true
  2967. });
  2968. /**
  2969. * Clears the log cache
  2970. */
  2971. Tools.ClearLogCache = function () {
  2972. Tools._LogCache = "";
  2973. Tools.errorsCount = 0;
  2974. };
  2975. Object.defineProperty(Tools, "LogLevels", {
  2976. /**
  2977. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2978. */
  2979. set: function (level) {
  2980. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2981. Tools.Log = Tools._LogEnabled;
  2982. }
  2983. else {
  2984. Tools.Log = Tools._LogDisabled;
  2985. }
  2986. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2987. Tools.Warn = Tools._WarnEnabled;
  2988. }
  2989. else {
  2990. Tools.Warn = Tools._WarnDisabled;
  2991. }
  2992. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2993. Tools.Error = Tools._ErrorEnabled;
  2994. }
  2995. else {
  2996. Tools.Error = Tools._ErrorDisabled;
  2997. }
  2998. },
  2999. enumerable: true,
  3000. configurable: true
  3001. });
  3002. /**
  3003. * Checks if the loaded document was accessed via `file:`-Protocol.
  3004. * @returns boolean
  3005. */
  3006. Tools.IsFileURL = function () {
  3007. return location.protocol === "file:";
  3008. };
  3009. /**
  3010. * Checks if the window object exists
  3011. * @returns true if the window object exists
  3012. */
  3013. Tools.IsWindowObjectExist = function () {
  3014. return (typeof window) !== "undefined";
  3015. };
  3016. Object.defineProperty(Tools, "PerformanceLogLevel", {
  3017. /**
  3018. * Sets the current performance log level
  3019. */
  3020. set: function (level) {
  3021. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  3022. Tools.StartPerformanceCounter = Tools._StartUserMark;
  3023. Tools.EndPerformanceCounter = Tools._EndUserMark;
  3024. return;
  3025. }
  3026. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3027. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3028. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3029. return;
  3030. }
  3031. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3032. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3033. },
  3034. enumerable: true,
  3035. configurable: true
  3036. });
  3037. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3038. };
  3039. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3040. };
  3041. Tools._StartUserMark = function (counterName, condition) {
  3042. if (condition === void 0) { condition = true; }
  3043. if (!Tools._performance) {
  3044. if (!Tools.IsWindowObjectExist()) {
  3045. return;
  3046. }
  3047. Tools._performance = window.performance;
  3048. }
  3049. if (!condition || !Tools._performance.mark) {
  3050. return;
  3051. }
  3052. Tools._performance.mark(counterName + "-Begin");
  3053. };
  3054. Tools._EndUserMark = function (counterName, condition) {
  3055. if (condition === void 0) { condition = true; }
  3056. if (!condition || !Tools._performance.mark) {
  3057. return;
  3058. }
  3059. Tools._performance.mark(counterName + "-End");
  3060. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3061. };
  3062. Tools._StartPerformanceConsole = function (counterName, condition) {
  3063. if (condition === void 0) { condition = true; }
  3064. if (!condition) {
  3065. return;
  3066. }
  3067. Tools._StartUserMark(counterName, condition);
  3068. if (console.time) {
  3069. console.time(counterName);
  3070. }
  3071. };
  3072. Tools._EndPerformanceConsole = function (counterName, condition) {
  3073. if (condition === void 0) { condition = true; }
  3074. if (!condition) {
  3075. return;
  3076. }
  3077. Tools._EndUserMark(counterName, condition);
  3078. if (console.time) {
  3079. console.timeEnd(counterName);
  3080. }
  3081. };
  3082. /**
  3083. * Injects the @see CustomRequestHeaders into the given request
  3084. * @param request the request that should be used for injection
  3085. */
  3086. Tools.InjectCustomRequestHeaders = function (request) {
  3087. for (var key in Tools.CustomRequestHeaders) {
  3088. var val = Tools.CustomRequestHeaders[key];
  3089. if (val) {
  3090. request.setRequestHeader(key, val);
  3091. }
  3092. }
  3093. };
  3094. Object.defineProperty(Tools, "Now", {
  3095. /**
  3096. * Gets either window.performance.now() if supported or Date.now() else
  3097. */
  3098. get: function () {
  3099. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3100. return window.performance.now();
  3101. }
  3102. return Date.now();
  3103. },
  3104. enumerable: true,
  3105. configurable: true
  3106. });
  3107. /**
  3108. * This method will return the name of the class used to create the instance of the given object.
  3109. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3110. * @param object the object to get the class name from
  3111. * @param isType defines if the object is actually a type
  3112. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3113. */
  3114. Tools.GetClassName = function (object, isType) {
  3115. if (isType === void 0) { isType = false; }
  3116. var name = null;
  3117. if (!isType && object.getClassName) {
  3118. name = object.getClassName();
  3119. }
  3120. else {
  3121. if (object instanceof Object) {
  3122. var classObj = isType ? object : Object.getPrototypeOf(object);
  3123. name = classObj.constructor["__bjsclassName__"];
  3124. }
  3125. if (!name) {
  3126. name = typeof object;
  3127. }
  3128. }
  3129. return name;
  3130. };
  3131. /**
  3132. * Gets the first element of an array satisfying a given predicate
  3133. * @param array defines the array to browse
  3134. * @param predicate defines the predicate to use
  3135. * @returns null if not found or the element
  3136. */
  3137. Tools.First = function (array, predicate) {
  3138. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3139. var el = array_1[_i];
  3140. if (predicate(el)) {
  3141. return el;
  3142. }
  3143. }
  3144. return null;
  3145. };
  3146. /**
  3147. * This method will return the name of the full name of the class, including its owning module (if any).
  3148. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  3149. * @param object the object to get the class name from
  3150. * @param isType defines if the object is actually a type
  3151. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  3152. * @ignorenaming
  3153. */
  3154. Tools.getFullClassName = function (object, isType) {
  3155. if (isType === void 0) { isType = false; }
  3156. var className = null;
  3157. var moduleName = null;
  3158. if (!isType && object.getClassName) {
  3159. className = object.getClassName();
  3160. }
  3161. else {
  3162. if (object instanceof Object) {
  3163. var classObj = isType ? object : Object.getPrototypeOf(object);
  3164. className = classObj.constructor["__bjsclassName__"];
  3165. moduleName = classObj.constructor["__bjsmoduleName__"];
  3166. }
  3167. if (!className) {
  3168. className = typeof object;
  3169. }
  3170. }
  3171. if (!className) {
  3172. return null;
  3173. }
  3174. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3175. };
  3176. /**
  3177. * Returns a promise that resolves after the given amount of time.
  3178. * @param delay Number of milliseconds to delay
  3179. * @returns Promise that resolves after the given amount of time
  3180. */
  3181. Tools.DelayAsync = function (delay) {
  3182. return new Promise(function (resolve) {
  3183. setTimeout(function () {
  3184. resolve();
  3185. }, delay);
  3186. });
  3187. };
  3188. /**
  3189. * Gets the current gradient from an array of IValueGradient
  3190. * @param ratio defines the current ratio to get
  3191. * @param gradients defines the array of IValueGradient
  3192. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3193. */
  3194. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3195. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3196. var currentGradient = gradients[gradientIndex];
  3197. var nextGradient = gradients[gradientIndex + 1];
  3198. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3199. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3200. updateFunc(currentGradient, nextGradient, scale);
  3201. return;
  3202. }
  3203. }
  3204. // Use last index if over
  3205. var lastIndex = gradients.length - 1;
  3206. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3207. };
  3208. /**
  3209. * Gets or sets the base URL to use to load assets
  3210. */
  3211. Tools.BaseUrl = "";
  3212. /**
  3213. * Enable/Disable Custom HTTP Request Headers globally.
  3214. * default = false
  3215. * @see CustomRequestHeaders
  3216. */
  3217. Tools.UseCustomRequestHeaders = false;
  3218. /**
  3219. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3220. * i.e. when loading files, where the server/service expects an Authorization header.
  3221. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3222. */
  3223. Tools.CustomRequestHeaders = {};
  3224. /**
  3225. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3226. */
  3227. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3228. /**
  3229. * Default behaviour for cors in the application.
  3230. * It can be a string if the expected behavior is identical in the entire app.
  3231. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3232. */
  3233. Tools.CorsBehavior = "anonymous";
  3234. /**
  3235. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3236. * @ignorenaming
  3237. */
  3238. Tools.UseFallbackTexture = true;
  3239. /**
  3240. * Use this object to register external classes like custom textures or material
  3241. * to allow the laoders to instantiate them
  3242. */
  3243. Tools.RegisteredExternalClasses = {};
  3244. /**
  3245. * Texture content used if a texture cannot loaded
  3246. * @ignorenaming
  3247. */
  3248. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3249. Tools._tmpFloatArray = new Float32Array(1);
  3250. /**
  3251. * Gets or sets a function used to pre-process url before using them to load assets
  3252. */
  3253. Tools.PreprocessUrl = function (url) {
  3254. return url;
  3255. };
  3256. // Logs
  3257. /**
  3258. * No log
  3259. */
  3260. Tools.NoneLogLevel = 0;
  3261. /**
  3262. * Only message logs
  3263. */
  3264. Tools.MessageLogLevel = 1;
  3265. /**
  3266. * Only warning logs
  3267. */
  3268. Tools.WarningLogLevel = 2;
  3269. /**
  3270. * Only error logs
  3271. */
  3272. Tools.ErrorLogLevel = 4;
  3273. /**
  3274. * All logs
  3275. */
  3276. Tools.AllLogLevel = 7;
  3277. Tools._LogCache = "";
  3278. /**
  3279. * Gets a value indicating the number of loading errors
  3280. * @ignorenaming
  3281. */
  3282. Tools.errorsCount = 0;
  3283. /**
  3284. * Log a message to the console
  3285. */
  3286. Tools.Log = Tools._LogEnabled;
  3287. /**
  3288. * Write a warning message to the console
  3289. */
  3290. Tools.Warn = Tools._WarnEnabled;
  3291. /**
  3292. * Write an error message to the console
  3293. */
  3294. Tools.Error = Tools._ErrorEnabled;
  3295. // Performances
  3296. /**
  3297. * No performance log
  3298. */
  3299. Tools.PerformanceNoneLogLevel = 0;
  3300. /**
  3301. * Use user marks to log performance
  3302. */
  3303. Tools.PerformanceUserMarkLogLevel = 1;
  3304. /**
  3305. * Log performance to the console
  3306. */
  3307. Tools.PerformanceConsoleLogLevel = 2;
  3308. /**
  3309. * Starts a performance counter
  3310. */
  3311. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3312. /**
  3313. * Ends a specific performance coutner
  3314. */
  3315. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3316. return Tools;
  3317. }());
  3318. BABYLON.Tools = Tools;
  3319. /**
  3320. * This class is used to track a performance counter which is number based.
  3321. * The user has access to many properties which give statistics of different nature.
  3322. *
  3323. * The implementer can track two kinds of Performance Counter: time and count.
  3324. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  3325. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  3326. */
  3327. var PerfCounter = /** @class */ (function () {
  3328. /**
  3329. * Creates a new counter
  3330. */
  3331. function PerfCounter() {
  3332. this._startMonitoringTime = 0;
  3333. this._min = 0;
  3334. this._max = 0;
  3335. this._average = 0;
  3336. this._lastSecAverage = 0;
  3337. this._current = 0;
  3338. this._totalValueCount = 0;
  3339. this._totalAccumulated = 0;
  3340. this._lastSecAccumulated = 0;
  3341. this._lastSecTime = 0;
  3342. this._lastSecValueCount = 0;
  3343. }
  3344. Object.defineProperty(PerfCounter.prototype, "min", {
  3345. /**
  3346. * Returns the smallest value ever
  3347. */
  3348. get: function () {
  3349. return this._min;
  3350. },
  3351. enumerable: true,
  3352. configurable: true
  3353. });
  3354. Object.defineProperty(PerfCounter.prototype, "max", {
  3355. /**
  3356. * Returns the biggest value ever
  3357. */
  3358. get: function () {
  3359. return this._max;
  3360. },
  3361. enumerable: true,
  3362. configurable: true
  3363. });
  3364. Object.defineProperty(PerfCounter.prototype, "average", {
  3365. /**
  3366. * Returns the average value since the performance counter is running
  3367. */
  3368. get: function () {
  3369. return this._average;
  3370. },
  3371. enumerable: true,
  3372. configurable: true
  3373. });
  3374. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3375. /**
  3376. * Returns the average value of the last second the counter was monitored
  3377. */
  3378. get: function () {
  3379. return this._lastSecAverage;
  3380. },
  3381. enumerable: true,
  3382. configurable: true
  3383. });
  3384. Object.defineProperty(PerfCounter.prototype, "current", {
  3385. /**
  3386. * Returns the current value
  3387. */
  3388. get: function () {
  3389. return this._current;
  3390. },
  3391. enumerable: true,
  3392. configurable: true
  3393. });
  3394. Object.defineProperty(PerfCounter.prototype, "total", {
  3395. /**
  3396. * Gets the accumulated total
  3397. */
  3398. get: function () {
  3399. return this._totalAccumulated;
  3400. },
  3401. enumerable: true,
  3402. configurable: true
  3403. });
  3404. Object.defineProperty(PerfCounter.prototype, "count", {
  3405. /**
  3406. * Gets the total value count
  3407. */
  3408. get: function () {
  3409. return this._totalValueCount;
  3410. },
  3411. enumerable: true,
  3412. configurable: true
  3413. });
  3414. /**
  3415. * Call this method to start monitoring a new frame.
  3416. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  3417. */
  3418. PerfCounter.prototype.fetchNewFrame = function () {
  3419. this._totalValueCount++;
  3420. this._current = 0;
  3421. this._lastSecValueCount++;
  3422. };
  3423. /**
  3424. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3425. * @param newCount the count value to add to the monitored count
  3426. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  3427. */
  3428. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3429. if (!PerfCounter.Enabled) {
  3430. return;
  3431. }
  3432. this._current += newCount;
  3433. if (fetchResult) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. /**
  3438. * Start monitoring this performance counter
  3439. */
  3440. PerfCounter.prototype.beginMonitoring = function () {
  3441. if (!PerfCounter.Enabled) {
  3442. return;
  3443. }
  3444. this._startMonitoringTime = Tools.Now;
  3445. };
  3446. /**
  3447. * Compute the time lapsed since the previous beginMonitoring() call.
  3448. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  3449. */
  3450. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3451. if (newFrame === void 0) { newFrame = true; }
  3452. if (!PerfCounter.Enabled) {
  3453. return;
  3454. }
  3455. if (newFrame) {
  3456. this.fetchNewFrame();
  3457. }
  3458. var currentTime = Tools.Now;
  3459. this._current = currentTime - this._startMonitoringTime;
  3460. if (newFrame) {
  3461. this._fetchResult();
  3462. }
  3463. };
  3464. PerfCounter.prototype._fetchResult = function () {
  3465. this._totalAccumulated += this._current;
  3466. this._lastSecAccumulated += this._current;
  3467. // Min/Max update
  3468. this._min = Math.min(this._min, this._current);
  3469. this._max = Math.max(this._max, this._current);
  3470. this._average = this._totalAccumulated / this._totalValueCount;
  3471. // Reset last sec?
  3472. var now = Tools.Now;
  3473. if ((now - this._lastSecTime) > 1000) {
  3474. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3475. this._lastSecTime = now;
  3476. this._lastSecAccumulated = 0;
  3477. this._lastSecValueCount = 0;
  3478. }
  3479. };
  3480. /**
  3481. * Gets or sets a global boolean to turn on and off all the counters
  3482. */
  3483. PerfCounter.Enabled = true;
  3484. return PerfCounter;
  3485. }());
  3486. BABYLON.PerfCounter = PerfCounter;
  3487. /**
  3488. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3489. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3490. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3491. * @param name The name of the class, case should be preserved
  3492. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3493. */
  3494. function className(name, module) {
  3495. return function (target) {
  3496. target["__bjsclassName__"] = name;
  3497. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3498. };
  3499. }
  3500. BABYLON.className = className;
  3501. /**
  3502. * An implementation of a loop for asynchronous functions.
  3503. */
  3504. var AsyncLoop = /** @class */ (function () {
  3505. /**
  3506. * Constructor.
  3507. * @param iterations the number of iterations.
  3508. * @param func the function to run each iteration
  3509. * @param successCallback the callback that will be called upon succesful execution
  3510. * @param offset starting offset.
  3511. */
  3512. function AsyncLoop(
  3513. /**
  3514. * Defines the number of iterations for the loop
  3515. */
  3516. iterations, func, successCallback, offset) {
  3517. if (offset === void 0) { offset = 0; }
  3518. this.iterations = iterations;
  3519. this.index = offset - 1;
  3520. this._done = false;
  3521. this._fn = func;
  3522. this._successCallback = successCallback;
  3523. }
  3524. /**
  3525. * Execute the next iteration. Must be called after the last iteration was finished.
  3526. */
  3527. AsyncLoop.prototype.executeNext = function () {
  3528. if (!this._done) {
  3529. if (this.index + 1 < this.iterations) {
  3530. ++this.index;
  3531. this._fn(this);
  3532. }
  3533. else {
  3534. this.breakLoop();
  3535. }
  3536. }
  3537. };
  3538. /**
  3539. * Break the loop and run the success callback.
  3540. */
  3541. AsyncLoop.prototype.breakLoop = function () {
  3542. this._done = true;
  3543. this._successCallback();
  3544. };
  3545. /**
  3546. * Create and run an async loop.
  3547. * @param iterations the number of iterations.
  3548. * @param fn the function to run each iteration
  3549. * @param successCallback the callback that will be called upon succesful execution
  3550. * @param offset starting offset.
  3551. * @returns the created async loop object
  3552. */
  3553. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3554. if (offset === void 0) { offset = 0; }
  3555. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3556. loop.executeNext();
  3557. return loop;
  3558. };
  3559. /**
  3560. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3561. * @param iterations total number of iterations
  3562. * @param syncedIterations number of synchronous iterations in each async iteration.
  3563. * @param fn the function to call each iteration.
  3564. * @param callback a success call back that will be called when iterating stops.
  3565. * @param breakFunction a break condition (optional)
  3566. * @param timeout timeout settings for the setTimeout function. default - 0.
  3567. * @returns the created async loop object
  3568. */
  3569. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3570. if (timeout === void 0) { timeout = 0; }
  3571. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3572. if (breakFunction && breakFunction()) {
  3573. loop.breakLoop();
  3574. }
  3575. else {
  3576. setTimeout(function () {
  3577. for (var i = 0; i < syncedIterations; ++i) {
  3578. var iteration = (loop.index * syncedIterations) + i;
  3579. if (iteration >= iterations) {
  3580. break;
  3581. }
  3582. fn(iteration);
  3583. if (breakFunction && breakFunction()) {
  3584. loop.breakLoop();
  3585. break;
  3586. }
  3587. }
  3588. loop.executeNext();
  3589. }, timeout);
  3590. }
  3591. }, callback);
  3592. };
  3593. return AsyncLoop;
  3594. }());
  3595. BABYLON.AsyncLoop = AsyncLoop;
  3596. })(BABYLON || (BABYLON = {}));
  3597. //# sourceMappingURL=babylon.tools.js.map
  3598. var BABYLON;
  3599. (function (BABYLON) {
  3600. /**
  3601. * Constant used to convert a value to gamma space
  3602. * @ignorenaming
  3603. */
  3604. BABYLON.ToGammaSpace = 1 / 2.2;
  3605. /**
  3606. * Constant used to convert a value to linear space
  3607. * @ignorenaming
  3608. */
  3609. BABYLON.ToLinearSpace = 2.2;
  3610. /**
  3611. * Constant used to define the minimal number value in Babylon.js
  3612. * @ignorenaming
  3613. */
  3614. BABYLON.Epsilon = 0.001;
  3615. /**
  3616. * Class used to hold a RBG color
  3617. */
  3618. var Color3 = /** @class */ (function () {
  3619. /**
  3620. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3621. * @param r defines the red component (between 0 and 1, default is 0)
  3622. * @param g defines the green component (between 0 and 1, default is 0)
  3623. * @param b defines the blue component (between 0 and 1, default is 0)
  3624. */
  3625. function Color3(
  3626. /**
  3627. * Defines the red component (between 0 and 1, default is 0)
  3628. */
  3629. r,
  3630. /**
  3631. * Defines the green component (between 0 and 1, default is 0)
  3632. */
  3633. g,
  3634. /**
  3635. * Defines the blue component (between 0 and 1, default is 0)
  3636. */
  3637. b) {
  3638. if (r === void 0) { r = 0; }
  3639. if (g === void 0) { g = 0; }
  3640. if (b === void 0) { b = 0; }
  3641. this.r = r;
  3642. this.g = g;
  3643. this.b = b;
  3644. }
  3645. /**
  3646. * Creates a string with the Color3 current values
  3647. * @returns the string representation of the Color3 object
  3648. */
  3649. Color3.prototype.toString = function () {
  3650. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3651. };
  3652. /**
  3653. * Returns the string "Color3"
  3654. * @returns "Color3"
  3655. */
  3656. Color3.prototype.getClassName = function () {
  3657. return "Color3";
  3658. };
  3659. /**
  3660. * Compute the Color3 hash code
  3661. * @returns an unique number that can be used to hash Color3 objects
  3662. */
  3663. Color3.prototype.getHashCode = function () {
  3664. var hash = this.r || 0;
  3665. hash = (hash * 397) ^ (this.g || 0);
  3666. hash = (hash * 397) ^ (this.b || 0);
  3667. return hash;
  3668. };
  3669. // Operators
  3670. /**
  3671. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3672. * @param array defines the array where to store the r,g,b components
  3673. * @param index defines an optional index in the target array to define where to start storing values
  3674. * @returns the current Color3 object
  3675. */
  3676. Color3.prototype.toArray = function (array, index) {
  3677. if (index === void 0) { index = 0; }
  3678. array[index] = this.r;
  3679. array[index + 1] = this.g;
  3680. array[index + 2] = this.b;
  3681. return this;
  3682. };
  3683. /**
  3684. * Returns a new Color4 object from the current Color3 and the given alpha
  3685. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3686. * @returns a new Color4 object
  3687. */
  3688. Color3.prototype.toColor4 = function (alpha) {
  3689. if (alpha === void 0) { alpha = 1; }
  3690. return new Color4(this.r, this.g, this.b, alpha);
  3691. };
  3692. /**
  3693. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3694. * @returns the new array
  3695. */
  3696. Color3.prototype.asArray = function () {
  3697. var result = new Array();
  3698. this.toArray(result, 0);
  3699. return result;
  3700. };
  3701. /**
  3702. * Returns the luminance value
  3703. * @returns a float value
  3704. */
  3705. Color3.prototype.toLuminance = function () {
  3706. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3707. };
  3708. /**
  3709. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3710. * @param otherColor defines the second operand
  3711. * @returns the new Color3 object
  3712. */
  3713. Color3.prototype.multiply = function (otherColor) {
  3714. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3715. };
  3716. /**
  3717. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3718. * @param otherColor defines the second operand
  3719. * @param result defines the Color3 object where to store the result
  3720. * @returns the current Color3
  3721. */
  3722. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3723. result.r = this.r * otherColor.r;
  3724. result.g = this.g * otherColor.g;
  3725. result.b = this.b * otherColor.b;
  3726. return this;
  3727. };
  3728. /**
  3729. * Determines equality between Color3 objects
  3730. * @param otherColor defines the second operand
  3731. * @returns true if the rgb values are equal to the given ones
  3732. */
  3733. Color3.prototype.equals = function (otherColor) {
  3734. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3735. };
  3736. /**
  3737. * Determines equality between the current Color3 object and a set of r,b,g values
  3738. * @param r defines the red component to check
  3739. * @param g defines the green component to check
  3740. * @param b defines the blue component to check
  3741. * @returns true if the rgb values are equal to the given ones
  3742. */
  3743. Color3.prototype.equalsFloats = function (r, g, b) {
  3744. return this.r === r && this.g === g && this.b === b;
  3745. };
  3746. /**
  3747. * Multiplies in place each rgb value by scale
  3748. * @param scale defines the scaling factor
  3749. * @returns the updated Color3
  3750. */
  3751. Color3.prototype.scale = function (scale) {
  3752. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3753. };
  3754. /**
  3755. * Multiplies the rgb values by scale and stores the result into "result"
  3756. * @param scale defines the scaling factor
  3757. * @param result defines the Color3 object where to store the result
  3758. * @returns the unmodified current Color3
  3759. */
  3760. Color3.prototype.scaleToRef = function (scale, result) {
  3761. result.r = this.r * scale;
  3762. result.g = this.g * scale;
  3763. result.b = this.b * scale;
  3764. return this;
  3765. };
  3766. /**
  3767. * Scale the current Color3 values by a factor and add the result to a given Color3
  3768. * @param scale defines the scale factor
  3769. * @param result defines color to store the result into
  3770. * @returns the unmodified current Color3
  3771. */
  3772. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3773. result.r += this.r * scale;
  3774. result.g += this.g * scale;
  3775. result.b += this.b * scale;
  3776. return this;
  3777. };
  3778. /**
  3779. * Clamps the rgb values by the min and max values and stores the result into "result"
  3780. * @param min defines minimum clamping value (default is 0)
  3781. * @param max defines maximum clamping value (default is 1)
  3782. * @param result defines color to store the result into
  3783. * @returns the original Color3
  3784. */
  3785. Color3.prototype.clampToRef = function (min, max, result) {
  3786. if (min === void 0) { min = 0; }
  3787. if (max === void 0) { max = 1; }
  3788. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3789. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3790. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3791. return this;
  3792. };
  3793. /**
  3794. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3795. * @param otherColor defines the second operand
  3796. * @returns the new Color3
  3797. */
  3798. Color3.prototype.add = function (otherColor) {
  3799. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3800. };
  3801. /**
  3802. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3803. * @param otherColor defines the second operand
  3804. * @param result defines Color3 object to store the result into
  3805. * @returns the unmodified current Color3
  3806. */
  3807. Color3.prototype.addToRef = function (otherColor, result) {
  3808. result.r = this.r + otherColor.r;
  3809. result.g = this.g + otherColor.g;
  3810. result.b = this.b + otherColor.b;
  3811. return this;
  3812. };
  3813. /**
  3814. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3815. * @param otherColor defines the second operand
  3816. * @returns the new Color3
  3817. */
  3818. Color3.prototype.subtract = function (otherColor) {
  3819. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3820. };
  3821. /**
  3822. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3823. * @param otherColor defines the second operand
  3824. * @param result defines Color3 object to store the result into
  3825. * @returns the unmodified current Color3
  3826. */
  3827. Color3.prototype.subtractToRef = function (otherColor, result) {
  3828. result.r = this.r - otherColor.r;
  3829. result.g = this.g - otherColor.g;
  3830. result.b = this.b - otherColor.b;
  3831. return this;
  3832. };
  3833. /**
  3834. * Copy the current object
  3835. * @returns a new Color3 copied the current one
  3836. */
  3837. Color3.prototype.clone = function () {
  3838. return new Color3(this.r, this.g, this.b);
  3839. };
  3840. /**
  3841. * Copies the rgb values from the source in the current Color3
  3842. * @param source defines the source Color3 object
  3843. * @returns the updated Color3 object
  3844. */
  3845. Color3.prototype.copyFrom = function (source) {
  3846. this.r = source.r;
  3847. this.g = source.g;
  3848. this.b = source.b;
  3849. return this;
  3850. };
  3851. /**
  3852. * Updates the Color3 rgb values from the given floats
  3853. * @param r defines the red component to read from
  3854. * @param g defines the green component to read from
  3855. * @param b defines the blue component to read from
  3856. * @returns the current Color3 object
  3857. */
  3858. Color3.prototype.copyFromFloats = function (r, g, b) {
  3859. this.r = r;
  3860. this.g = g;
  3861. this.b = b;
  3862. return this;
  3863. };
  3864. /**
  3865. * Updates the Color3 rgb values from the given floats
  3866. * @param r defines the red component to read from
  3867. * @param g defines the green component to read from
  3868. * @param b defines the blue component to read from
  3869. * @returns the current Color3 object
  3870. */
  3871. Color3.prototype.set = function (r, g, b) {
  3872. return this.copyFromFloats(r, g, b);
  3873. };
  3874. /**
  3875. * Compute the Color3 hexadecimal code as a string
  3876. * @returns a string containing the hexadecimal representation of the Color3 object
  3877. */
  3878. Color3.prototype.toHexString = function () {
  3879. var intR = (this.r * 255) | 0;
  3880. var intG = (this.g * 255) | 0;
  3881. var intB = (this.b * 255) | 0;
  3882. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3883. };
  3884. /**
  3885. * Computes a new Color3 converted from the current one to linear space
  3886. * @returns a new Color3 object
  3887. */
  3888. Color3.prototype.toLinearSpace = function () {
  3889. var convertedColor = new Color3();
  3890. this.toLinearSpaceToRef(convertedColor);
  3891. return convertedColor;
  3892. };
  3893. /**
  3894. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3895. * @param convertedColor defines the Color3 object where to store the linear space version
  3896. * @returns the unmodified Color3
  3897. */
  3898. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3899. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3900. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3901. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3902. return this;
  3903. };
  3904. /**
  3905. * Computes a new Color3 converted from the current one to gamma space
  3906. * @returns a new Color3 object
  3907. */
  3908. Color3.prototype.toGammaSpace = function () {
  3909. var convertedColor = new Color3();
  3910. this.toGammaSpaceToRef(convertedColor);
  3911. return convertedColor;
  3912. };
  3913. /**
  3914. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3915. * @param convertedColor defines the Color3 object where to store the gamma space version
  3916. * @returns the unmodified Color3
  3917. */
  3918. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3919. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3920. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3921. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3922. return this;
  3923. };
  3924. // Statics
  3925. /**
  3926. * Creates a new Color3 from the string containing valid hexadecimal values
  3927. * @param hex defines a string containing valid hexadecimal values
  3928. * @returns a new Color3 object
  3929. */
  3930. Color3.FromHexString = function (hex) {
  3931. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3932. return new Color3(0, 0, 0);
  3933. }
  3934. var r = parseInt(hex.substring(1, 3), 16);
  3935. var g = parseInt(hex.substring(3, 5), 16);
  3936. var b = parseInt(hex.substring(5, 7), 16);
  3937. return Color3.FromInts(r, g, b);
  3938. };
  3939. /**
  3940. * Creates a new Vector3 from the starting index of the given array
  3941. * @param array defines the source array
  3942. * @param offset defines an offset in the source array
  3943. * @returns a new Color3 object
  3944. */
  3945. Color3.FromArray = function (array, offset) {
  3946. if (offset === void 0) { offset = 0; }
  3947. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3948. };
  3949. /**
  3950. * Creates a new Color3 from integer values (< 256)
  3951. * @param r defines the red component to read from (value between 0 and 255)
  3952. * @param g defines the green component to read from (value between 0 and 255)
  3953. * @param b defines the blue component to read from (value between 0 and 255)
  3954. * @returns a new Color3 object
  3955. */
  3956. Color3.FromInts = function (r, g, b) {
  3957. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3958. };
  3959. /**
  3960. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3961. * @param start defines the start Color3 value
  3962. * @param end defines the end Color3 value
  3963. * @param amount defines the gradient value between start and end
  3964. * @returns a new Color3 object
  3965. */
  3966. Color3.Lerp = function (start, end, amount) {
  3967. var result = new Color3(0.0, 0.0, 0.0);
  3968. Color3.LerpToRef(start, end, amount, result);
  3969. return result;
  3970. };
  3971. /**
  3972. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3973. * @param left defines the start value
  3974. * @param right defines the end value
  3975. * @param amount defines the gradient factor
  3976. * @param result defines the Color3 object where to store the result
  3977. */
  3978. Color3.LerpToRef = function (left, right, amount, result) {
  3979. result.r = left.r + ((right.r - left.r) * amount);
  3980. result.g = left.g + ((right.g - left.g) * amount);
  3981. result.b = left.b + ((right.b - left.b) * amount);
  3982. };
  3983. /**
  3984. * Returns a Color3 value containing a red color
  3985. * @returns a new Color3 object
  3986. */
  3987. Color3.Red = function () { return new Color3(1, 0, 0); };
  3988. /**
  3989. * Returns a Color3 value containing a green color
  3990. * @returns a new Color3 object
  3991. */
  3992. Color3.Green = function () { return new Color3(0, 1, 0); };
  3993. /**
  3994. * Returns a Color3 value containing a blue color
  3995. * @returns a new Color3 object
  3996. */
  3997. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3998. /**
  3999. * Returns a Color3 value containing a black color
  4000. * @returns a new Color3 object
  4001. */
  4002. Color3.Black = function () { return new Color3(0, 0, 0); };
  4003. /**
  4004. * Returns a Color3 value containing a white color
  4005. * @returns a new Color3 object
  4006. */
  4007. Color3.White = function () { return new Color3(1, 1, 1); };
  4008. /**
  4009. * Returns a Color3 value containing a purple color
  4010. * @returns a new Color3 object
  4011. */
  4012. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  4013. /**
  4014. * Returns a Color3 value containing a magenta color
  4015. * @returns a new Color3 object
  4016. */
  4017. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  4018. /**
  4019. * Returns a Color3 value containing a yellow color
  4020. * @returns a new Color3 object
  4021. */
  4022. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  4023. /**
  4024. * Returns a Color3 value containing a gray color
  4025. * @returns a new Color3 object
  4026. */
  4027. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4028. /**
  4029. * Returns a Color3 value containing a teal color
  4030. * @returns a new Color3 object
  4031. */
  4032. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4033. /**
  4034. * Returns a Color3 value containing a random color
  4035. * @returns a new Color3 object
  4036. */
  4037. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4038. return Color3;
  4039. }());
  4040. BABYLON.Color3 = Color3;
  4041. /**
  4042. * Class used to hold a RBGA color
  4043. */
  4044. var Color4 = /** @class */ (function () {
  4045. /**
  4046. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4047. * @param r defines the red component (between 0 and 1, default is 0)
  4048. * @param g defines the green component (between 0 and 1, default is 0)
  4049. * @param b defines the blue component (between 0 and 1, default is 0)
  4050. * @param a defines the alpha component (between 0 and 1, default is 1)
  4051. */
  4052. function Color4(
  4053. /**
  4054. * Defines the red component (between 0 and 1, default is 0)
  4055. */
  4056. r,
  4057. /**
  4058. * Defines the green component (between 0 and 1, default is 0)
  4059. */
  4060. g,
  4061. /**
  4062. * Defines the blue component (between 0 and 1, default is 0)
  4063. */
  4064. b,
  4065. /**
  4066. * Defines the alpha component (between 0 and 1, default is 1)
  4067. */
  4068. a) {
  4069. if (r === void 0) { r = 0; }
  4070. if (g === void 0) { g = 0; }
  4071. if (b === void 0) { b = 0; }
  4072. if (a === void 0) { a = 1; }
  4073. this.r = r;
  4074. this.g = g;
  4075. this.b = b;
  4076. this.a = a;
  4077. }
  4078. // Operators
  4079. /**
  4080. * Adds in place the given Color4 values to the current Color4 object
  4081. * @param right defines the second operand
  4082. * @returns the current updated Color4 object
  4083. */
  4084. Color4.prototype.addInPlace = function (right) {
  4085. this.r += right.r;
  4086. this.g += right.g;
  4087. this.b += right.b;
  4088. this.a += right.a;
  4089. return this;
  4090. };
  4091. /**
  4092. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4093. * @returns the new array
  4094. */
  4095. Color4.prototype.asArray = function () {
  4096. var result = new Array();
  4097. this.toArray(result, 0);
  4098. return result;
  4099. };
  4100. /**
  4101. * Stores from the starting index in the given array the Color4 successive values
  4102. * @param array defines the array where to store the r,g,b components
  4103. * @param index defines an optional index in the target array to define where to start storing values
  4104. * @returns the current Color4 object
  4105. */
  4106. Color4.prototype.toArray = function (array, index) {
  4107. if (index === void 0) { index = 0; }
  4108. array[index] = this.r;
  4109. array[index + 1] = this.g;
  4110. array[index + 2] = this.b;
  4111. array[index + 3] = this.a;
  4112. return this;
  4113. };
  4114. /**
  4115. * Determines equality between Color4 objects
  4116. * @param otherColor defines the second operand
  4117. * @returns true if the rgba values are equal to the given ones
  4118. */
  4119. Color4.prototype.equals = function (otherColor) {
  4120. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;
  4121. };
  4122. /**
  4123. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4124. * @param right defines the second operand
  4125. * @returns a new Color4 object
  4126. */
  4127. Color4.prototype.add = function (right) {
  4128. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4129. };
  4130. /**
  4131. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4132. * @param right defines the second operand
  4133. * @returns a new Color4 object
  4134. */
  4135. Color4.prototype.subtract = function (right) {
  4136. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4137. };
  4138. /**
  4139. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4140. * @param right defines the second operand
  4141. * @param result defines the Color4 object where to store the result
  4142. * @returns the current Color4 object
  4143. */
  4144. Color4.prototype.subtractToRef = function (right, result) {
  4145. result.r = this.r - right.r;
  4146. result.g = this.g - right.g;
  4147. result.b = this.b - right.b;
  4148. result.a = this.a - right.a;
  4149. return this;
  4150. };
  4151. /**
  4152. * Creates a new Color4 with the current Color4 values multiplied by scale
  4153. * @param scale defines the scaling factor to apply
  4154. * @returns a new Color4 object
  4155. */
  4156. Color4.prototype.scale = function (scale) {
  4157. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4158. };
  4159. /**
  4160. * Multiplies the current Color4 values by scale and stores the result in "result"
  4161. * @param scale defines the scaling factor to apply
  4162. * @param result defines the Color4 object where to store the result
  4163. * @returns the current unmodified Color4
  4164. */
  4165. Color4.prototype.scaleToRef = function (scale, result) {
  4166. result.r = this.r * scale;
  4167. result.g = this.g * scale;
  4168. result.b = this.b * scale;
  4169. result.a = this.a * scale;
  4170. return this;
  4171. };
  4172. /**
  4173. * Scale the current Color4 values by a factor and add the result to a given Color4
  4174. * @param scale defines the scale factor
  4175. * @param result defines the Color4 object where to store the result
  4176. * @returns the unmodified current Color4
  4177. */
  4178. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4179. result.r += this.r * scale;
  4180. result.g += this.g * scale;
  4181. result.b += this.b * scale;
  4182. result.a += this.a * scale;
  4183. return this;
  4184. };
  4185. /**
  4186. * Clamps the rgb values by the min and max values and stores the result into "result"
  4187. * @param min defines minimum clamping value (default is 0)
  4188. * @param max defines maximum clamping value (default is 1)
  4189. * @param result defines color to store the result into.
  4190. * @returns the cuurent Color4
  4191. */
  4192. Color4.prototype.clampToRef = function (min, max, result) {
  4193. if (min === void 0) { min = 0; }
  4194. if (max === void 0) { max = 1; }
  4195. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4196. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4197. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4198. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4199. return this;
  4200. };
  4201. /**
  4202. * Multipy an Color4 value by another and return a new Color4 object
  4203. * @param color defines the Color4 value to multiply by
  4204. * @returns a new Color4 object
  4205. */
  4206. Color4.prototype.multiply = function (color) {
  4207. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4208. };
  4209. /**
  4210. * Multipy a Color4 value by another and push the result in a reference value
  4211. * @param color defines the Color4 value to multiply by
  4212. * @param result defines the Color4 to fill the result in
  4213. * @returns the result Color4
  4214. */
  4215. Color4.prototype.multiplyToRef = function (color, result) {
  4216. result.r = this.r * color.r;
  4217. result.g = this.g * color.g;
  4218. result.b = this.b * color.b;
  4219. result.a = this.a * color.a;
  4220. return result;
  4221. };
  4222. /**
  4223. * Creates a string with the Color4 current values
  4224. * @returns the string representation of the Color4 object
  4225. */
  4226. Color4.prototype.toString = function () {
  4227. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4228. };
  4229. /**
  4230. * Returns the string "Color4"
  4231. * @returns "Color4"
  4232. */
  4233. Color4.prototype.getClassName = function () {
  4234. return "Color4";
  4235. };
  4236. /**
  4237. * Compute the Color4 hash code
  4238. * @returns an unique number that can be used to hash Color4 objects
  4239. */
  4240. Color4.prototype.getHashCode = function () {
  4241. var hash = this.r || 0;
  4242. hash = (hash * 397) ^ (this.g || 0);
  4243. hash = (hash * 397) ^ (this.b || 0);
  4244. hash = (hash * 397) ^ (this.a || 0);
  4245. return hash;
  4246. };
  4247. /**
  4248. * Creates a new Color4 copied from the current one
  4249. * @returns a new Color4 object
  4250. */
  4251. Color4.prototype.clone = function () {
  4252. return new Color4(this.r, this.g, this.b, this.a);
  4253. };
  4254. /**
  4255. * Copies the given Color4 values into the current one
  4256. * @param source defines the source Color4 object
  4257. * @returns the current updated Color4 object
  4258. */
  4259. Color4.prototype.copyFrom = function (source) {
  4260. this.r = source.r;
  4261. this.g = source.g;
  4262. this.b = source.b;
  4263. this.a = source.a;
  4264. return this;
  4265. };
  4266. /**
  4267. * Copies the given float values into the current one
  4268. * @param r defines the red component to read from
  4269. * @param g defines the green component to read from
  4270. * @param b defines the blue component to read from
  4271. * @param a defines the alpha component to read from
  4272. * @returns the current updated Color4 object
  4273. */
  4274. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4275. this.r = r;
  4276. this.g = g;
  4277. this.b = b;
  4278. this.a = a;
  4279. return this;
  4280. };
  4281. /**
  4282. * Copies the given float values into the current one
  4283. * @param r defines the red component to read from
  4284. * @param g defines the green component to read from
  4285. * @param b defines the blue component to read from
  4286. * @param a defines the alpha component to read from
  4287. * @returns the current updated Color4 object
  4288. */
  4289. Color4.prototype.set = function (r, g, b, a) {
  4290. return this.copyFromFloats(r, g, b, a);
  4291. };
  4292. /**
  4293. * Compute the Color4 hexadecimal code as a string
  4294. * @returns a string containing the hexadecimal representation of the Color4 object
  4295. */
  4296. Color4.prototype.toHexString = function () {
  4297. var intR = (this.r * 255) | 0;
  4298. var intG = (this.g * 255) | 0;
  4299. var intB = (this.b * 255) | 0;
  4300. var intA = (this.a * 255) | 0;
  4301. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4302. };
  4303. /**
  4304. * Computes a new Color4 converted from the current one to linear space
  4305. * @returns a new Color4 object
  4306. */
  4307. Color4.prototype.toLinearSpace = function () {
  4308. var convertedColor = new Color4();
  4309. this.toLinearSpaceToRef(convertedColor);
  4310. return convertedColor;
  4311. };
  4312. /**
  4313. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4314. * @param convertedColor defines the Color4 object where to store the linear space version
  4315. * @returns the unmodified Color4
  4316. */
  4317. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4318. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4319. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4320. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4321. convertedColor.a = this.a;
  4322. return this;
  4323. };
  4324. /**
  4325. * Computes a new Color4 converted from the current one to gamma space
  4326. * @returns a new Color4 object
  4327. */
  4328. Color4.prototype.toGammaSpace = function () {
  4329. var convertedColor = new Color4();
  4330. this.toGammaSpaceToRef(convertedColor);
  4331. return convertedColor;
  4332. };
  4333. /**
  4334. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4335. * @param convertedColor defines the Color4 object where to store the gamma space version
  4336. * @returns the unmodified Color4
  4337. */
  4338. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4339. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4340. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4341. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4342. convertedColor.a = this.a;
  4343. return this;
  4344. };
  4345. // Statics
  4346. /**
  4347. * Creates a new Color4 from the string containing valid hexadecimal values
  4348. * @param hex defines a string containing valid hexadecimal values
  4349. * @returns a new Color4 object
  4350. */
  4351. Color4.FromHexString = function (hex) {
  4352. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4353. return new Color4(0.0, 0.0, 0.0, 0.0);
  4354. }
  4355. var r = parseInt(hex.substring(1, 3), 16);
  4356. var g = parseInt(hex.substring(3, 5), 16);
  4357. var b = parseInt(hex.substring(5, 7), 16);
  4358. var a = parseInt(hex.substring(7, 9), 16);
  4359. return Color4.FromInts(r, g, b, a);
  4360. };
  4361. /**
  4362. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4363. * @param left defines the start value
  4364. * @param right defines the end value
  4365. * @param amount defines the gradient factor
  4366. * @returns a new Color4 object
  4367. */
  4368. Color4.Lerp = function (left, right, amount) {
  4369. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4370. Color4.LerpToRef(left, right, amount, result);
  4371. return result;
  4372. };
  4373. /**
  4374. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4375. * @param left defines the start value
  4376. * @param right defines the end value
  4377. * @param amount defines the gradient factor
  4378. * @param result defines the Color4 object where to store data
  4379. */
  4380. Color4.LerpToRef = function (left, right, amount, result) {
  4381. result.r = left.r + (right.r - left.r) * amount;
  4382. result.g = left.g + (right.g - left.g) * amount;
  4383. result.b = left.b + (right.b - left.b) * amount;
  4384. result.a = left.a + (right.a - left.a) * amount;
  4385. };
  4386. /**
  4387. * Creates a new Color4 from a Color3 and an alpha value
  4388. * @param color3 defines the source Color3 to read from
  4389. * @param alpha defines the alpha component (1.0 by default)
  4390. * @returns a new Color4 object
  4391. */
  4392. Color4.FromColor3 = function (color3, alpha) {
  4393. if (alpha === void 0) { alpha = 1.0; }
  4394. return new Color4(color3.r, color3.g, color3.b, alpha);
  4395. };
  4396. /**
  4397. * Creates a new Color4 from the starting index element of the given array
  4398. * @param array defines the source array to read from
  4399. * @param offset defines the offset in the source array
  4400. * @returns a new Color4 object
  4401. */
  4402. Color4.FromArray = function (array, offset) {
  4403. if (offset === void 0) { offset = 0; }
  4404. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4405. };
  4406. /**
  4407. * Creates a new Color3 from integer values (< 256)
  4408. * @param r defines the red component to read from (value between 0 and 255)
  4409. * @param g defines the green component to read from (value between 0 and 255)
  4410. * @param b defines the blue component to read from (value between 0 and 255)
  4411. * @param a defines the alpha component to read from (value between 0 and 255)
  4412. * @returns a new Color3 object
  4413. */
  4414. Color4.FromInts = function (r, g, b, a) {
  4415. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4416. };
  4417. /**
  4418. * Check the content of a given array and convert it to an array containing RGBA data
  4419. * If the original array was already containing count * 4 values then it is returned directly
  4420. * @param colors defines the array to check
  4421. * @param count defines the number of RGBA data to expect
  4422. * @returns an array containing count * 4 values (RGBA)
  4423. */
  4424. Color4.CheckColors4 = function (colors, count) {
  4425. // Check if color3 was used
  4426. if (colors.length === count * 3) {
  4427. var colors4 = [];
  4428. for (var index = 0; index < colors.length; index += 3) {
  4429. var newIndex = (index / 3) * 4;
  4430. colors4[newIndex] = colors[index];
  4431. colors4[newIndex + 1] = colors[index + 1];
  4432. colors4[newIndex + 2] = colors[index + 2];
  4433. colors4[newIndex + 3] = 1.0;
  4434. }
  4435. return colors4;
  4436. }
  4437. return colors;
  4438. };
  4439. return Color4;
  4440. }());
  4441. BABYLON.Color4 = Color4;
  4442. /**
  4443. * Class representing a vector containing 2 coordinates
  4444. */
  4445. var Vector2 = /** @class */ (function () {
  4446. /**
  4447. * Creates a new Vector2 from the given x and y coordinates
  4448. * @param x defines the first coordinate
  4449. * @param y defines the second coordinate
  4450. */
  4451. function Vector2(
  4452. /** defines the first coordinate */
  4453. x,
  4454. /** defines the second coordinate */
  4455. y) {
  4456. if (x === void 0) { x = 0; }
  4457. if (y === void 0) { y = 0; }
  4458. this.x = x;
  4459. this.y = y;
  4460. }
  4461. /**
  4462. * Gets a string with the Vector2 coordinates
  4463. * @returns a string with the Vector2 coordinates
  4464. */
  4465. Vector2.prototype.toString = function () {
  4466. return "{X: " + this.x + " Y:" + this.y + "}";
  4467. };
  4468. /**
  4469. * Gets class name
  4470. * @returns the string "Vector2"
  4471. */
  4472. Vector2.prototype.getClassName = function () {
  4473. return "Vector2";
  4474. };
  4475. /**
  4476. * Gets current vector hash code
  4477. * @returns the Vector2 hash code as a number
  4478. */
  4479. Vector2.prototype.getHashCode = function () {
  4480. var hash = this.x || 0;
  4481. hash = (hash * 397) ^ (this.y || 0);
  4482. return hash;
  4483. };
  4484. // Operators
  4485. /**
  4486. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4487. * @param array defines the source array
  4488. * @param index defines the offset in source array
  4489. * @returns the current Vector2
  4490. */
  4491. Vector2.prototype.toArray = function (array, index) {
  4492. if (index === void 0) { index = 0; }
  4493. array[index] = this.x;
  4494. array[index + 1] = this.y;
  4495. return this;
  4496. };
  4497. /**
  4498. * Copy the current vector to an array
  4499. * @returns a new array with 2 elements: the Vector2 coordinates.
  4500. */
  4501. Vector2.prototype.asArray = function () {
  4502. var result = new Array();
  4503. this.toArray(result, 0);
  4504. return result;
  4505. };
  4506. /**
  4507. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4508. * @param source defines the source Vector2
  4509. * @returns the current updated Vector2
  4510. */
  4511. Vector2.prototype.copyFrom = function (source) {
  4512. this.x = source.x;
  4513. this.y = source.y;
  4514. return this;
  4515. };
  4516. /**
  4517. * Sets the Vector2 coordinates with the given floats
  4518. * @param x defines the first coordinate
  4519. * @param y defines the second coordinate
  4520. * @returns the current updated Vector2
  4521. */
  4522. Vector2.prototype.copyFromFloats = function (x, y) {
  4523. this.x = x;
  4524. this.y = y;
  4525. return this;
  4526. };
  4527. /**
  4528. * Sets the Vector2 coordinates with the given floats
  4529. * @param x defines the first coordinate
  4530. * @param y defines the second coordinate
  4531. * @returns the current updated Vector2
  4532. */
  4533. Vector2.prototype.set = function (x, y) {
  4534. return this.copyFromFloats(x, y);
  4535. };
  4536. /**
  4537. * Add another vector with the current one
  4538. * @param otherVector defines the other vector
  4539. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4540. */
  4541. Vector2.prototype.add = function (otherVector) {
  4542. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4543. };
  4544. /**
  4545. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4546. * @param otherVector defines the other vector
  4547. * @param result defines the target vector
  4548. * @returns the unmodified current Vector2
  4549. */
  4550. Vector2.prototype.addToRef = function (otherVector, result) {
  4551. result.x = this.x + otherVector.x;
  4552. result.y = this.y + otherVector.y;
  4553. return this;
  4554. };
  4555. /**
  4556. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4557. * @param otherVector defines the other vector
  4558. * @returns the current updated Vector2
  4559. */
  4560. Vector2.prototype.addInPlace = function (otherVector) {
  4561. this.x += otherVector.x;
  4562. this.y += otherVector.y;
  4563. return this;
  4564. };
  4565. /**
  4566. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4567. * @param otherVector defines the other vector
  4568. * @returns a new Vector2
  4569. */
  4570. Vector2.prototype.addVector3 = function (otherVector) {
  4571. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4572. };
  4573. /**
  4574. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4575. * @param otherVector defines the other vector
  4576. * @returns a new Vector2
  4577. */
  4578. Vector2.prototype.subtract = function (otherVector) {
  4579. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4580. };
  4581. /**
  4582. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4583. * @param otherVector defines the other vector
  4584. * @param result defines the target vector
  4585. * @returns the unmodified current Vector2
  4586. */
  4587. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4588. result.x = this.x - otherVector.x;
  4589. result.y = this.y - otherVector.y;
  4590. return this;
  4591. };
  4592. /**
  4593. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4594. * @param otherVector defines the other vector
  4595. * @returns the current updated Vector2
  4596. */
  4597. Vector2.prototype.subtractInPlace = function (otherVector) {
  4598. this.x -= otherVector.x;
  4599. this.y -= otherVector.y;
  4600. return this;
  4601. };
  4602. /**
  4603. * Multiplies in place the current Vector2 coordinates by the given ones
  4604. * @param otherVector defines the other vector
  4605. * @returns the current updated Vector2
  4606. */
  4607. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4608. this.x *= otherVector.x;
  4609. this.y *= otherVector.y;
  4610. return this;
  4611. };
  4612. /**
  4613. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4614. * @param otherVector defines the other vector
  4615. * @returns a new Vector2
  4616. */
  4617. Vector2.prototype.multiply = function (otherVector) {
  4618. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4619. };
  4620. /**
  4621. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4622. * @param otherVector defines the other vector
  4623. * @param result defines the target vector
  4624. * @returns the unmodified current Vector2
  4625. */
  4626. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4627. result.x = this.x * otherVector.x;
  4628. result.y = this.y * otherVector.y;
  4629. return this;
  4630. };
  4631. /**
  4632. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4633. * @param x defines the first coordinate
  4634. * @param y defines the second coordinate
  4635. * @returns a new Vector2
  4636. */
  4637. Vector2.prototype.multiplyByFloats = function (x, y) {
  4638. return new Vector2(this.x * x, this.y * y);
  4639. };
  4640. /**
  4641. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4642. * @param otherVector defines the other vector
  4643. * @returns a new Vector2
  4644. */
  4645. Vector2.prototype.divide = function (otherVector) {
  4646. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4647. };
  4648. /**
  4649. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4650. * @param otherVector defines the other vector
  4651. * @param result defines the target vector
  4652. * @returns the unmodified current Vector2
  4653. */
  4654. Vector2.prototype.divideToRef = function (otherVector, result) {
  4655. result.x = this.x / otherVector.x;
  4656. result.y = this.y / otherVector.y;
  4657. return this;
  4658. };
  4659. /**
  4660. * Divides the current Vector2 coordinates by the given ones
  4661. * @param otherVector defines the other vector
  4662. * @returns the current updated Vector2
  4663. */
  4664. Vector2.prototype.divideInPlace = function (otherVector) {
  4665. return this.divideToRef(otherVector, this);
  4666. };
  4667. /**
  4668. * Gets a new Vector2 with current Vector2 negated coordinates
  4669. * @returns a new Vector2
  4670. */
  4671. Vector2.prototype.negate = function () {
  4672. return new Vector2(-this.x, -this.y);
  4673. };
  4674. /**
  4675. * Multiply the Vector2 coordinates by scale
  4676. * @param scale defines the scaling factor
  4677. * @returns the current updated Vector2
  4678. */
  4679. Vector2.prototype.scaleInPlace = function (scale) {
  4680. this.x *= scale;
  4681. this.y *= scale;
  4682. return this;
  4683. };
  4684. /**
  4685. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4686. * @param scale defines the scaling factor
  4687. * @returns a new Vector2
  4688. */
  4689. Vector2.prototype.scale = function (scale) {
  4690. var result = new Vector2(0, 0);
  4691. this.scaleToRef(scale, result);
  4692. return result;
  4693. };
  4694. /**
  4695. * Scale the current Vector2 values by a factor to a given Vector2
  4696. * @param scale defines the scale factor
  4697. * @param result defines the Vector2 object where to store the result
  4698. * @returns the unmodified current Vector2
  4699. */
  4700. Vector2.prototype.scaleToRef = function (scale, result) {
  4701. result.x = this.x * scale;
  4702. result.y = this.y * scale;
  4703. return this;
  4704. };
  4705. /**
  4706. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4707. * @param scale defines the scale factor
  4708. * @param result defines the Vector2 object where to store the result
  4709. * @returns the unmodified current Vector2
  4710. */
  4711. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4712. result.x += this.x * scale;
  4713. result.y += this.y * scale;
  4714. return this;
  4715. };
  4716. /**
  4717. * Gets a boolean if two vectors are equals
  4718. * @param otherVector defines the other vector
  4719. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4720. */
  4721. Vector2.prototype.equals = function (otherVector) {
  4722. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4723. };
  4724. /**
  4725. * Gets a boolean if two vectors are equals (using an epsilon value)
  4726. * @param otherVector defines the other vector
  4727. * @param epsilon defines the minimal distance to consider equality
  4728. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4729. */
  4730. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4731. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4732. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4733. };
  4734. /**
  4735. * Gets a new Vector2 from current Vector2 floored values
  4736. * @returns a new Vector2
  4737. */
  4738. Vector2.prototype.floor = function () {
  4739. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4740. };
  4741. /**
  4742. * Gets a new Vector2 from current Vector2 floored values
  4743. * @returns a new Vector2
  4744. */
  4745. Vector2.prototype.fract = function () {
  4746. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4747. };
  4748. // Properties
  4749. /**
  4750. * Gets the length of the vector
  4751. * @returns the vector length (float)
  4752. */
  4753. Vector2.prototype.length = function () {
  4754. return Math.sqrt(this.x * this.x + this.y * this.y);
  4755. };
  4756. /**
  4757. * Gets the vector squared length
  4758. * @returns the vector squared length (float)
  4759. */
  4760. Vector2.prototype.lengthSquared = function () {
  4761. return (this.x * this.x + this.y * this.y);
  4762. };
  4763. // Methods
  4764. /**
  4765. * Normalize the vector
  4766. * @returns the current updated Vector2
  4767. */
  4768. Vector2.prototype.normalize = function () {
  4769. var len = this.length();
  4770. if (len === 0) {
  4771. return this;
  4772. }
  4773. var num = 1.0 / len;
  4774. this.x *= num;
  4775. this.y *= num;
  4776. return this;
  4777. };
  4778. /**
  4779. * Gets a new Vector2 copied from the Vector2
  4780. * @returns a new Vector2
  4781. */
  4782. Vector2.prototype.clone = function () {
  4783. return new Vector2(this.x, this.y);
  4784. };
  4785. // Statics
  4786. /**
  4787. * Gets a new Vector2(0, 0)
  4788. * @returns a new Vector2
  4789. */
  4790. Vector2.Zero = function () {
  4791. return new Vector2(0, 0);
  4792. };
  4793. /**
  4794. * Gets a new Vector2(1, 1)
  4795. * @returns a new Vector2
  4796. */
  4797. Vector2.One = function () {
  4798. return new Vector2(1, 1);
  4799. };
  4800. /**
  4801. * Gets a new Vector2 set from the given index element of the given array
  4802. * @param array defines the data source
  4803. * @param offset defines the offset in the data source
  4804. * @returns a new Vector2
  4805. */
  4806. Vector2.FromArray = function (array, offset) {
  4807. if (offset === void 0) { offset = 0; }
  4808. return new Vector2(array[offset], array[offset + 1]);
  4809. };
  4810. /**
  4811. * Sets "result" from the given index element of the given array
  4812. * @param array defines the data source
  4813. * @param offset defines the offset in the data source
  4814. * @param result defines the target vector
  4815. */
  4816. Vector2.FromArrayToRef = function (array, offset, result) {
  4817. result.x = array[offset];
  4818. result.y = array[offset + 1];
  4819. };
  4820. /**
  4821. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4822. * @param value1 defines 1st point of control
  4823. * @param value2 defines 2nd point of control
  4824. * @param value3 defines 3rd point of control
  4825. * @param value4 defines 4th point of control
  4826. * @param amount defines the interpolation factor
  4827. * @returns a new Vector2
  4828. */
  4829. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4830. var squared = amount * amount;
  4831. var cubed = amount * squared;
  4832. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4833. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4834. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4835. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4836. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4837. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4838. return new Vector2(x, y);
  4839. };
  4840. /**
  4841. * 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".
  4842. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4843. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4844. * @param value defines the value to clamp
  4845. * @param min defines the lower limit
  4846. * @param max defines the upper limit
  4847. * @returns a new Vector2
  4848. */
  4849. Vector2.Clamp = function (value, min, max) {
  4850. var x = value.x;
  4851. x = (x > max.x) ? max.x : x;
  4852. x = (x < min.x) ? min.x : x;
  4853. var y = value.y;
  4854. y = (y > max.y) ? max.y : y;
  4855. y = (y < min.y) ? min.y : y;
  4856. return new Vector2(x, y);
  4857. };
  4858. /**
  4859. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4860. * @param value1 defines the 1st control point
  4861. * @param tangent1 defines the outgoing tangent
  4862. * @param value2 defines the 2nd control point
  4863. * @param tangent2 defines the incoming tangent
  4864. * @param amount defines the interpolation factor
  4865. * @returns a new Vector2
  4866. */
  4867. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4868. var squared = amount * amount;
  4869. var cubed = amount * squared;
  4870. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4871. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4872. var part3 = (cubed - (2.0 * squared)) + amount;
  4873. var part4 = cubed - squared;
  4874. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4875. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4876. return new Vector2(x, y);
  4877. };
  4878. /**
  4879. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4880. * @param start defines the start vector
  4881. * @param end defines the end vector
  4882. * @param amount defines the interpolation factor
  4883. * @returns a new Vector2
  4884. */
  4885. Vector2.Lerp = function (start, end, amount) {
  4886. var x = start.x + ((end.x - start.x) * amount);
  4887. var y = start.y + ((end.y - start.y) * amount);
  4888. return new Vector2(x, y);
  4889. };
  4890. /**
  4891. * Gets the dot product of the vector "left" and the vector "right"
  4892. * @param left defines first vector
  4893. * @param right defines second vector
  4894. * @returns the dot product (float)
  4895. */
  4896. Vector2.Dot = function (left, right) {
  4897. return left.x * right.x + left.y * right.y;
  4898. };
  4899. /**
  4900. * Returns a new Vector2 equal to the normalized given vector
  4901. * @param vector defines the vector to normalize
  4902. * @returns a new Vector2
  4903. */
  4904. Vector2.Normalize = function (vector) {
  4905. var newVector = vector.clone();
  4906. newVector.normalize();
  4907. return newVector;
  4908. };
  4909. /**
  4910. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4911. * @param left defines 1st vector
  4912. * @param right defines 2nd vector
  4913. * @returns a new Vector2
  4914. */
  4915. Vector2.Minimize = function (left, right) {
  4916. var x = (left.x < right.x) ? left.x : right.x;
  4917. var y = (left.y < right.y) ? left.y : right.y;
  4918. return new Vector2(x, y);
  4919. };
  4920. /**
  4921. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4922. * @param left defines 1st vector
  4923. * @param right defines 2nd vector
  4924. * @returns a new Vector2
  4925. */
  4926. Vector2.Maximize = function (left, right) {
  4927. var x = (left.x > right.x) ? left.x : right.x;
  4928. var y = (left.y > right.y) ? left.y : right.y;
  4929. return new Vector2(x, y);
  4930. };
  4931. /**
  4932. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4933. * @param vector defines the vector to transform
  4934. * @param transformation defines the matrix to apply
  4935. * @returns a new Vector2
  4936. */
  4937. Vector2.Transform = function (vector, transformation) {
  4938. var r = Vector2.Zero();
  4939. Vector2.TransformToRef(vector, transformation, r);
  4940. return r;
  4941. };
  4942. /**
  4943. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4944. * @param vector defines the vector to transform
  4945. * @param transformation defines the matrix to apply
  4946. * @param result defines the target vector
  4947. */
  4948. Vector2.TransformToRef = function (vector, transformation, result) {
  4949. var m = transformation.m;
  4950. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4951. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4952. result.x = x;
  4953. result.y = y;
  4954. };
  4955. /**
  4956. * Determines if a given vector is included in a triangle
  4957. * @param p defines the vector to test
  4958. * @param p0 defines 1st triangle point
  4959. * @param p1 defines 2nd triangle point
  4960. * @param p2 defines 3rd triangle point
  4961. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4962. */
  4963. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4964. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4965. var sign = a < 0 ? -1 : 1;
  4966. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4967. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4968. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4969. };
  4970. /**
  4971. * Gets the distance between the vectors "value1" and "value2"
  4972. * @param value1 defines first vector
  4973. * @param value2 defines second vector
  4974. * @returns the distance between vectors
  4975. */
  4976. Vector2.Distance = function (value1, value2) {
  4977. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4978. };
  4979. /**
  4980. * Returns the squared distance between the vectors "value1" and "value2"
  4981. * @param value1 defines first vector
  4982. * @param value2 defines second vector
  4983. * @returns the squared distance between vectors
  4984. */
  4985. Vector2.DistanceSquared = function (value1, value2) {
  4986. var x = value1.x - value2.x;
  4987. var y = value1.y - value2.y;
  4988. return (x * x) + (y * y);
  4989. };
  4990. /**
  4991. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4992. * @param value1 defines first vector
  4993. * @param value2 defines second vector
  4994. * @returns a new Vector2
  4995. */
  4996. Vector2.Center = function (value1, value2) {
  4997. var center = value1.add(value2);
  4998. center.scaleInPlace(0.5);
  4999. return center;
  5000. };
  5001. /**
  5002. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  5003. * @param p defines the middle point
  5004. * @param segA defines one point of the segment
  5005. * @param segB defines the other point of the segment
  5006. * @returns the shortest distance
  5007. */
  5008. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  5009. var l2 = Vector2.DistanceSquared(segA, segB);
  5010. if (l2 === 0.0) {
  5011. return Vector2.Distance(p, segA);
  5012. }
  5013. var v = segB.subtract(segA);
  5014. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  5015. var proj = segA.add(v.multiplyByFloats(t, t));
  5016. return Vector2.Distance(p, proj);
  5017. };
  5018. return Vector2;
  5019. }());
  5020. BABYLON.Vector2 = Vector2;
  5021. /**
  5022. * Classed used to store (x,y,z) vector representation
  5023. * A Vector3 is the main object used in 3D geometry
  5024. * It can represent etiher the coordinates of a point the space, either a direction
  5025. * Reminder: Babylon.js uses a left handed forward facing system
  5026. */
  5027. var Vector3 = /** @class */ (function () {
  5028. /**
  5029. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  5030. * @param x defines the first coordinates (on X axis)
  5031. * @param y defines the second coordinates (on Y axis)
  5032. * @param z defines the third coordinates (on Z axis)
  5033. */
  5034. function Vector3(
  5035. /**
  5036. * Defines the first coordinates (on X axis)
  5037. */
  5038. x,
  5039. /**
  5040. * Defines the second coordinates (on Y axis)
  5041. */
  5042. y,
  5043. /**
  5044. * Defines the third coordinates (on Z axis)
  5045. */
  5046. z) {
  5047. if (x === void 0) { x = 0; }
  5048. if (y === void 0) { y = 0; }
  5049. if (z === void 0) { z = 0; }
  5050. this.x = x;
  5051. this.y = y;
  5052. this.z = z;
  5053. }
  5054. /**
  5055. * Creates a string representation of the Vector3
  5056. * @returns a string with the Vector3 coordinates.
  5057. */
  5058. Vector3.prototype.toString = function () {
  5059. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5060. };
  5061. /**
  5062. * Gets the class name
  5063. * @returns the string "Vector3"
  5064. */
  5065. Vector3.prototype.getClassName = function () {
  5066. return "Vector3";
  5067. };
  5068. /**
  5069. * Creates the Vector3 hash code
  5070. * @returns a number which tends to be unique between Vector3 instances
  5071. */
  5072. Vector3.prototype.getHashCode = function () {
  5073. var hash = this.x || 0;
  5074. hash = (hash * 397) ^ (this.y || 0);
  5075. hash = (hash * 397) ^ (this.z || 0);
  5076. return hash;
  5077. };
  5078. // Operators
  5079. /**
  5080. * Creates an array containing three elements : the coordinates of the Vector3
  5081. * @returns a new array of numbers
  5082. */
  5083. Vector3.prototype.asArray = function () {
  5084. var result = [];
  5085. this.toArray(result, 0);
  5086. return result;
  5087. };
  5088. /**
  5089. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5090. * @param array defines the destination array
  5091. * @param index defines the offset in the destination array
  5092. * @returns the current Vector3
  5093. */
  5094. Vector3.prototype.toArray = function (array, index) {
  5095. if (index === void 0) { index = 0; }
  5096. array[index] = this.x;
  5097. array[index + 1] = this.y;
  5098. array[index + 2] = this.z;
  5099. return this;
  5100. };
  5101. /**
  5102. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5103. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5104. */
  5105. Vector3.prototype.toQuaternion = function () {
  5106. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5107. };
  5108. /**
  5109. * Adds the given vector to the current Vector3
  5110. * @param otherVector defines the second operand
  5111. * @returns the current updated Vector3
  5112. */
  5113. Vector3.prototype.addInPlace = function (otherVector) {
  5114. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5115. };
  5116. /**
  5117. * Adds the given coordinates to the current Vector3
  5118. * @param x defines the x coordinate of the operand
  5119. * @param y defines the y coordinate of the operand
  5120. * @param z defines the z coordinate of the operand
  5121. * @returns the current updated Vector3
  5122. */
  5123. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5124. this.x += x;
  5125. this.y += y;
  5126. this.z += z;
  5127. return this;
  5128. };
  5129. /**
  5130. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5131. * @param otherVector defines the second operand
  5132. * @returns the resulting Vector3
  5133. */
  5134. Vector3.prototype.add = function (otherVector) {
  5135. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5136. };
  5137. /**
  5138. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5139. * @param otherVector defines the second operand
  5140. * @param result defines the Vector3 object where to store the result
  5141. * @returns the current Vector3
  5142. */
  5143. Vector3.prototype.addToRef = function (otherVector, result) {
  5144. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5145. };
  5146. /**
  5147. * Subtract the given vector from the current Vector3
  5148. * @param otherVector defines the second operand
  5149. * @returns the current updated Vector3
  5150. */
  5151. Vector3.prototype.subtractInPlace = function (otherVector) {
  5152. this.x -= otherVector.x;
  5153. this.y -= otherVector.y;
  5154. this.z -= otherVector.z;
  5155. return this;
  5156. };
  5157. /**
  5158. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5159. * @param otherVector defines the second operand
  5160. * @returns the resulting Vector3
  5161. */
  5162. Vector3.prototype.subtract = function (otherVector) {
  5163. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5164. };
  5165. /**
  5166. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5167. * @param otherVector defines the second operand
  5168. * @param result defines the Vector3 object where to store the result
  5169. * @returns the current Vector3
  5170. */
  5171. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5172. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5173. };
  5174. /**
  5175. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5176. * @param x defines the x coordinate of the operand
  5177. * @param y defines the y coordinate of the operand
  5178. * @param z defines the z coordinate of the operand
  5179. * @returns the resulting Vector3
  5180. */
  5181. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5182. return new Vector3(this.x - x, this.y - y, this.z - z);
  5183. };
  5184. /**
  5185. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5186. * @param x defines the x coordinate of the operand
  5187. * @param y defines the y coordinate of the operand
  5188. * @param z defines the z coordinate of the operand
  5189. * @param result defines the Vector3 object where to store the result
  5190. * @returns the current Vector3
  5191. */
  5192. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5193. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5194. };
  5195. /**
  5196. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5197. * @returns a new Vector3
  5198. */
  5199. Vector3.prototype.negate = function () {
  5200. return new Vector3(-this.x, -this.y, -this.z);
  5201. };
  5202. /**
  5203. * Multiplies the Vector3 coordinates by the float "scale"
  5204. * @param scale defines the multiplier factor
  5205. * @returns the current updated Vector3
  5206. */
  5207. Vector3.prototype.scaleInPlace = function (scale) {
  5208. this.x *= scale;
  5209. this.y *= scale;
  5210. this.z *= scale;
  5211. return this;
  5212. };
  5213. /**
  5214. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5215. * @param scale defines the multiplier factor
  5216. * @returns a new Vector3
  5217. */
  5218. Vector3.prototype.scale = function (scale) {
  5219. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5220. };
  5221. /**
  5222. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5223. * @param scale defines the multiplier factor
  5224. * @param result defines the Vector3 object where to store the result
  5225. * @returns the current Vector3
  5226. */
  5227. Vector3.prototype.scaleToRef = function (scale, result) {
  5228. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5229. };
  5230. /**
  5231. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5232. * @param scale defines the scale factor
  5233. * @param result defines the Vector3 object where to store the result
  5234. * @returns the unmodified current Vector3
  5235. */
  5236. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5237. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5238. };
  5239. /**
  5240. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5241. * @param otherVector defines the second operand
  5242. * @returns true if both vectors are equals
  5243. */
  5244. Vector3.prototype.equals = function (otherVector) {
  5245. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5246. };
  5247. /**
  5248. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5249. * @param otherVector defines the second operand
  5250. * @param epsilon defines the minimal distance to define values as equals
  5251. * @returns true if both vectors are distant less than epsilon
  5252. */
  5253. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5254. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5255. 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);
  5256. };
  5257. /**
  5258. * Returns true if the current Vector3 coordinates equals the given floats
  5259. * @param x defines the x coordinate of the operand
  5260. * @param y defines the y coordinate of the operand
  5261. * @param z defines the z coordinate of the operand
  5262. * @returns true if both vectors are equals
  5263. */
  5264. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5265. return this.x === x && this.y === y && this.z === z;
  5266. };
  5267. /**
  5268. * Multiplies the current Vector3 coordinates by the given ones
  5269. * @param otherVector defines the second operand
  5270. * @returns the current updated Vector3
  5271. */
  5272. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5273. this.x *= otherVector.x;
  5274. this.y *= otherVector.y;
  5275. this.z *= otherVector.z;
  5276. return this;
  5277. };
  5278. /**
  5279. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5280. * @param otherVector defines the second operand
  5281. * @returns the new Vector3
  5282. */
  5283. Vector3.prototype.multiply = function (otherVector) {
  5284. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5285. };
  5286. /**
  5287. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5288. * @param otherVector defines the second operand
  5289. * @param result defines the Vector3 object where to store the result
  5290. * @returns the current Vector3
  5291. */
  5292. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5293. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5294. };
  5295. /**
  5296. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5297. * @param x defines the x coordinate of the operand
  5298. * @param y defines the y coordinate of the operand
  5299. * @param z defines the z coordinate of the operand
  5300. * @returns the new Vector3
  5301. */
  5302. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5303. return new Vector3(this.x * x, this.y * y, this.z * z);
  5304. };
  5305. /**
  5306. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5307. * @param otherVector defines the second operand
  5308. * @returns the new Vector3
  5309. */
  5310. Vector3.prototype.divide = function (otherVector) {
  5311. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5312. };
  5313. /**
  5314. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5315. * @param otherVector defines the second operand
  5316. * @param result defines the Vector3 object where to store the result
  5317. * @returns the current Vector3
  5318. */
  5319. Vector3.prototype.divideToRef = function (otherVector, result) {
  5320. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5321. };
  5322. /**
  5323. * Divides the current Vector3 coordinates by the given ones.
  5324. * @param otherVector defines the second operand
  5325. * @returns the current updated Vector3
  5326. */
  5327. Vector3.prototype.divideInPlace = function (otherVector) {
  5328. return this.divideToRef(otherVector, this);
  5329. };
  5330. /**
  5331. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5332. * @param other defines the second operand
  5333. * @returns the current updated Vector3
  5334. */
  5335. Vector3.prototype.minimizeInPlace = function (other) {
  5336. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5337. };
  5338. /**
  5339. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5340. * @param other defines the second operand
  5341. * @returns the current updated Vector3
  5342. */
  5343. Vector3.prototype.maximizeInPlace = function (other) {
  5344. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5345. };
  5346. /**
  5347. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5348. * @param x defines the x coordinate of the operand
  5349. * @param y defines the y coordinate of the operand
  5350. * @param z defines the z coordinate of the operand
  5351. * @returns the current updated Vector3
  5352. */
  5353. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5354. if (x < this.x) {
  5355. this.x = x;
  5356. }
  5357. if (y < this.y) {
  5358. this.y = y;
  5359. }
  5360. if (z < this.z) {
  5361. this.z = z;
  5362. }
  5363. return this;
  5364. };
  5365. /**
  5366. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5367. * @param x defines the x coordinate of the operand
  5368. * @param y defines the y coordinate of the operand
  5369. * @param z defines the z coordinate of the operand
  5370. * @returns the current updated Vector3
  5371. */
  5372. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5373. if (x > this.x) {
  5374. this.x = x;
  5375. }
  5376. if (y > this.y) {
  5377. this.y = y;
  5378. }
  5379. if (z > this.z) {
  5380. this.z = z;
  5381. }
  5382. return this;
  5383. };
  5384. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5385. /**
  5386. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5387. */
  5388. get: function () {
  5389. var absX = Math.abs(this.x);
  5390. var absY = Math.abs(this.y);
  5391. if (absX !== absY) {
  5392. return true;
  5393. }
  5394. var absZ = Math.abs(this.z);
  5395. if (absX !== absZ) {
  5396. return true;
  5397. }
  5398. if (absY !== absZ) {
  5399. return true;
  5400. }
  5401. return false;
  5402. },
  5403. enumerable: true,
  5404. configurable: true
  5405. });
  5406. /**
  5407. * Gets a new Vector3 from current Vector3 floored values
  5408. * @returns a new Vector3
  5409. */
  5410. Vector3.prototype.floor = function () {
  5411. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5412. };
  5413. /**
  5414. * Gets a new Vector3 from current Vector3 floored values
  5415. * @returns a new Vector3
  5416. */
  5417. Vector3.prototype.fract = function () {
  5418. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5419. };
  5420. // Properties
  5421. /**
  5422. * Gets the length of the Vector3
  5423. * @returns the length of the Vecto3
  5424. */
  5425. Vector3.prototype.length = function () {
  5426. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5427. };
  5428. /**
  5429. * Gets the squared length of the Vector3
  5430. * @returns squared length of the Vector3
  5431. */
  5432. Vector3.prototype.lengthSquared = function () {
  5433. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5434. };
  5435. /**
  5436. * Normalize the current Vector3.
  5437. * Please note that this is an in place operation.
  5438. * @returns the current updated Vector3
  5439. */
  5440. Vector3.prototype.normalize = function () {
  5441. return this.normalizeFromLength(this.length());
  5442. };
  5443. /**
  5444. * Reorders the x y z properties of the vector in place
  5445. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5446. * @returns the current updated vector
  5447. */
  5448. Vector3.prototype.reorderInPlace = function (order) {
  5449. var _this = this;
  5450. order = order.toLowerCase();
  5451. if (order === "xyz") {
  5452. return this;
  5453. }
  5454. MathTmp.Vector3[0].copyFrom(this);
  5455. ["x", "y", "z"].forEach(function (val, i) {
  5456. _this[val] = MathTmp.Vector3[0][order[i]];
  5457. });
  5458. return this;
  5459. };
  5460. /**
  5461. * Rotates the vector around 0,0,0 by a quaternion
  5462. * @param quaternion the rotation quaternion
  5463. * @param result vector to store the result
  5464. * @returns the resulting vector
  5465. */
  5466. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5467. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5468. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5469. return result;
  5470. };
  5471. /**
  5472. * Rotates a vector around a given point
  5473. * @param quaternion the rotation quaternion
  5474. * @param point the point to rotate around
  5475. * @param result vector to store the result
  5476. * @returns the resulting vector
  5477. */
  5478. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5479. this.subtractToRef(point, MathTmp.Vector3[0]);
  5480. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5481. point.addToRef(MathTmp.Vector3[0], result);
  5482. return result;
  5483. };
  5484. /**
  5485. * Normalize the current Vector3 with the given input length.
  5486. * Please note that this is an in place operation.
  5487. * @param len the length of the vector
  5488. * @returns the current updated Vector3
  5489. */
  5490. Vector3.prototype.normalizeFromLength = function (len) {
  5491. if (len === 0 || len === 1.0) {
  5492. return this;
  5493. }
  5494. return this.scaleInPlace(1.0 / len);
  5495. };
  5496. /**
  5497. * Normalize the current Vector3 to a new vector
  5498. * @returns the new Vector3
  5499. */
  5500. Vector3.prototype.normalizeToNew = function () {
  5501. var normalized = new Vector3(0, 0, 0);
  5502. this.normalizeToRef(normalized);
  5503. return normalized;
  5504. };
  5505. /**
  5506. * Normalize the current Vector3 to the reference
  5507. * @param reference define the Vector3 to update
  5508. * @returns the updated Vector3
  5509. */
  5510. Vector3.prototype.normalizeToRef = function (reference) {
  5511. var len = this.length();
  5512. if (len === 0 || len === 1.0) {
  5513. return reference.copyFromFloats(this.x, this.y, this.z);
  5514. }
  5515. return this.scaleToRef(1.0 / len, reference);
  5516. };
  5517. /**
  5518. * Creates a new Vector3 copied from the current Vector3
  5519. * @returns the new Vector3
  5520. */
  5521. Vector3.prototype.clone = function () {
  5522. return new Vector3(this.x, this.y, this.z);
  5523. };
  5524. /**
  5525. * Copies the given vector coordinates to the current Vector3 ones
  5526. * @param source defines the source Vector3
  5527. * @returns the current updated Vector3
  5528. */
  5529. Vector3.prototype.copyFrom = function (source) {
  5530. return this.copyFromFloats(source.x, source.y, source.z);
  5531. };
  5532. /**
  5533. * Copies the given floats to the current Vector3 coordinates
  5534. * @param x defines the x coordinate of the operand
  5535. * @param y defines the y coordinate of the operand
  5536. * @param z defines the z coordinate of the operand
  5537. * @returns the current updated Vector3
  5538. */
  5539. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5540. this.x = x;
  5541. this.y = y;
  5542. this.z = z;
  5543. return this;
  5544. };
  5545. /**
  5546. * Copies the given floats to the current Vector3 coordinates
  5547. * @param x defines the x coordinate of the operand
  5548. * @param y defines the y coordinate of the operand
  5549. * @param z defines the z coordinate of the operand
  5550. * @returns the current updated Vector3
  5551. */
  5552. Vector3.prototype.set = function (x, y, z) {
  5553. return this.copyFromFloats(x, y, z);
  5554. };
  5555. /**
  5556. * Copies the given float to the current Vector3 coordinates
  5557. * @param v defines the x, y and z coordinates of the operand
  5558. * @returns the current updated Vector3
  5559. */
  5560. Vector3.prototype.setAll = function (v) {
  5561. this.x = this.y = this.z = v;
  5562. return this;
  5563. };
  5564. // Statics
  5565. /**
  5566. * Get the clip factor between two vectors
  5567. * @param vector0 defines the first operand
  5568. * @param vector1 defines the second operand
  5569. * @param axis defines the axis to use
  5570. * @param size defines the size along the axis
  5571. * @returns the clip factor
  5572. */
  5573. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5574. var d0 = Vector3.Dot(vector0, axis) - size;
  5575. var d1 = Vector3.Dot(vector1, axis) - size;
  5576. var s = d0 / (d0 - d1);
  5577. return s;
  5578. };
  5579. /**
  5580. * Get angle between two vectors
  5581. * @param vector0 angle between vector0 and vector1
  5582. * @param vector1 angle between vector0 and vector1
  5583. * @param normal direction of the normal
  5584. * @return the angle between vector0 and vector1
  5585. */
  5586. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5587. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5588. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5589. var dot = Vector3.Dot(v0, v1);
  5590. var n = MathTmp.Vector3[3];
  5591. Vector3.CrossToRef(v0, v1, n);
  5592. if (Vector3.Dot(n, normal) > 0) {
  5593. return Math.acos(dot);
  5594. }
  5595. return -Math.acos(dot);
  5596. };
  5597. /**
  5598. * Returns a new Vector3 set from the index "offset" of the given array
  5599. * @param array defines the source array
  5600. * @param offset defines the offset in the source array
  5601. * @returns the new Vector3
  5602. */
  5603. Vector3.FromArray = function (array, offset) {
  5604. if (offset === void 0) { offset = 0; }
  5605. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5606. };
  5607. /**
  5608. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5609. * This function is deprecated. Use FromArray instead
  5610. * @param array defines the source array
  5611. * @param offset defines the offset in the source array
  5612. * @returns the new Vector3
  5613. */
  5614. Vector3.FromFloatArray = function (array, offset) {
  5615. return Vector3.FromArray(array, offset);
  5616. };
  5617. /**
  5618. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5619. * @param array defines the source array
  5620. * @param offset defines the offset in the source array
  5621. * @param result defines the Vector3 where to store the result
  5622. */
  5623. Vector3.FromArrayToRef = function (array, offset, result) {
  5624. result.x = array[offset];
  5625. result.y = array[offset + 1];
  5626. result.z = array[offset + 2];
  5627. };
  5628. /**
  5629. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5630. * This function is deprecated. Use FromArrayToRef instead.
  5631. * @param array defines the source array
  5632. * @param offset defines the offset in the source array
  5633. * @param result defines the Vector3 where to store the result
  5634. */
  5635. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5636. return Vector3.FromArrayToRef(array, offset, result);
  5637. };
  5638. /**
  5639. * Sets the given vector "result" with the given floats.
  5640. * @param x defines the x coordinate of the source
  5641. * @param y defines the y coordinate of the source
  5642. * @param z defines the z coordinate of the source
  5643. * @param result defines the Vector3 where to store the result
  5644. */
  5645. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5646. result.copyFromFloats(x, y, z);
  5647. };
  5648. /**
  5649. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5650. * @returns a new empty Vector3
  5651. */
  5652. Vector3.Zero = function () {
  5653. return new Vector3(0.0, 0.0, 0.0);
  5654. };
  5655. /**
  5656. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5657. * @returns a new unit Vector3
  5658. */
  5659. Vector3.One = function () {
  5660. return new Vector3(1.0, 1.0, 1.0);
  5661. };
  5662. /**
  5663. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5664. * @returns a new up Vector3
  5665. */
  5666. Vector3.Up = function () {
  5667. return new Vector3(0.0, 1.0, 0.0);
  5668. };
  5669. Object.defineProperty(Vector3, "UpReadOnly", {
  5670. /**
  5671. * Gets a up Vector3 that must not be updated
  5672. */
  5673. get: function () {
  5674. return Vector3._UpReadOnly;
  5675. },
  5676. enumerable: true,
  5677. configurable: true
  5678. });
  5679. /**
  5680. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5681. * @returns a new down Vector3
  5682. */
  5683. Vector3.Down = function () {
  5684. return new Vector3(0.0, -1.0, 0.0);
  5685. };
  5686. /**
  5687. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5688. * @returns a new forward Vector3
  5689. */
  5690. Vector3.Forward = function () {
  5691. return new Vector3(0.0, 0.0, 1.0);
  5692. };
  5693. /**
  5694. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5695. * @returns a new forward Vector3
  5696. */
  5697. Vector3.Backward = function () {
  5698. return new Vector3(0.0, 0.0, -1.0);
  5699. };
  5700. /**
  5701. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5702. * @returns a new right Vector3
  5703. */
  5704. Vector3.Right = function () {
  5705. return new Vector3(1.0, 0.0, 0.0);
  5706. };
  5707. /**
  5708. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5709. * @returns a new left Vector3
  5710. */
  5711. Vector3.Left = function () {
  5712. return new Vector3(-1.0, 0.0, 0.0);
  5713. };
  5714. /**
  5715. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5716. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5717. * @param vector defines the Vector3 to transform
  5718. * @param transformation defines the transformation matrix
  5719. * @returns the transformed Vector3
  5720. */
  5721. Vector3.TransformCoordinates = function (vector, transformation) {
  5722. var result = Vector3.Zero();
  5723. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5724. return result;
  5725. };
  5726. /**
  5727. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5728. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5729. * @param vector defines the Vector3 to transform
  5730. * @param transformation defines the transformation matrix
  5731. * @param result defines the Vector3 where to store the result
  5732. */
  5733. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5734. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5735. };
  5736. /**
  5737. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5738. * This method computes tranformed coordinates only, not transformed direction vectors
  5739. * @param x define the x coordinate of the source vector
  5740. * @param y define the y coordinate of the source vector
  5741. * @param z define the z coordinate of the source vector
  5742. * @param transformation defines the transformation matrix
  5743. * @param result defines the Vector3 where to store the result
  5744. */
  5745. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5746. var m = transformation.m;
  5747. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5748. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5749. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5750. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5751. result.x = rx * rw;
  5752. result.y = ry * rw;
  5753. result.z = rz * rw;
  5754. };
  5755. /**
  5756. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5757. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5758. * @param vector defines the Vector3 to transform
  5759. * @param transformation defines the transformation matrix
  5760. * @returns the new Vector3
  5761. */
  5762. Vector3.TransformNormal = function (vector, transformation) {
  5763. var result = Vector3.Zero();
  5764. Vector3.TransformNormalToRef(vector, transformation, result);
  5765. return result;
  5766. };
  5767. /**
  5768. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5769. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5770. * @param vector defines the Vector3 to transform
  5771. * @param transformation defines the transformation matrix
  5772. * @param result defines the Vector3 where to store the result
  5773. */
  5774. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5775. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5776. };
  5777. /**
  5778. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5779. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5780. * @param x define the x coordinate of the source vector
  5781. * @param y define the y coordinate of the source vector
  5782. * @param z define the z coordinate of the source vector
  5783. * @param transformation defines the transformation matrix
  5784. * @param result defines the Vector3 where to store the result
  5785. */
  5786. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5787. var m = transformation.m;
  5788. result.x = x * m[0] + y * m[4] + z * m[8];
  5789. result.y = x * m[1] + y * m[5] + z * m[9];
  5790. result.z = x * m[2] + y * m[6] + z * m[10];
  5791. };
  5792. /**
  5793. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5794. * @param value1 defines the first control point
  5795. * @param value2 defines the second control point
  5796. * @param value3 defines the third control point
  5797. * @param value4 defines the fourth control point
  5798. * @param amount defines the amount on the spline to use
  5799. * @returns the new Vector3
  5800. */
  5801. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5802. var squared = amount * amount;
  5803. var cubed = amount * squared;
  5804. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5805. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5806. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5807. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5808. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5809. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5810. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5811. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5812. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5813. return new Vector3(x, y, z);
  5814. };
  5815. /**
  5816. * 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"
  5817. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5818. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5819. * @param value defines the current value
  5820. * @param min defines the lower range value
  5821. * @param max defines the upper range value
  5822. * @returns the new Vector3
  5823. */
  5824. Vector3.Clamp = function (value, min, max) {
  5825. var v = new Vector3();
  5826. Vector3.ClampToRef(value, min, max, v);
  5827. return v;
  5828. };
  5829. /**
  5830. * 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"
  5831. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5832. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5833. * @param value defines the current value
  5834. * @param min defines the lower range value
  5835. * @param max defines the upper range value
  5836. * @param result defines the Vector3 where to store the result
  5837. */
  5838. Vector3.ClampToRef = function (value, min, max, result) {
  5839. var x = value.x;
  5840. x = (x > max.x) ? max.x : x;
  5841. x = (x < min.x) ? min.x : x;
  5842. var y = value.y;
  5843. y = (y > max.y) ? max.y : y;
  5844. y = (y < min.y) ? min.y : y;
  5845. var z = value.z;
  5846. z = (z > max.z) ? max.z : z;
  5847. z = (z < min.z) ? min.z : z;
  5848. result.copyFromFloats(x, y, z);
  5849. };
  5850. /**
  5851. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5852. * @param value1 defines the first control point
  5853. * @param tangent1 defines the first tangent vector
  5854. * @param value2 defines the second control point
  5855. * @param tangent2 defines the second tangent vector
  5856. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5857. * @returns the new Vector3
  5858. */
  5859. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5860. var squared = amount * amount;
  5861. var cubed = amount * squared;
  5862. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5863. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5864. var part3 = (cubed - (2.0 * squared)) + amount;
  5865. var part4 = cubed - squared;
  5866. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5867. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5868. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5869. return new Vector3(x, y, z);
  5870. };
  5871. /**
  5872. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5873. * @param start defines the start value
  5874. * @param end defines the end value
  5875. * @param amount max defines amount between both (between 0 and 1)
  5876. * @returns the new Vector3
  5877. */
  5878. Vector3.Lerp = function (start, end, amount) {
  5879. var result = new Vector3(0, 0, 0);
  5880. Vector3.LerpToRef(start, end, amount, result);
  5881. return result;
  5882. };
  5883. /**
  5884. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5885. * @param start defines the start value
  5886. * @param end defines the end value
  5887. * @param amount max defines amount between both (between 0 and 1)
  5888. * @param result defines the Vector3 where to store the result
  5889. */
  5890. Vector3.LerpToRef = function (start, end, amount, result) {
  5891. result.x = start.x + ((end.x - start.x) * amount);
  5892. result.y = start.y + ((end.y - start.y) * amount);
  5893. result.z = start.z + ((end.z - start.z) * amount);
  5894. };
  5895. /**
  5896. * Returns the dot product (float) between the vectors "left" and "right"
  5897. * @param left defines the left operand
  5898. * @param right defines the right operand
  5899. * @returns the dot product
  5900. */
  5901. Vector3.Dot = function (left, right) {
  5902. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5903. };
  5904. /**
  5905. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5906. * The cross product is then orthogonal to both "left" and "right"
  5907. * @param left defines the left operand
  5908. * @param right defines the right operand
  5909. * @returns the cross product
  5910. */
  5911. Vector3.Cross = function (left, right) {
  5912. var result = Vector3.Zero();
  5913. Vector3.CrossToRef(left, right, result);
  5914. return result;
  5915. };
  5916. /**
  5917. * Sets the given vector "result" with the cross product of "left" and "right"
  5918. * The cross product is then orthogonal to both "left" and "right"
  5919. * @param left defines the left operand
  5920. * @param right defines the right operand
  5921. * @param result defines the Vector3 where to store the result
  5922. */
  5923. Vector3.CrossToRef = function (left, right, result) {
  5924. var x = left.y * right.z - left.z * right.y;
  5925. var y = left.z * right.x - left.x * right.z;
  5926. var z = left.x * right.y - left.y * right.x;
  5927. result.copyFromFloats(x, y, z);
  5928. };
  5929. /**
  5930. * Returns a new Vector3 as the normalization of the given vector
  5931. * @param vector defines the Vector3 to normalize
  5932. * @returns the new Vector3
  5933. */
  5934. Vector3.Normalize = function (vector) {
  5935. var result = Vector3.Zero();
  5936. Vector3.NormalizeToRef(vector, result);
  5937. return result;
  5938. };
  5939. /**
  5940. * Sets the given vector "result" with the normalization of the given first vector
  5941. * @param vector defines the Vector3 to normalize
  5942. * @param result defines the Vector3 where to store the result
  5943. */
  5944. Vector3.NormalizeToRef = function (vector, result) {
  5945. vector.normalizeToRef(result);
  5946. };
  5947. /**
  5948. * Project a Vector3 onto screen space
  5949. * @param vector defines the Vector3 to project
  5950. * @param world defines the world matrix to use
  5951. * @param transform defines the transform (view x projection) matrix to use
  5952. * @param viewport defines the screen viewport to use
  5953. * @returns the new Vector3
  5954. */
  5955. Vector3.Project = function (vector, world, transform, viewport) {
  5956. var cw = viewport.width;
  5957. var ch = viewport.height;
  5958. var cx = viewport.x;
  5959. var cy = viewport.y;
  5960. var viewportMatrix = MathTmp.Matrix[1];
  5961. 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);
  5962. var matrix = MathTmp.Matrix[0];
  5963. world.multiplyToRef(transform, matrix);
  5964. matrix.multiplyToRef(viewportMatrix, matrix);
  5965. return Vector3.TransformCoordinates(vector, matrix);
  5966. };
  5967. /** @hidden */
  5968. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5969. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5970. var m = matrix.m;
  5971. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5972. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5973. result.scaleInPlace(1.0 / num);
  5974. }
  5975. };
  5976. /**
  5977. * Unproject from screen space to object space
  5978. * @param source defines the screen space Vector3 to use
  5979. * @param viewportWidth defines the current width of the viewport
  5980. * @param viewportHeight defines the current height of the viewport
  5981. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5982. * @param transform defines the transform (view x projection) matrix to use
  5983. * @returns the new Vector3
  5984. */
  5985. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5986. var matrix = MathTmp.Matrix[0];
  5987. world.multiplyToRef(transform, matrix);
  5988. matrix.invert();
  5989. source.x = source.x / viewportWidth * 2 - 1;
  5990. source.y = -(source.y / viewportHeight * 2 - 1);
  5991. var vector = new Vector3();
  5992. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5993. return vector;
  5994. };
  5995. /**
  5996. * Unproject from screen space to object space
  5997. * @param source defines the screen space Vector3 to use
  5998. * @param viewportWidth defines the current width of the viewport
  5999. * @param viewportHeight defines the current height of the viewport
  6000. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6001. * @param view defines the view matrix to use
  6002. * @param projection defines the projection matrix to use
  6003. * @returns the new Vector3
  6004. */
  6005. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  6006. var result = Vector3.Zero();
  6007. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  6008. return result;
  6009. };
  6010. /**
  6011. * Unproject from screen space to object space
  6012. * @param source defines the screen space Vector3 to use
  6013. * @param viewportWidth defines the current width of the viewport
  6014. * @param viewportHeight defines the current height of the viewport
  6015. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6016. * @param view defines the view matrix to use
  6017. * @param projection defines the projection matrix to use
  6018. * @param result defines the Vector3 where to store the result
  6019. */
  6020. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  6021. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  6022. };
  6023. /**
  6024. * Unproject from screen space to object space
  6025. * @param sourceX defines the screen space x coordinate to use
  6026. * @param sourceY defines the screen space y coordinate to use
  6027. * @param sourceZ defines the screen space z coordinate to use
  6028. * @param viewportWidth defines the current width of the viewport
  6029. * @param viewportHeight defines the current height of the viewport
  6030. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6031. * @param view defines the view matrix to use
  6032. * @param projection defines the projection matrix to use
  6033. * @param result defines the Vector3 where to store the result
  6034. */
  6035. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  6036. var matrix = MathTmp.Matrix[0];
  6037. world.multiplyToRef(view, matrix);
  6038. matrix.multiplyToRef(projection, matrix);
  6039. matrix.invert();
  6040. var screenSource = MathTmp.Vector3[0];
  6041. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6042. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6043. screenSource.z = 2 * sourceZ - 1.0;
  6044. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6045. };
  6046. /**
  6047. * Unproject a ray from screen space to object space
  6048. * @param sourceX defines the screen space x coordinate to use
  6049. * @param sourceY defines the screen space y coordinate to use
  6050. * @param viewportWidth defines the current width of the viewport
  6051. * @param viewportHeight defines the current height of the viewport
  6052. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6053. * @param view defines the view matrix to use
  6054. * @param projection defines the projection matrix to use
  6055. * @param ray defines the Ray where to store the result
  6056. */
  6057. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6058. var matrix = MathTmp.Matrix[0];
  6059. world.multiplyToRef(view, matrix);
  6060. matrix.multiplyToRef(projection, matrix);
  6061. matrix.invert();
  6062. var nearScreenSource = MathTmp.Vector3[0];
  6063. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6064. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6065. nearScreenSource.z = -1.0;
  6066. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6067. var nearVec3 = MathTmp.Vector3[2];
  6068. var farVec3 = MathTmp.Vector3[3];
  6069. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6070. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6071. ray.origin.copyFrom(nearVec3);
  6072. farVec3.subtractToRef(nearVec3, ray.direction);
  6073. ray.direction.normalize();
  6074. };
  6075. /**
  6076. * Gets the minimal coordinate values between two Vector3
  6077. * @param left defines the first operand
  6078. * @param right defines the second operand
  6079. * @returns the new Vector3
  6080. */
  6081. Vector3.Minimize = function (left, right) {
  6082. var min = left.clone();
  6083. min.minimizeInPlace(right);
  6084. return min;
  6085. };
  6086. /**
  6087. * Gets the maximal coordinate values between two Vector3
  6088. * @param left defines the first operand
  6089. * @param right defines the second operand
  6090. * @returns the new Vector3
  6091. */
  6092. Vector3.Maximize = function (left, right) {
  6093. var max = left.clone();
  6094. max.maximizeInPlace(right);
  6095. return max;
  6096. };
  6097. /**
  6098. * Returns the distance between the vectors "value1" and "value2"
  6099. * @param value1 defines the first operand
  6100. * @param value2 defines the second operand
  6101. * @returns the distance
  6102. */
  6103. Vector3.Distance = function (value1, value2) {
  6104. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6105. };
  6106. /**
  6107. * Returns the squared distance between the vectors "value1" and "value2"
  6108. * @param value1 defines the first operand
  6109. * @param value2 defines the second operand
  6110. * @returns the squared distance
  6111. */
  6112. Vector3.DistanceSquared = function (value1, value2) {
  6113. var x = value1.x - value2.x;
  6114. var y = value1.y - value2.y;
  6115. var z = value1.z - value2.z;
  6116. return (x * x) + (y * y) + (z * z);
  6117. };
  6118. /**
  6119. * Returns a new Vector3 located at the center between "value1" and "value2"
  6120. * @param value1 defines the first operand
  6121. * @param value2 defines the second operand
  6122. * @returns the new Vector3
  6123. */
  6124. Vector3.Center = function (value1, value2) {
  6125. var center = value1.add(value2);
  6126. center.scaleInPlace(0.5);
  6127. return center;
  6128. };
  6129. /**
  6130. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6131. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6132. * to something in order to rotate it from its local system to the given target system
  6133. * Note: axis1, axis2 and axis3 are normalized during this operation
  6134. * @param axis1 defines the first axis
  6135. * @param axis2 defines the second axis
  6136. * @param axis3 defines the third axis
  6137. * @returns a new Vector3
  6138. */
  6139. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6140. var rotation = Vector3.Zero();
  6141. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6142. return rotation;
  6143. };
  6144. /**
  6145. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6146. * @param axis1 defines the first axis
  6147. * @param axis2 defines the second axis
  6148. * @param axis3 defines the third axis
  6149. * @param ref defines the Vector3 where to store the result
  6150. */
  6151. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6152. var quat = MathTmp.Quaternion[0];
  6153. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6154. quat.toEulerAnglesToRef(ref);
  6155. };
  6156. Vector3._UpReadOnly = Vector3.Up();
  6157. return Vector3;
  6158. }());
  6159. BABYLON.Vector3 = Vector3;
  6160. /**
  6161. * Vector4 class created for EulerAngle class conversion to Quaternion
  6162. */
  6163. var Vector4 = /** @class */ (function () {
  6164. /**
  6165. * Creates a Vector4 object from the given floats.
  6166. * @param x x value of the vector
  6167. * @param y y value of the vector
  6168. * @param z z value of the vector
  6169. * @param w w value of the vector
  6170. */
  6171. function Vector4(
  6172. /** x value of the vector */
  6173. x,
  6174. /** y value of the vector */
  6175. y,
  6176. /** z value of the vector */
  6177. z,
  6178. /** w value of the vector */
  6179. w) {
  6180. this.x = x;
  6181. this.y = y;
  6182. this.z = z;
  6183. this.w = w;
  6184. }
  6185. /**
  6186. * Returns the string with the Vector4 coordinates.
  6187. * @returns a string containing all the vector values
  6188. */
  6189. Vector4.prototype.toString = function () {
  6190. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6191. };
  6192. /**
  6193. * Returns the string "Vector4".
  6194. * @returns "Vector4"
  6195. */
  6196. Vector4.prototype.getClassName = function () {
  6197. return "Vector4";
  6198. };
  6199. /**
  6200. * Returns the Vector4 hash code.
  6201. * @returns a unique hash code
  6202. */
  6203. Vector4.prototype.getHashCode = function () {
  6204. var hash = this.x || 0;
  6205. hash = (hash * 397) ^ (this.y || 0);
  6206. hash = (hash * 397) ^ (this.z || 0);
  6207. hash = (hash * 397) ^ (this.w || 0);
  6208. return hash;
  6209. };
  6210. // Operators
  6211. /**
  6212. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6213. * @returns the resulting array
  6214. */
  6215. Vector4.prototype.asArray = function () {
  6216. var result = new Array();
  6217. this.toArray(result, 0);
  6218. return result;
  6219. };
  6220. /**
  6221. * Populates the given array from the given index with the Vector4 coordinates.
  6222. * @param array array to populate
  6223. * @param index index of the array to start at (default: 0)
  6224. * @returns the Vector4.
  6225. */
  6226. Vector4.prototype.toArray = function (array, index) {
  6227. if (index === undefined) {
  6228. index = 0;
  6229. }
  6230. array[index] = this.x;
  6231. array[index + 1] = this.y;
  6232. array[index + 2] = this.z;
  6233. array[index + 3] = this.w;
  6234. return this;
  6235. };
  6236. /**
  6237. * Adds the given vector to the current Vector4.
  6238. * @param otherVector the vector to add
  6239. * @returns the updated Vector4.
  6240. */
  6241. Vector4.prototype.addInPlace = function (otherVector) {
  6242. this.x += otherVector.x;
  6243. this.y += otherVector.y;
  6244. this.z += otherVector.z;
  6245. this.w += otherVector.w;
  6246. return this;
  6247. };
  6248. /**
  6249. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6250. * @param otherVector the vector to add
  6251. * @returns the resulting vector
  6252. */
  6253. Vector4.prototype.add = function (otherVector) {
  6254. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6255. };
  6256. /**
  6257. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6258. * @param otherVector the vector to add
  6259. * @param result the vector to store the result
  6260. * @returns the current Vector4.
  6261. */
  6262. Vector4.prototype.addToRef = function (otherVector, result) {
  6263. result.x = this.x + otherVector.x;
  6264. result.y = this.y + otherVector.y;
  6265. result.z = this.z + otherVector.z;
  6266. result.w = this.w + otherVector.w;
  6267. return this;
  6268. };
  6269. /**
  6270. * Subtract in place the given vector from the current Vector4.
  6271. * @param otherVector the vector to subtract
  6272. * @returns the updated Vector4.
  6273. */
  6274. Vector4.prototype.subtractInPlace = function (otherVector) {
  6275. this.x -= otherVector.x;
  6276. this.y -= otherVector.y;
  6277. this.z -= otherVector.z;
  6278. this.w -= otherVector.w;
  6279. return this;
  6280. };
  6281. /**
  6282. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6283. * @param otherVector the vector to add
  6284. * @returns the new vector with the result
  6285. */
  6286. Vector4.prototype.subtract = function (otherVector) {
  6287. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6288. };
  6289. /**
  6290. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6291. * @param otherVector the vector to subtract
  6292. * @param result the vector to store the result
  6293. * @returns the current Vector4.
  6294. */
  6295. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6296. result.x = this.x - otherVector.x;
  6297. result.y = this.y - otherVector.y;
  6298. result.z = this.z - otherVector.z;
  6299. result.w = this.w - otherVector.w;
  6300. return this;
  6301. };
  6302. /**
  6303. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6304. */
  6305. /**
  6306. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6307. * @param x value to subtract
  6308. * @param y value to subtract
  6309. * @param z value to subtract
  6310. * @param w value to subtract
  6311. * @returns new vector containing the result
  6312. */
  6313. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6314. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6315. };
  6316. /**
  6317. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6318. * @param x value to subtract
  6319. * @param y value to subtract
  6320. * @param z value to subtract
  6321. * @param w value to subtract
  6322. * @param result the vector to store the result in
  6323. * @returns the current Vector4.
  6324. */
  6325. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6326. result.x = this.x - x;
  6327. result.y = this.y - y;
  6328. result.z = this.z - z;
  6329. result.w = this.w - w;
  6330. return this;
  6331. };
  6332. /**
  6333. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6334. * @returns a new vector with the negated values
  6335. */
  6336. Vector4.prototype.negate = function () {
  6337. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6338. };
  6339. /**
  6340. * Multiplies the current Vector4 coordinates by scale (float).
  6341. * @param scale the number to scale with
  6342. * @returns the updated Vector4.
  6343. */
  6344. Vector4.prototype.scaleInPlace = function (scale) {
  6345. this.x *= scale;
  6346. this.y *= scale;
  6347. this.z *= scale;
  6348. this.w *= scale;
  6349. return this;
  6350. };
  6351. /**
  6352. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6353. * @param scale the number to scale with
  6354. * @returns a new vector with the result
  6355. */
  6356. Vector4.prototype.scale = function (scale) {
  6357. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6358. };
  6359. /**
  6360. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6361. * @param scale the number to scale with
  6362. * @param result a vector to store the result in
  6363. * @returns the current Vector4.
  6364. */
  6365. Vector4.prototype.scaleToRef = function (scale, result) {
  6366. result.x = this.x * scale;
  6367. result.y = this.y * scale;
  6368. result.z = this.z * scale;
  6369. result.w = this.w * scale;
  6370. return this;
  6371. };
  6372. /**
  6373. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6374. * @param scale defines the scale factor
  6375. * @param result defines the Vector4 object where to store the result
  6376. * @returns the unmodified current Vector4
  6377. */
  6378. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6379. result.x += this.x * scale;
  6380. result.y += this.y * scale;
  6381. result.z += this.z * scale;
  6382. result.w += this.w * scale;
  6383. return this;
  6384. };
  6385. /**
  6386. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6387. * @param otherVector the vector to compare against
  6388. * @returns true if they are equal
  6389. */
  6390. Vector4.prototype.equals = function (otherVector) {
  6391. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6392. };
  6393. /**
  6394. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6395. * @param otherVector vector to compare against
  6396. * @param epsilon (Default: very small number)
  6397. * @returns true if they are equal
  6398. */
  6399. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6400. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6401. return otherVector
  6402. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6403. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6404. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6405. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6406. };
  6407. /**
  6408. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6409. * @param x x value to compare against
  6410. * @param y y value to compare against
  6411. * @param z z value to compare against
  6412. * @param w w value to compare against
  6413. * @returns true if equal
  6414. */
  6415. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6416. return this.x === x && this.y === y && this.z === z && this.w === w;
  6417. };
  6418. /**
  6419. * Multiplies in place the current Vector4 by the given one.
  6420. * @param otherVector vector to multiple with
  6421. * @returns the updated Vector4.
  6422. */
  6423. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6424. this.x *= otherVector.x;
  6425. this.y *= otherVector.y;
  6426. this.z *= otherVector.z;
  6427. this.w *= otherVector.w;
  6428. return this;
  6429. };
  6430. /**
  6431. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6432. * @param otherVector vector to multiple with
  6433. * @returns resulting new vector
  6434. */
  6435. Vector4.prototype.multiply = function (otherVector) {
  6436. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6437. };
  6438. /**
  6439. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6440. * @param otherVector vector to multiple with
  6441. * @param result vector to store the result
  6442. * @returns the current Vector4.
  6443. */
  6444. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6445. result.x = this.x * otherVector.x;
  6446. result.y = this.y * otherVector.y;
  6447. result.z = this.z * otherVector.z;
  6448. result.w = this.w * otherVector.w;
  6449. return this;
  6450. };
  6451. /**
  6452. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6453. * @param x x value multiply with
  6454. * @param y y value multiply with
  6455. * @param z z value multiply with
  6456. * @param w w value multiply with
  6457. * @returns resulting new vector
  6458. */
  6459. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6460. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6461. };
  6462. /**
  6463. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6464. * @param otherVector vector to devide with
  6465. * @returns resulting new vector
  6466. */
  6467. Vector4.prototype.divide = function (otherVector) {
  6468. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6469. };
  6470. /**
  6471. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6472. * @param otherVector vector to devide with
  6473. * @param result vector to store the result
  6474. * @returns the current Vector4.
  6475. */
  6476. Vector4.prototype.divideToRef = function (otherVector, result) {
  6477. result.x = this.x / otherVector.x;
  6478. result.y = this.y / otherVector.y;
  6479. result.z = this.z / otherVector.z;
  6480. result.w = this.w / otherVector.w;
  6481. return this;
  6482. };
  6483. /**
  6484. * Divides the current Vector3 coordinates by the given ones.
  6485. * @param otherVector vector to devide with
  6486. * @returns the updated Vector3.
  6487. */
  6488. Vector4.prototype.divideInPlace = function (otherVector) {
  6489. return this.divideToRef(otherVector, this);
  6490. };
  6491. /**
  6492. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6493. * @param other defines the second operand
  6494. * @returns the current updated Vector4
  6495. */
  6496. Vector4.prototype.minimizeInPlace = function (other) {
  6497. if (other.x < this.x) {
  6498. this.x = other.x;
  6499. }
  6500. if (other.y < this.y) {
  6501. this.y = other.y;
  6502. }
  6503. if (other.z < this.z) {
  6504. this.z = other.z;
  6505. }
  6506. if (other.w < this.w) {
  6507. this.w = other.w;
  6508. }
  6509. return this;
  6510. };
  6511. /**
  6512. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6513. * @param other defines the second operand
  6514. * @returns the current updated Vector4
  6515. */
  6516. Vector4.prototype.maximizeInPlace = function (other) {
  6517. if (other.x > this.x) {
  6518. this.x = other.x;
  6519. }
  6520. if (other.y > this.y) {
  6521. this.y = other.y;
  6522. }
  6523. if (other.z > this.z) {
  6524. this.z = other.z;
  6525. }
  6526. if (other.w > this.w) {
  6527. this.w = other.w;
  6528. }
  6529. return this;
  6530. };
  6531. /**
  6532. * Gets a new Vector4 from current Vector4 floored values
  6533. * @returns a new Vector4
  6534. */
  6535. Vector4.prototype.floor = function () {
  6536. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6537. };
  6538. /**
  6539. * Gets a new Vector4 from current Vector3 floored values
  6540. * @returns a new Vector4
  6541. */
  6542. Vector4.prototype.fract = function () {
  6543. 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));
  6544. };
  6545. // Properties
  6546. /**
  6547. * Returns the Vector4 length (float).
  6548. * @returns the length
  6549. */
  6550. Vector4.prototype.length = function () {
  6551. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6552. };
  6553. /**
  6554. * Returns the Vector4 squared length (float).
  6555. * @returns the length squared
  6556. */
  6557. Vector4.prototype.lengthSquared = function () {
  6558. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6559. };
  6560. // Methods
  6561. /**
  6562. * Normalizes in place the Vector4.
  6563. * @returns the updated Vector4.
  6564. */
  6565. Vector4.prototype.normalize = function () {
  6566. var len = this.length();
  6567. if (len === 0) {
  6568. return this;
  6569. }
  6570. return this.scaleInPlace(1.0 / len);
  6571. };
  6572. /**
  6573. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6574. * @returns this converted to a new vector3
  6575. */
  6576. Vector4.prototype.toVector3 = function () {
  6577. return new Vector3(this.x, this.y, this.z);
  6578. };
  6579. /**
  6580. * Returns a new Vector4 copied from the current one.
  6581. * @returns the new cloned vector
  6582. */
  6583. Vector4.prototype.clone = function () {
  6584. return new Vector4(this.x, this.y, this.z, this.w);
  6585. };
  6586. /**
  6587. * Updates the current Vector4 with the given one coordinates.
  6588. * @param source the source vector to copy from
  6589. * @returns the updated Vector4.
  6590. */
  6591. Vector4.prototype.copyFrom = function (source) {
  6592. this.x = source.x;
  6593. this.y = source.y;
  6594. this.z = source.z;
  6595. this.w = source.w;
  6596. return this;
  6597. };
  6598. /**
  6599. * Updates the current Vector4 coordinates with the given floats.
  6600. * @param x float to copy from
  6601. * @param y float to copy from
  6602. * @param z float to copy from
  6603. * @param w float to copy from
  6604. * @returns the updated Vector4.
  6605. */
  6606. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6607. this.x = x;
  6608. this.y = y;
  6609. this.z = z;
  6610. this.w = w;
  6611. return this;
  6612. };
  6613. /**
  6614. * Updates the current Vector4 coordinates with the given floats.
  6615. * @param x float to set from
  6616. * @param y float to set from
  6617. * @param z float to set from
  6618. * @param w float to set from
  6619. * @returns the updated Vector4.
  6620. */
  6621. Vector4.prototype.set = function (x, y, z, w) {
  6622. return this.copyFromFloats(x, y, z, w);
  6623. };
  6624. /**
  6625. * Copies the given float to the current Vector3 coordinates
  6626. * @param v defines the x, y, z and w coordinates of the operand
  6627. * @returns the current updated Vector3
  6628. */
  6629. Vector4.prototype.setAll = function (v) {
  6630. this.x = this.y = this.z = this.w = v;
  6631. return this;
  6632. };
  6633. // Statics
  6634. /**
  6635. * Returns a new Vector4 set from the starting index of the given array.
  6636. * @param array the array to pull values from
  6637. * @param offset the offset into the array to start at
  6638. * @returns the new vector
  6639. */
  6640. Vector4.FromArray = function (array, offset) {
  6641. if (!offset) {
  6642. offset = 0;
  6643. }
  6644. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6645. };
  6646. /**
  6647. * Updates the given vector "result" from the starting index of the given array.
  6648. * @param array the array to pull values from
  6649. * @param offset the offset into the array to start at
  6650. * @param result the vector to store the result in
  6651. */
  6652. Vector4.FromArrayToRef = function (array, offset, result) {
  6653. result.x = array[offset];
  6654. result.y = array[offset + 1];
  6655. result.z = array[offset + 2];
  6656. result.w = array[offset + 3];
  6657. };
  6658. /**
  6659. * Updates the given vector "result" from the starting index of the given Float32Array.
  6660. * @param array the array to pull values from
  6661. * @param offset the offset into the array to start at
  6662. * @param result the vector to store the result in
  6663. */
  6664. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6665. Vector4.FromArrayToRef(array, offset, result);
  6666. };
  6667. /**
  6668. * Updates the given vector "result" coordinates from the given floats.
  6669. * @param x float to set from
  6670. * @param y float to set from
  6671. * @param z float to set from
  6672. * @param w float to set from
  6673. * @param result the vector to the floats in
  6674. */
  6675. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6676. result.x = x;
  6677. result.y = y;
  6678. result.z = z;
  6679. result.w = w;
  6680. };
  6681. /**
  6682. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6683. * @returns the new vector
  6684. */
  6685. Vector4.Zero = function () {
  6686. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6687. };
  6688. /**
  6689. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6690. * @returns the new vector
  6691. */
  6692. Vector4.One = function () {
  6693. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6694. };
  6695. /**
  6696. * Returns a new normalized Vector4 from the given one.
  6697. * @param vector the vector to normalize
  6698. * @returns the vector
  6699. */
  6700. Vector4.Normalize = function (vector) {
  6701. var result = Vector4.Zero();
  6702. Vector4.NormalizeToRef(vector, result);
  6703. return result;
  6704. };
  6705. /**
  6706. * Updates the given vector "result" from the normalization of the given one.
  6707. * @param vector the vector to normalize
  6708. * @param result the vector to store the result in
  6709. */
  6710. Vector4.NormalizeToRef = function (vector, result) {
  6711. result.copyFrom(vector);
  6712. result.normalize();
  6713. };
  6714. /**
  6715. * Returns a vector with the minimum values from the left and right vectors
  6716. * @param left left vector to minimize
  6717. * @param right right vector to minimize
  6718. * @returns a new vector with the minimum of the left and right vector values
  6719. */
  6720. Vector4.Minimize = function (left, right) {
  6721. var min = left.clone();
  6722. min.minimizeInPlace(right);
  6723. return min;
  6724. };
  6725. /**
  6726. * Returns a vector with the maximum values from the left and right vectors
  6727. * @param left left vector to maximize
  6728. * @param right right vector to maximize
  6729. * @returns a new vector with the maximum of the left and right vector values
  6730. */
  6731. Vector4.Maximize = function (left, right) {
  6732. var max = left.clone();
  6733. max.maximizeInPlace(right);
  6734. return max;
  6735. };
  6736. /**
  6737. * Returns the distance (float) between the vectors "value1" and "value2".
  6738. * @param value1 value to calulate the distance between
  6739. * @param value2 value to calulate the distance between
  6740. * @return the distance between the two vectors
  6741. */
  6742. Vector4.Distance = function (value1, value2) {
  6743. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6744. };
  6745. /**
  6746. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6747. * @param value1 value to calulate the distance between
  6748. * @param value2 value to calulate the distance between
  6749. * @return the distance between the two vectors squared
  6750. */
  6751. Vector4.DistanceSquared = function (value1, value2) {
  6752. var x = value1.x - value2.x;
  6753. var y = value1.y - value2.y;
  6754. var z = value1.z - value2.z;
  6755. var w = value1.w - value2.w;
  6756. return (x * x) + (y * y) + (z * z) + (w * w);
  6757. };
  6758. /**
  6759. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6760. * @param value1 value to calulate the center between
  6761. * @param value2 value to calulate the center between
  6762. * @return the center between the two vectors
  6763. */
  6764. Vector4.Center = function (value1, value2) {
  6765. var center = value1.add(value2);
  6766. center.scaleInPlace(0.5);
  6767. return center;
  6768. };
  6769. /**
  6770. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6771. * This methods computes transformed normalized direction vectors only.
  6772. * @param vector the vector to transform
  6773. * @param transformation the transformation matrix to apply
  6774. * @returns the new vector
  6775. */
  6776. Vector4.TransformNormal = function (vector, transformation) {
  6777. var result = Vector4.Zero();
  6778. Vector4.TransformNormalToRef(vector, transformation, result);
  6779. return result;
  6780. };
  6781. /**
  6782. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6783. * This methods computes transformed normalized direction vectors only.
  6784. * @param vector the vector to transform
  6785. * @param transformation the transformation matrix to apply
  6786. * @param result the vector to store the result in
  6787. */
  6788. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6789. var m = transformation.m;
  6790. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6791. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6792. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6793. result.x = x;
  6794. result.y = y;
  6795. result.z = z;
  6796. result.w = vector.w;
  6797. };
  6798. /**
  6799. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6800. * This methods computes transformed normalized direction vectors only.
  6801. * @param x value to transform
  6802. * @param y value to transform
  6803. * @param z value to transform
  6804. * @param w value to transform
  6805. * @param transformation the transformation matrix to apply
  6806. * @param result the vector to store the results in
  6807. */
  6808. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6809. var m = transformation.m;
  6810. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6811. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6812. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6813. result.w = w;
  6814. };
  6815. /**
  6816. * Creates a new Vector4 from a Vector3
  6817. * @param source defines the source data
  6818. * @param w defines the 4th component (default is 0)
  6819. * @returns a new Vector4
  6820. */
  6821. Vector4.FromVector3 = function (source, w) {
  6822. if (w === void 0) { w = 0; }
  6823. return new Vector4(source.x, source.y, source.z, w);
  6824. };
  6825. return Vector4;
  6826. }());
  6827. BABYLON.Vector4 = Vector4;
  6828. /**
  6829. * Size containing widht and height
  6830. */
  6831. var Size = /** @class */ (function () {
  6832. /**
  6833. * Creates a Size object from the given width and height (floats).
  6834. * @param width width of the new size
  6835. * @param height height of the new size
  6836. */
  6837. function Size(width, height) {
  6838. this.width = width;
  6839. this.height = height;
  6840. }
  6841. /**
  6842. * Returns a string with the Size width and height
  6843. * @returns a string with the Size width and height
  6844. */
  6845. Size.prototype.toString = function () {
  6846. return "{W: " + this.width + ", H: " + this.height + "}";
  6847. };
  6848. /**
  6849. * "Size"
  6850. * @returns the string "Size"
  6851. */
  6852. Size.prototype.getClassName = function () {
  6853. return "Size";
  6854. };
  6855. /**
  6856. * Returns the Size hash code.
  6857. * @returns a hash code for a unique width and height
  6858. */
  6859. Size.prototype.getHashCode = function () {
  6860. var hash = this.width || 0;
  6861. hash = (hash * 397) ^ (this.height || 0);
  6862. return hash;
  6863. };
  6864. /**
  6865. * Updates the current size from the given one.
  6866. * @param src the given size
  6867. */
  6868. Size.prototype.copyFrom = function (src) {
  6869. this.width = src.width;
  6870. this.height = src.height;
  6871. };
  6872. /**
  6873. * Updates in place the current Size from the given floats.
  6874. * @param width width of the new size
  6875. * @param height height of the new size
  6876. * @returns the updated Size.
  6877. */
  6878. Size.prototype.copyFromFloats = function (width, height) {
  6879. this.width = width;
  6880. this.height = height;
  6881. return this;
  6882. };
  6883. /**
  6884. * Updates in place the current Size from the given floats.
  6885. * @param width width to set
  6886. * @param height height to set
  6887. * @returns the updated Size.
  6888. */
  6889. Size.prototype.set = function (width, height) {
  6890. return this.copyFromFloats(width, height);
  6891. };
  6892. /**
  6893. * Multiplies the width and height by numbers
  6894. * @param w factor to multiple the width by
  6895. * @param h factor to multiple the height by
  6896. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6897. */
  6898. Size.prototype.multiplyByFloats = function (w, h) {
  6899. return new Size(this.width * w, this.height * h);
  6900. };
  6901. /**
  6902. * Clones the size
  6903. * @returns a new Size copied from the given one.
  6904. */
  6905. Size.prototype.clone = function () {
  6906. return new Size(this.width, this.height);
  6907. };
  6908. /**
  6909. * True if the current Size and the given one width and height are strictly equal.
  6910. * @param other the other size to compare against
  6911. * @returns True if the current Size and the given one width and height are strictly equal.
  6912. */
  6913. Size.prototype.equals = function (other) {
  6914. if (!other) {
  6915. return false;
  6916. }
  6917. return (this.width === other.width) && (this.height === other.height);
  6918. };
  6919. Object.defineProperty(Size.prototype, "surface", {
  6920. /**
  6921. * The surface of the Size : width * height (float).
  6922. */
  6923. get: function () {
  6924. return this.width * this.height;
  6925. },
  6926. enumerable: true,
  6927. configurable: true
  6928. });
  6929. /**
  6930. * Create a new size of zero
  6931. * @returns a new Size set to (0.0, 0.0)
  6932. */
  6933. Size.Zero = function () {
  6934. return new Size(0.0, 0.0);
  6935. };
  6936. /**
  6937. * Sums the width and height of two sizes
  6938. * @param otherSize size to add to this size
  6939. * @returns a new Size set as the addition result of the current Size and the given one.
  6940. */
  6941. Size.prototype.add = function (otherSize) {
  6942. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6943. return r;
  6944. };
  6945. /**
  6946. * Subtracts the width and height of two
  6947. * @param otherSize size to subtract to this size
  6948. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6949. */
  6950. Size.prototype.subtract = function (otherSize) {
  6951. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6952. return r;
  6953. };
  6954. /**
  6955. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6956. * @param start starting size to lerp between
  6957. * @param end end size to lerp between
  6958. * @param amount amount to lerp between the start and end values
  6959. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6960. */
  6961. Size.Lerp = function (start, end, amount) {
  6962. var w = start.width + ((end.width - start.width) * amount);
  6963. var h = start.height + ((end.height - start.height) * amount);
  6964. return new Size(w, h);
  6965. };
  6966. return Size;
  6967. }());
  6968. BABYLON.Size = Size;
  6969. /**
  6970. * Class used to store quaternion data
  6971. * @see https://en.wikipedia.org/wiki/Quaternion
  6972. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6973. */
  6974. var Quaternion = /** @class */ (function () {
  6975. /**
  6976. * Creates a new Quaternion from the given floats
  6977. * @param x defines the first component (0 by default)
  6978. * @param y defines the second component (0 by default)
  6979. * @param z defines the third component (0 by default)
  6980. * @param w defines the fourth component (1.0 by default)
  6981. */
  6982. function Quaternion(
  6983. /** defines the first component (0 by default) */
  6984. x,
  6985. /** defines the second component (0 by default) */
  6986. y,
  6987. /** defines the third component (0 by default) */
  6988. z,
  6989. /** defines the fourth component (1.0 by default) */
  6990. w) {
  6991. if (x === void 0) { x = 0.0; }
  6992. if (y === void 0) { y = 0.0; }
  6993. if (z === void 0) { z = 0.0; }
  6994. if (w === void 0) { w = 1.0; }
  6995. this.x = x;
  6996. this.y = y;
  6997. this.z = z;
  6998. this.w = w;
  6999. }
  7000. /**
  7001. * Gets a string representation for the current quaternion
  7002. * @returns a string with the Quaternion coordinates
  7003. */
  7004. Quaternion.prototype.toString = function () {
  7005. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  7006. };
  7007. /**
  7008. * Gets the class name of the quaternion
  7009. * @returns the string "Quaternion"
  7010. */
  7011. Quaternion.prototype.getClassName = function () {
  7012. return "Quaternion";
  7013. };
  7014. /**
  7015. * Gets a hash code for this quaternion
  7016. * @returns the quaternion hash code
  7017. */
  7018. Quaternion.prototype.getHashCode = function () {
  7019. var hash = this.x || 0;
  7020. hash = (hash * 397) ^ (this.y || 0);
  7021. hash = (hash * 397) ^ (this.z || 0);
  7022. hash = (hash * 397) ^ (this.w || 0);
  7023. return hash;
  7024. };
  7025. /**
  7026. * Copy the quaternion to an array
  7027. * @returns a new array populated with 4 elements from the quaternion coordinates
  7028. */
  7029. Quaternion.prototype.asArray = function () {
  7030. return [this.x, this.y, this.z, this.w];
  7031. };
  7032. /**
  7033. * Check if two quaternions are equals
  7034. * @param otherQuaternion defines the second operand
  7035. * @return true if the current quaternion and the given one coordinates are strictly equals
  7036. */
  7037. Quaternion.prototype.equals = function (otherQuaternion) {
  7038. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  7039. };
  7040. /**
  7041. * Clone the current quaternion
  7042. * @returns a new quaternion copied from the current one
  7043. */
  7044. Quaternion.prototype.clone = function () {
  7045. return new Quaternion(this.x, this.y, this.z, this.w);
  7046. };
  7047. /**
  7048. * Copy a quaternion to the current one
  7049. * @param other defines the other quaternion
  7050. * @returns the updated current quaternion
  7051. */
  7052. Quaternion.prototype.copyFrom = function (other) {
  7053. this.x = other.x;
  7054. this.y = other.y;
  7055. this.z = other.z;
  7056. this.w = other.w;
  7057. return this;
  7058. };
  7059. /**
  7060. * Updates the current quaternion with the given float coordinates
  7061. * @param x defines the x coordinate
  7062. * @param y defines the y coordinate
  7063. * @param z defines the z coordinate
  7064. * @param w defines the w coordinate
  7065. * @returns the updated current quaternion
  7066. */
  7067. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7068. this.x = x;
  7069. this.y = y;
  7070. this.z = z;
  7071. this.w = w;
  7072. return this;
  7073. };
  7074. /**
  7075. * Updates the current quaternion from the given float coordinates
  7076. * @param x defines the x coordinate
  7077. * @param y defines the y coordinate
  7078. * @param z defines the z coordinate
  7079. * @param w defines the w coordinate
  7080. * @returns the updated current quaternion
  7081. */
  7082. Quaternion.prototype.set = function (x, y, z, w) {
  7083. return this.copyFromFloats(x, y, z, w);
  7084. };
  7085. /**
  7086. * Adds two quaternions
  7087. * @param other defines the second operand
  7088. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7089. */
  7090. Quaternion.prototype.add = function (other) {
  7091. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7092. };
  7093. /**
  7094. * Add a quaternion to the current one
  7095. * @param other defines the quaternion to add
  7096. * @returns the current quaternion
  7097. */
  7098. Quaternion.prototype.addInPlace = function (other) {
  7099. this.x += other.x;
  7100. this.y += other.y;
  7101. this.z += other.z;
  7102. this.w += other.w;
  7103. return this;
  7104. };
  7105. /**
  7106. * Subtract two quaternions
  7107. * @param other defines the second operand
  7108. * @returns a new quaternion as the subtraction result of the given one from the current one
  7109. */
  7110. Quaternion.prototype.subtract = function (other) {
  7111. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7112. };
  7113. /**
  7114. * Multiplies the current quaternion by a scale factor
  7115. * @param value defines the scale factor
  7116. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7117. */
  7118. Quaternion.prototype.scale = function (value) {
  7119. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7120. };
  7121. /**
  7122. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7123. * @param scale defines the scale factor
  7124. * @param result defines the Quaternion object where to store the result
  7125. * @returns the unmodified current quaternion
  7126. */
  7127. Quaternion.prototype.scaleToRef = function (scale, result) {
  7128. result.x = this.x * scale;
  7129. result.y = this.y * scale;
  7130. result.z = this.z * scale;
  7131. result.w = this.w * scale;
  7132. return this;
  7133. };
  7134. /**
  7135. * Multiplies in place the current quaternion by a scale factor
  7136. * @param value defines the scale factor
  7137. * @returns the current modified quaternion
  7138. */
  7139. Quaternion.prototype.scaleInPlace = function (value) {
  7140. this.x *= value;
  7141. this.y *= value;
  7142. this.z *= value;
  7143. this.w *= value;
  7144. return this;
  7145. };
  7146. /**
  7147. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7148. * @param scale defines the scale factor
  7149. * @param result defines the Quaternion object where to store the result
  7150. * @returns the unmodified current quaternion
  7151. */
  7152. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7153. result.x += this.x * scale;
  7154. result.y += this.y * scale;
  7155. result.z += this.z * scale;
  7156. result.w += this.w * scale;
  7157. return this;
  7158. };
  7159. /**
  7160. * Multiplies two quaternions
  7161. * @param q1 defines the second operand
  7162. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7163. */
  7164. Quaternion.prototype.multiply = function (q1) {
  7165. var result = new Quaternion(0, 0, 0, 1.0);
  7166. this.multiplyToRef(q1, result);
  7167. return result;
  7168. };
  7169. /**
  7170. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7171. * @param q1 defines the second operand
  7172. * @param result defines the target quaternion
  7173. * @returns the current quaternion
  7174. */
  7175. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7176. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7177. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7178. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7179. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7180. result.copyFromFloats(x, y, z, w);
  7181. return this;
  7182. };
  7183. /**
  7184. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7185. * @param q1 defines the second operand
  7186. * @returns the currentupdated quaternion
  7187. */
  7188. Quaternion.prototype.multiplyInPlace = function (q1) {
  7189. this.multiplyToRef(q1, this);
  7190. return this;
  7191. };
  7192. /**
  7193. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7194. * @param ref defines the target quaternion
  7195. * @returns the current quaternion
  7196. */
  7197. Quaternion.prototype.conjugateToRef = function (ref) {
  7198. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7199. return this;
  7200. };
  7201. /**
  7202. * Conjugates in place (1-q) the current quaternion
  7203. * @returns the current updated quaternion
  7204. */
  7205. Quaternion.prototype.conjugateInPlace = function () {
  7206. this.x *= -1;
  7207. this.y *= -1;
  7208. this.z *= -1;
  7209. return this;
  7210. };
  7211. /**
  7212. * Conjugates in place (1-q) the current quaternion
  7213. * @returns a new quaternion
  7214. */
  7215. Quaternion.prototype.conjugate = function () {
  7216. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7217. return result;
  7218. };
  7219. /**
  7220. * Gets length of current quaternion
  7221. * @returns the quaternion length (float)
  7222. */
  7223. Quaternion.prototype.length = function () {
  7224. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7225. };
  7226. /**
  7227. * Normalize in place the current quaternion
  7228. * @returns the current updated quaternion
  7229. */
  7230. Quaternion.prototype.normalize = function () {
  7231. var length = 1.0 / this.length();
  7232. this.x *= length;
  7233. this.y *= length;
  7234. this.z *= length;
  7235. this.w *= length;
  7236. return this;
  7237. };
  7238. /**
  7239. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7240. * @param order is a reserved parameter and is ignore for now
  7241. * @returns a new Vector3 containing the Euler angles
  7242. */
  7243. Quaternion.prototype.toEulerAngles = function (order) {
  7244. if (order === void 0) { order = "YZX"; }
  7245. var result = Vector3.Zero();
  7246. this.toEulerAnglesToRef(result, order);
  7247. return result;
  7248. };
  7249. /**
  7250. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7251. * @param result defines the vector which will be filled with the Euler angles
  7252. * @param order is a reserved parameter and is ignore for now
  7253. * @returns the current unchanged quaternion
  7254. */
  7255. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7256. if (order === void 0) { order = "YZX"; }
  7257. var qz = this.z;
  7258. var qx = this.x;
  7259. var qy = this.y;
  7260. var qw = this.w;
  7261. var sqw = qw * qw;
  7262. var sqz = qz * qz;
  7263. var sqx = qx * qx;
  7264. var sqy = qy * qy;
  7265. var zAxisY = qy * qz - qx * qw;
  7266. var limit = .4999999;
  7267. if (zAxisY < -limit) {
  7268. result.y = 2 * Math.atan2(qy, qw);
  7269. result.x = Math.PI / 2;
  7270. result.z = 0;
  7271. }
  7272. else if (zAxisY > limit) {
  7273. result.y = 2 * Math.atan2(qy, qw);
  7274. result.x = -Math.PI / 2;
  7275. result.z = 0;
  7276. }
  7277. else {
  7278. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7279. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7280. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7281. }
  7282. return this;
  7283. };
  7284. /**
  7285. * Updates the given rotation matrix with the current quaternion values
  7286. * @param result defines the target matrix
  7287. * @returns the current unchanged quaternion
  7288. */
  7289. Quaternion.prototype.toRotationMatrix = function (result) {
  7290. Matrix.FromQuaternionToRef(this, result);
  7291. return this;
  7292. };
  7293. /**
  7294. * Updates the current quaternion from the given rotation matrix values
  7295. * @param matrix defines the source matrix
  7296. * @returns the current updated quaternion
  7297. */
  7298. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7299. Quaternion.FromRotationMatrixToRef(matrix, this);
  7300. return this;
  7301. };
  7302. // Statics
  7303. /**
  7304. * Creates a new quaternion from a rotation matrix
  7305. * @param matrix defines the source matrix
  7306. * @returns a new quaternion created from the given rotation matrix values
  7307. */
  7308. Quaternion.FromRotationMatrix = function (matrix) {
  7309. var result = new Quaternion();
  7310. Quaternion.FromRotationMatrixToRef(matrix, result);
  7311. return result;
  7312. };
  7313. /**
  7314. * Updates the given quaternion with the given rotation matrix values
  7315. * @param matrix defines the source matrix
  7316. * @param result defines the target quaternion
  7317. */
  7318. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7319. var data = matrix.m;
  7320. var m11 = data[0], m12 = data[4], m13 = data[8];
  7321. var m21 = data[1], m22 = data[5], m23 = data[9];
  7322. var m31 = data[2], m32 = data[6], m33 = data[10];
  7323. var trace = m11 + m22 + m33;
  7324. var s;
  7325. if (trace > 0) {
  7326. s = 0.5 / Math.sqrt(trace + 1.0);
  7327. result.w = 0.25 / s;
  7328. result.x = (m32 - m23) * s;
  7329. result.y = (m13 - m31) * s;
  7330. result.z = (m21 - m12) * s;
  7331. }
  7332. else if (m11 > m22 && m11 > m33) {
  7333. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7334. result.w = (m32 - m23) / s;
  7335. result.x = 0.25 * s;
  7336. result.y = (m12 + m21) / s;
  7337. result.z = (m13 + m31) / s;
  7338. }
  7339. else if (m22 > m33) {
  7340. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7341. result.w = (m13 - m31) / s;
  7342. result.x = (m12 + m21) / s;
  7343. result.y = 0.25 * s;
  7344. result.z = (m23 + m32) / s;
  7345. }
  7346. else {
  7347. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7348. result.w = (m21 - m12) / s;
  7349. result.x = (m13 + m31) / s;
  7350. result.y = (m23 + m32) / s;
  7351. result.z = 0.25 * s;
  7352. }
  7353. };
  7354. /**
  7355. * Returns the dot product (float) between the quaternions "left" and "right"
  7356. * @param left defines the left operand
  7357. * @param right defines the right operand
  7358. * @returns the dot product
  7359. */
  7360. Quaternion.Dot = function (left, right) {
  7361. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7362. };
  7363. /**
  7364. * Checks if the two quaternions are close to each other
  7365. * @param quat0 defines the first quaternion to check
  7366. * @param quat1 defines the second quaternion to check
  7367. * @returns true if the two quaternions are close to each other
  7368. */
  7369. Quaternion.AreClose = function (quat0, quat1) {
  7370. var dot = Quaternion.Dot(quat0, quat1);
  7371. return dot >= 0;
  7372. };
  7373. /**
  7374. * Creates an empty quaternion
  7375. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7376. */
  7377. Quaternion.Zero = function () {
  7378. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7379. };
  7380. /**
  7381. * Inverse a given quaternion
  7382. * @param q defines the source quaternion
  7383. * @returns a new quaternion as the inverted current quaternion
  7384. */
  7385. Quaternion.Inverse = function (q) {
  7386. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7387. };
  7388. /**
  7389. * Inverse a given quaternion
  7390. * @param q defines the source quaternion
  7391. * @param result the quaternion the result will be stored in
  7392. * @returns the result quaternion
  7393. */
  7394. Quaternion.InverseToRef = function (q, result) {
  7395. result.set(-q.x, -q.y, -q.z, q.w);
  7396. return result;
  7397. };
  7398. /**
  7399. * Creates an identity quaternion
  7400. * @returns the identity quaternion
  7401. */
  7402. Quaternion.Identity = function () {
  7403. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7404. };
  7405. /**
  7406. * Gets a boolean indicating if the given quaternion is identity
  7407. * @param quaternion defines the quaternion to check
  7408. * @returns true if the quaternion is identity
  7409. */
  7410. Quaternion.IsIdentity = function (quaternion) {
  7411. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7412. };
  7413. /**
  7414. * Creates a quaternion from a rotation around an axis
  7415. * @param axis defines the axis to use
  7416. * @param angle defines the angle to use
  7417. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7418. */
  7419. Quaternion.RotationAxis = function (axis, angle) {
  7420. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7421. };
  7422. /**
  7423. * Creates a rotation around an axis and stores it into the given quaternion
  7424. * @param axis defines the axis to use
  7425. * @param angle defines the angle to use
  7426. * @param result defines the target quaternion
  7427. * @returns the target quaternion
  7428. */
  7429. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7430. var sin = Math.sin(angle / 2);
  7431. axis.normalize();
  7432. result.w = Math.cos(angle / 2);
  7433. result.x = axis.x * sin;
  7434. result.y = axis.y * sin;
  7435. result.z = axis.z * sin;
  7436. return result;
  7437. };
  7438. /**
  7439. * Creates a new quaternion from data stored into an array
  7440. * @param array defines the data source
  7441. * @param offset defines the offset in the source array where the data starts
  7442. * @returns a new quaternion
  7443. */
  7444. Quaternion.FromArray = function (array, offset) {
  7445. if (!offset) {
  7446. offset = 0;
  7447. }
  7448. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7449. };
  7450. /**
  7451. * Create a quaternion from Euler rotation angles
  7452. * @param x Pitch
  7453. * @param y Yaw
  7454. * @param z Roll
  7455. * @returns the new Quaternion
  7456. */
  7457. Quaternion.FromEulerAngles = function (x, y, z) {
  7458. var q = new Quaternion();
  7459. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7460. return q;
  7461. };
  7462. /**
  7463. * Updates a quaternion from Euler rotation angles
  7464. * @param x Pitch
  7465. * @param y Yaw
  7466. * @param z Roll
  7467. * @param result the quaternion to store the result
  7468. * @returns the updated quaternion
  7469. */
  7470. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7471. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7472. return result;
  7473. };
  7474. /**
  7475. * Create a quaternion from Euler rotation vector
  7476. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7477. * @returns the new Quaternion
  7478. */
  7479. Quaternion.FromEulerVector = function (vec) {
  7480. var q = new Quaternion();
  7481. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7482. return q;
  7483. };
  7484. /**
  7485. * Updates a quaternion from Euler rotation vector
  7486. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7487. * @param result the quaternion to store the result
  7488. * @returns the updated quaternion
  7489. */
  7490. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7491. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7492. return result;
  7493. };
  7494. /**
  7495. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7496. * @param yaw defines the rotation around Y axis
  7497. * @param pitch defines the rotation around X axis
  7498. * @param roll defines the rotation around Z axis
  7499. * @returns the new quaternion
  7500. */
  7501. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7502. var q = new Quaternion();
  7503. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7504. return q;
  7505. };
  7506. /**
  7507. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7508. * @param yaw defines the rotation around Y axis
  7509. * @param pitch defines the rotation around X axis
  7510. * @param roll defines the rotation around Z axis
  7511. * @param result defines the target quaternion
  7512. */
  7513. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7514. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7515. var halfRoll = roll * 0.5;
  7516. var halfPitch = pitch * 0.5;
  7517. var halfYaw = yaw * 0.5;
  7518. var sinRoll = Math.sin(halfRoll);
  7519. var cosRoll = Math.cos(halfRoll);
  7520. var sinPitch = Math.sin(halfPitch);
  7521. var cosPitch = Math.cos(halfPitch);
  7522. var sinYaw = Math.sin(halfYaw);
  7523. var cosYaw = Math.cos(halfYaw);
  7524. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7525. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7526. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7527. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7528. };
  7529. /**
  7530. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7531. * @param alpha defines the rotation around first axis
  7532. * @param beta defines the rotation around second axis
  7533. * @param gamma defines the rotation around third axis
  7534. * @returns the new quaternion
  7535. */
  7536. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7537. var result = new Quaternion();
  7538. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7539. return result;
  7540. };
  7541. /**
  7542. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7543. * @param alpha defines the rotation around first axis
  7544. * @param beta defines the rotation around second axis
  7545. * @param gamma defines the rotation around third axis
  7546. * @param result defines the target quaternion
  7547. */
  7548. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7549. // Produces a quaternion from Euler angles in the z-x-z orientation
  7550. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7551. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7552. var halfBeta = beta * 0.5;
  7553. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7554. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7555. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7556. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7557. };
  7558. /**
  7559. * 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)
  7560. * @param axis1 defines the first axis
  7561. * @param axis2 defines the second axis
  7562. * @param axis3 defines the third axis
  7563. * @returns the new quaternion
  7564. */
  7565. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7566. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7567. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7568. return quat;
  7569. };
  7570. /**
  7571. * 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
  7572. * @param axis1 defines the first axis
  7573. * @param axis2 defines the second axis
  7574. * @param axis3 defines the third axis
  7575. * @param ref defines the target quaternion
  7576. */
  7577. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7578. var rotMat = MathTmp.Matrix[0];
  7579. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7580. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7581. };
  7582. /**
  7583. * Interpolates between two quaternions
  7584. * @param left defines first quaternion
  7585. * @param right defines second quaternion
  7586. * @param amount defines the gradient to use
  7587. * @returns the new interpolated quaternion
  7588. */
  7589. Quaternion.Slerp = function (left, right, amount) {
  7590. var result = Quaternion.Identity();
  7591. Quaternion.SlerpToRef(left, right, amount, result);
  7592. return result;
  7593. };
  7594. /**
  7595. * Interpolates between two quaternions and stores it into a target quaternion
  7596. * @param left defines first quaternion
  7597. * @param right defines second quaternion
  7598. * @param amount defines the gradient to use
  7599. * @param result defines the target quaternion
  7600. */
  7601. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7602. var num2;
  7603. var num3;
  7604. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7605. var flag = false;
  7606. if (num4 < 0) {
  7607. flag = true;
  7608. num4 = -num4;
  7609. }
  7610. if (num4 > 0.999999) {
  7611. num3 = 1 - amount;
  7612. num2 = flag ? -amount : amount;
  7613. }
  7614. else {
  7615. var num5 = Math.acos(num4);
  7616. var num6 = (1.0 / Math.sin(num5));
  7617. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7618. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7619. }
  7620. result.x = (num3 * left.x) + (num2 * right.x);
  7621. result.y = (num3 * left.y) + (num2 * right.y);
  7622. result.z = (num3 * left.z) + (num2 * right.z);
  7623. result.w = (num3 * left.w) + (num2 * right.w);
  7624. };
  7625. /**
  7626. * Interpolate between two quaternions using Hermite interpolation
  7627. * @param value1 defines first quaternion
  7628. * @param tangent1 defines the incoming tangent
  7629. * @param value2 defines second quaternion
  7630. * @param tangent2 defines the outgoing tangent
  7631. * @param amount defines the target quaternion
  7632. * @returns the new interpolated quaternion
  7633. */
  7634. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7635. var squared = amount * amount;
  7636. var cubed = amount * squared;
  7637. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7638. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7639. var part3 = (cubed - (2.0 * squared)) + amount;
  7640. var part4 = cubed - squared;
  7641. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7642. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7643. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7644. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7645. return new Quaternion(x, y, z, w);
  7646. };
  7647. return Quaternion;
  7648. }());
  7649. BABYLON.Quaternion = Quaternion;
  7650. /**
  7651. * Class used to store matrix data (4x4)
  7652. */
  7653. var Matrix = /** @class */ (function () {
  7654. /**
  7655. * Creates an empty matrix (filled with zeros)
  7656. */
  7657. function Matrix() {
  7658. this._isIdentity = false;
  7659. this._isIdentityDirty = true;
  7660. this._isIdentity3x2 = true;
  7661. this._isIdentity3x2Dirty = true;
  7662. this._m = new Float32Array(16);
  7663. this._updateIdentityStatus(false);
  7664. }
  7665. Object.defineProperty(Matrix.prototype, "m", {
  7666. /**
  7667. * Gets the internal data of the matrix
  7668. */
  7669. get: function () { return this._m; },
  7670. enumerable: true,
  7671. configurable: true
  7672. });
  7673. /** @hidden */
  7674. Matrix.prototype._markAsUpdated = function () {
  7675. this.updateFlag = Matrix._updateFlagSeed++;
  7676. this._isIdentity = false;
  7677. this._isIdentity3x2 = false;
  7678. this._isIdentityDirty = true;
  7679. this._isIdentity3x2Dirty = true;
  7680. };
  7681. /** @hidden */
  7682. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7683. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7684. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7685. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7686. this.updateFlag = Matrix._updateFlagSeed++;
  7687. this._isIdentity = isIdentity;
  7688. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7689. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7690. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7691. };
  7692. // Properties
  7693. /**
  7694. * Check if the current matrix is identity
  7695. * @returns true is the matrix is the identity matrix
  7696. */
  7697. Matrix.prototype.isIdentity = function () {
  7698. if (this._isIdentityDirty) {
  7699. this._isIdentityDirty = false;
  7700. var m = this._m;
  7701. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7702. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7703. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7704. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7705. }
  7706. return this._isIdentity;
  7707. };
  7708. /**
  7709. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7710. * @returns true is the matrix is the identity matrix
  7711. */
  7712. Matrix.prototype.isIdentityAs3x2 = function () {
  7713. if (this._isIdentity3x2Dirty) {
  7714. this._isIdentity3x2Dirty = false;
  7715. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7716. this._isIdentity3x2 = false;
  7717. }
  7718. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7719. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7720. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7721. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7722. this._isIdentity3x2 = false;
  7723. }
  7724. else {
  7725. this._isIdentity3x2 = true;
  7726. }
  7727. }
  7728. return this._isIdentity3x2;
  7729. };
  7730. /**
  7731. * Gets the determinant of the matrix
  7732. * @returns the matrix determinant
  7733. */
  7734. Matrix.prototype.determinant = function () {
  7735. if (this._isIdentity === true) {
  7736. return 1;
  7737. }
  7738. var m = this._m;
  7739. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7740. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7741. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7742. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7743. // https://en.wikipedia.org/wiki/Laplace_expansion
  7744. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7745. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7746. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7747. // where
  7748. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7749. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7750. //
  7751. // Here we do that for the 1st row.
  7752. var det_22_33 = m22 * m33 - m32 * m23;
  7753. var det_21_33 = m21 * m33 - m31 * m23;
  7754. var det_21_32 = m21 * m32 - m31 * m22;
  7755. var det_20_33 = m20 * m33 - m30 * m23;
  7756. var det_20_32 = m20 * m32 - m22 * m30;
  7757. var det_20_31 = m20 * m31 - m30 * m21;
  7758. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7759. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7760. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7761. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7762. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7763. };
  7764. // Methods
  7765. /**
  7766. * Returns the matrix as a Float32Array
  7767. * @returns the matrix underlying array
  7768. */
  7769. Matrix.prototype.toArray = function () {
  7770. return this._m;
  7771. };
  7772. /**
  7773. * Returns the matrix as a Float32Array
  7774. * @returns the matrix underlying array.
  7775. */
  7776. Matrix.prototype.asArray = function () {
  7777. return this._m;
  7778. };
  7779. /**
  7780. * Inverts the current matrix in place
  7781. * @returns the current inverted matrix
  7782. */
  7783. Matrix.prototype.invert = function () {
  7784. this.invertToRef(this);
  7785. return this;
  7786. };
  7787. /**
  7788. * Sets all the matrix elements to zero
  7789. * @returns the current matrix
  7790. */
  7791. Matrix.prototype.reset = function () {
  7792. 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);
  7793. this._updateIdentityStatus(false);
  7794. return this;
  7795. };
  7796. /**
  7797. * Adds the current matrix with a second one
  7798. * @param other defines the matrix to add
  7799. * @returns a new matrix as the addition of the current matrix and the given one
  7800. */
  7801. Matrix.prototype.add = function (other) {
  7802. var result = new Matrix();
  7803. this.addToRef(other, result);
  7804. return result;
  7805. };
  7806. /**
  7807. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7808. * @param other defines the matrix to add
  7809. * @param result defines the target matrix
  7810. * @returns the current matrix
  7811. */
  7812. Matrix.prototype.addToRef = function (other, result) {
  7813. var m = this._m;
  7814. var resultM = result._m;
  7815. var otherM = other.m;
  7816. for (var index = 0; index < 16; index++) {
  7817. resultM[index] = m[index] + otherM[index];
  7818. }
  7819. result._markAsUpdated();
  7820. return this;
  7821. };
  7822. /**
  7823. * Adds in place the given matrix to the current matrix
  7824. * @param other defines the second operand
  7825. * @returns the current updated matrix
  7826. */
  7827. Matrix.prototype.addToSelf = function (other) {
  7828. var m = this._m;
  7829. var otherM = other.m;
  7830. for (var index = 0; index < 16; index++) {
  7831. m[index] += otherM[index];
  7832. }
  7833. this._markAsUpdated();
  7834. return this;
  7835. };
  7836. /**
  7837. * Sets the given matrix to the current inverted Matrix
  7838. * @param other defines the target matrix
  7839. * @returns the unmodified current matrix
  7840. */
  7841. Matrix.prototype.invertToRef = function (other) {
  7842. if (this._isIdentity === true) {
  7843. Matrix.IdentityToRef(other);
  7844. return this;
  7845. }
  7846. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7847. var m = this._m;
  7848. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7849. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7850. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7851. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7852. var det_22_33 = m22 * m33 - m32 * m23;
  7853. var det_21_33 = m21 * m33 - m31 * m23;
  7854. var det_21_32 = m21 * m32 - m31 * m22;
  7855. var det_20_33 = m20 * m33 - m30 * m23;
  7856. var det_20_32 = m20 * m32 - m22 * m30;
  7857. var det_20_31 = m20 * m31 - m30 * m21;
  7858. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7859. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7860. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7861. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7862. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7863. if (det === 0) {
  7864. // not invertible
  7865. other.copyFrom(this);
  7866. return this;
  7867. }
  7868. var detInv = 1 / det;
  7869. var det_12_33 = m12 * m33 - m32 * m13;
  7870. var det_11_33 = m11 * m33 - m31 * m13;
  7871. var det_11_32 = m11 * m32 - m31 * m12;
  7872. var det_10_33 = m10 * m33 - m30 * m13;
  7873. var det_10_32 = m10 * m32 - m30 * m12;
  7874. var det_10_31 = m10 * m31 - m30 * m11;
  7875. var det_12_23 = m12 * m23 - m22 * m13;
  7876. var det_11_23 = m11 * m23 - m21 * m13;
  7877. var det_11_22 = m11 * m22 - m21 * m12;
  7878. var det_10_23 = m10 * m23 - m20 * m13;
  7879. var det_10_22 = m10 * m22 - m20 * m12;
  7880. var det_10_21 = m10 * m21 - m20 * m11;
  7881. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7882. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7883. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7884. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7885. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7886. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7887. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7888. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7889. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7890. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7891. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7892. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7893. 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);
  7894. return this;
  7895. };
  7896. /**
  7897. * add a value at the specified position in the current Matrix
  7898. * @param index the index of the value within the matrix. between 0 and 15.
  7899. * @param value the value to be added
  7900. * @returns the current updated matrix
  7901. */
  7902. Matrix.prototype.addAtIndex = function (index, value) {
  7903. this._m[index] += value;
  7904. this._markAsUpdated();
  7905. return this;
  7906. };
  7907. /**
  7908. * mutiply the specified position in the current Matrix by a value
  7909. * @param index the index of the value within the matrix. between 0 and 15.
  7910. * @param value the value to be added
  7911. * @returns the current updated matrix
  7912. */
  7913. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7914. this._m[index] *= value;
  7915. this._markAsUpdated();
  7916. return this;
  7917. };
  7918. /**
  7919. * Inserts the translation vector (using 3 floats) in the current matrix
  7920. * @param x defines the 1st component of the translation
  7921. * @param y defines the 2nd component of the translation
  7922. * @param z defines the 3rd component of the translation
  7923. * @returns the current updated matrix
  7924. */
  7925. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7926. this._m[12] = x;
  7927. this._m[13] = y;
  7928. this._m[14] = z;
  7929. this._markAsUpdated();
  7930. return this;
  7931. };
  7932. /**
  7933. * Inserts the translation vector in the current matrix
  7934. * @param vector3 defines the translation to insert
  7935. * @returns the current updated matrix
  7936. */
  7937. Matrix.prototype.setTranslation = function (vector3) {
  7938. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7939. };
  7940. /**
  7941. * Gets the translation value of the current matrix
  7942. * @returns a new Vector3 as the extracted translation from the matrix
  7943. */
  7944. Matrix.prototype.getTranslation = function () {
  7945. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7946. };
  7947. /**
  7948. * Fill a Vector3 with the extracted translation from the matrix
  7949. * @param result defines the Vector3 where to store the translation
  7950. * @returns the current matrix
  7951. */
  7952. Matrix.prototype.getTranslationToRef = function (result) {
  7953. result.x = this._m[12];
  7954. result.y = this._m[13];
  7955. result.z = this._m[14];
  7956. return this;
  7957. };
  7958. /**
  7959. * Remove rotation and scaling part from the matrix
  7960. * @returns the updated matrix
  7961. */
  7962. Matrix.prototype.removeRotationAndScaling = function () {
  7963. var m = this.m;
  7964. 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);
  7965. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7966. return this;
  7967. };
  7968. /**
  7969. * Multiply two matrices
  7970. * @param other defines the second operand
  7971. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7972. */
  7973. Matrix.prototype.multiply = function (other) {
  7974. var result = new Matrix();
  7975. this.multiplyToRef(other, result);
  7976. return result;
  7977. };
  7978. /**
  7979. * Copy the current matrix from the given one
  7980. * @param other defines the source matrix
  7981. * @returns the current updated matrix
  7982. */
  7983. Matrix.prototype.copyFrom = function (other) {
  7984. other.copyToArray(this._m);
  7985. var o = other;
  7986. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7987. return this;
  7988. };
  7989. /**
  7990. * Populates the given array from the starting index with the current matrix values
  7991. * @param array defines the target array
  7992. * @param offset defines the offset in the target array where to start storing values
  7993. * @returns the current matrix
  7994. */
  7995. Matrix.prototype.copyToArray = function (array, offset) {
  7996. if (offset === void 0) { offset = 0; }
  7997. for (var index = 0; index < 16; index++) {
  7998. array[offset + index] = this._m[index];
  7999. }
  8000. return this;
  8001. };
  8002. /**
  8003. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  8004. * @param other defines the second operand
  8005. * @param result defines the matrix where to store the multiplication
  8006. * @returns the current matrix
  8007. */
  8008. Matrix.prototype.multiplyToRef = function (other, result) {
  8009. if (this._isIdentity) {
  8010. result.copyFrom(other);
  8011. return this;
  8012. }
  8013. if (other._isIdentity) {
  8014. result.copyFrom(this);
  8015. return this;
  8016. }
  8017. this.multiplyToArray(other, result._m, 0);
  8018. result._markAsUpdated();
  8019. return this;
  8020. };
  8021. /**
  8022. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  8023. * @param other defines the second operand
  8024. * @param result defines the array where to store the multiplication
  8025. * @param offset defines the offset in the target array where to start storing values
  8026. * @returns the current matrix
  8027. */
  8028. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  8029. var m = this._m;
  8030. var otherM = other.m;
  8031. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  8032. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  8033. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  8034. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  8035. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  8036. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  8037. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  8038. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  8039. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  8040. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  8041. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  8042. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  8043. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  8044. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  8045. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  8046. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  8047. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8048. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8049. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8050. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8051. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8052. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8053. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8054. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8055. return this;
  8056. };
  8057. /**
  8058. * Check equality between this matrix and a second one
  8059. * @param value defines the second matrix to compare
  8060. * @returns true is the current matrix and the given one values are strictly equal
  8061. */
  8062. Matrix.prototype.equals = function (value) {
  8063. var other = value;
  8064. if (!other) {
  8065. return false;
  8066. }
  8067. if (this._isIdentity || other._isIdentity) {
  8068. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8069. return this._isIdentity && other._isIdentity;
  8070. }
  8071. }
  8072. var m = this.m;
  8073. var om = other.m;
  8074. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8075. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8076. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8077. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8078. };
  8079. /**
  8080. * Clone the current matrix
  8081. * @returns a new matrix from the current matrix
  8082. */
  8083. Matrix.prototype.clone = function () {
  8084. var matrix = new Matrix();
  8085. matrix.copyFrom(this);
  8086. return matrix;
  8087. };
  8088. /**
  8089. * Returns the name of the current matrix class
  8090. * @returns the string "Matrix"
  8091. */
  8092. Matrix.prototype.getClassName = function () {
  8093. return "Matrix";
  8094. };
  8095. /**
  8096. * Gets the hash code of the current matrix
  8097. * @returns the hash code
  8098. */
  8099. Matrix.prototype.getHashCode = function () {
  8100. var hash = this._m[0] || 0;
  8101. for (var i = 1; i < 16; i++) {
  8102. hash = (hash * 397) ^ (this._m[i] || 0);
  8103. }
  8104. return hash;
  8105. };
  8106. /**
  8107. * Decomposes the current Matrix into a translation, rotation and scaling components
  8108. * @param scale defines the scale vector3 given as a reference to update
  8109. * @param rotation defines the rotation quaternion given as a reference to update
  8110. * @param translation defines the translation vector3 given as a reference to update
  8111. * @returns true if operation was successful
  8112. */
  8113. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8114. if (this._isIdentity) {
  8115. if (translation) {
  8116. translation.setAll(0);
  8117. }
  8118. if (scale) {
  8119. scale.setAll(1);
  8120. }
  8121. if (rotation) {
  8122. rotation.copyFromFloats(0, 0, 0, 1);
  8123. }
  8124. return true;
  8125. }
  8126. var m = this._m;
  8127. if (translation) {
  8128. translation.copyFromFloats(m[12], m[13], m[14]);
  8129. }
  8130. scale = scale || MathTmp.Vector3[0];
  8131. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8132. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8133. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8134. if (this.determinant() <= 0) {
  8135. scale.y *= -1;
  8136. }
  8137. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8138. if (rotation) {
  8139. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8140. }
  8141. return false;
  8142. }
  8143. if (rotation) {
  8144. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8145. 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]);
  8146. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8147. }
  8148. return true;
  8149. };
  8150. /**
  8151. * Gets specific row of the matrix
  8152. * @param index defines the number of the row to get
  8153. * @returns the index-th row of the current matrix as a new Vector4
  8154. */
  8155. Matrix.prototype.getRow = function (index) {
  8156. if (index < 0 || index > 3) {
  8157. return null;
  8158. }
  8159. var i = index * 4;
  8160. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8161. };
  8162. /**
  8163. * Sets the index-th row of the current matrix to the vector4 values
  8164. * @param index defines the number of the row to set
  8165. * @param row defines the target vector4
  8166. * @returns the updated current matrix
  8167. */
  8168. Matrix.prototype.setRow = function (index, row) {
  8169. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8170. };
  8171. /**
  8172. * Compute the transpose of the matrix
  8173. * @returns the new transposed matrix
  8174. */
  8175. Matrix.prototype.transpose = function () {
  8176. return Matrix.Transpose(this);
  8177. };
  8178. /**
  8179. * Compute the transpose of the matrix and store it in a given matrix
  8180. * @param result defines the target matrix
  8181. * @returns the current matrix
  8182. */
  8183. Matrix.prototype.transposeToRef = function (result) {
  8184. Matrix.TransposeToRef(this, result);
  8185. return this;
  8186. };
  8187. /**
  8188. * Sets the index-th row of the current matrix with the given 4 x float values
  8189. * @param index defines the row index
  8190. * @param x defines the x component to set
  8191. * @param y defines the y component to set
  8192. * @param z defines the z component to set
  8193. * @param w defines the w component to set
  8194. * @returns the updated current matrix
  8195. */
  8196. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8197. if (index < 0 || index > 3) {
  8198. return this;
  8199. }
  8200. var i = index * 4;
  8201. this._m[i + 0] = x;
  8202. this._m[i + 1] = y;
  8203. this._m[i + 2] = z;
  8204. this._m[i + 3] = w;
  8205. this._markAsUpdated();
  8206. return this;
  8207. };
  8208. /**
  8209. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8210. * @param scale defines the scale factor
  8211. * @returns a new matrix
  8212. */
  8213. Matrix.prototype.scale = function (scale) {
  8214. var result = new Matrix();
  8215. this.scaleToRef(scale, result);
  8216. return result;
  8217. };
  8218. /**
  8219. * Scale the current matrix values by a factor to a given result matrix
  8220. * @param scale defines the scale factor
  8221. * @param result defines the matrix to store the result
  8222. * @returns the current matrix
  8223. */
  8224. Matrix.prototype.scaleToRef = function (scale, result) {
  8225. for (var index = 0; index < 16; index++) {
  8226. result._m[index] = this._m[index] * scale;
  8227. }
  8228. result._markAsUpdated();
  8229. return this;
  8230. };
  8231. /**
  8232. * Scale the current matrix values by a factor and add the result to a given matrix
  8233. * @param scale defines the scale factor
  8234. * @param result defines the Matrix to store the result
  8235. * @returns the current matrix
  8236. */
  8237. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8238. for (var index = 0; index < 16; index++) {
  8239. result._m[index] += this._m[index] * scale;
  8240. }
  8241. result._markAsUpdated();
  8242. return this;
  8243. };
  8244. /**
  8245. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8246. * @param ref matrix to store the result
  8247. */
  8248. Matrix.prototype.toNormalMatrix = function (ref) {
  8249. var tmp = MathTmp.Matrix[0];
  8250. this.invertToRef(tmp);
  8251. tmp.transposeToRef(ref);
  8252. var m = ref._m;
  8253. 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);
  8254. };
  8255. /**
  8256. * Gets only rotation part of the current matrix
  8257. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8258. */
  8259. Matrix.prototype.getRotationMatrix = function () {
  8260. var result = new Matrix();
  8261. this.getRotationMatrixToRef(result);
  8262. return result;
  8263. };
  8264. /**
  8265. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8266. * @param result defines the target matrix to store data to
  8267. * @returns the current matrix
  8268. */
  8269. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8270. var scale = MathTmp.Vector3[0];
  8271. if (!this.decompose(scale)) {
  8272. Matrix.IdentityToRef(result);
  8273. return this;
  8274. }
  8275. var m = this._m;
  8276. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8277. 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);
  8278. return this;
  8279. };
  8280. /**
  8281. * Toggles model matrix from being right handed to left handed in place and vice versa
  8282. */
  8283. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8284. var m = this._m;
  8285. m[2] *= -1;
  8286. m[6] *= -1;
  8287. m[8] *= -1;
  8288. m[9] *= -1;
  8289. m[14] *= -1;
  8290. this._markAsUpdated();
  8291. };
  8292. /**
  8293. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8294. */
  8295. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8296. var m = this._m;
  8297. m[8] *= -1;
  8298. m[9] *= -1;
  8299. m[10] *= -1;
  8300. m[11] *= -1;
  8301. this._markAsUpdated();
  8302. };
  8303. // Statics
  8304. /**
  8305. * Creates a matrix from an array
  8306. * @param array defines the source array
  8307. * @param offset defines an offset in the source array
  8308. * @returns a new Matrix set from the starting index of the given array
  8309. */
  8310. Matrix.FromArray = function (array, offset) {
  8311. if (offset === void 0) { offset = 0; }
  8312. var result = new Matrix();
  8313. Matrix.FromArrayToRef(array, offset, result);
  8314. return result;
  8315. };
  8316. /**
  8317. * Copy the content of an array into a given matrix
  8318. * @param array defines the source array
  8319. * @param offset defines an offset in the source array
  8320. * @param result defines the target matrix
  8321. */
  8322. Matrix.FromArrayToRef = function (array, offset, result) {
  8323. for (var index = 0; index < 16; index++) {
  8324. result._m[index] = array[index + offset];
  8325. }
  8326. result._markAsUpdated();
  8327. };
  8328. /**
  8329. * Stores an array into a matrix after having multiplied each component by a given factor
  8330. * @param array defines the source array
  8331. * @param offset defines the offset in the source array
  8332. * @param scale defines the scaling factor
  8333. * @param result defines the target matrix
  8334. */
  8335. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8336. for (var index = 0; index < 16; index++) {
  8337. result._m[index] = array[index + offset] * scale;
  8338. }
  8339. result._markAsUpdated();
  8340. };
  8341. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8342. /**
  8343. * Gets an identity matrix that must not be updated
  8344. */
  8345. get: function () {
  8346. return Matrix._identityReadOnly;
  8347. },
  8348. enumerable: true,
  8349. configurable: true
  8350. });
  8351. /**
  8352. * Stores a list of values (16) inside a given matrix
  8353. * @param initialM11 defines 1st value of 1st row
  8354. * @param initialM12 defines 2nd value of 1st row
  8355. * @param initialM13 defines 3rd value of 1st row
  8356. * @param initialM14 defines 4th value of 1st row
  8357. * @param initialM21 defines 1st value of 2nd row
  8358. * @param initialM22 defines 2nd value of 2nd row
  8359. * @param initialM23 defines 3rd value of 2nd row
  8360. * @param initialM24 defines 4th value of 2nd row
  8361. * @param initialM31 defines 1st value of 3rd row
  8362. * @param initialM32 defines 2nd value of 3rd row
  8363. * @param initialM33 defines 3rd value of 3rd row
  8364. * @param initialM34 defines 4th value of 3rd row
  8365. * @param initialM41 defines 1st value of 4th row
  8366. * @param initialM42 defines 2nd value of 4th row
  8367. * @param initialM43 defines 3rd value of 4th row
  8368. * @param initialM44 defines 4th value of 4th row
  8369. * @param result defines the target matrix
  8370. */
  8371. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8372. var m = result._m;
  8373. m[0] = initialM11;
  8374. m[1] = initialM12;
  8375. m[2] = initialM13;
  8376. m[3] = initialM14;
  8377. m[4] = initialM21;
  8378. m[5] = initialM22;
  8379. m[6] = initialM23;
  8380. m[7] = initialM24;
  8381. m[8] = initialM31;
  8382. m[9] = initialM32;
  8383. m[10] = initialM33;
  8384. m[11] = initialM34;
  8385. m[12] = initialM41;
  8386. m[13] = initialM42;
  8387. m[14] = initialM43;
  8388. m[15] = initialM44;
  8389. result._markAsUpdated();
  8390. };
  8391. /**
  8392. * Creates new matrix from a list of values (16)
  8393. * @param initialM11 defines 1st value of 1st row
  8394. * @param initialM12 defines 2nd value of 1st row
  8395. * @param initialM13 defines 3rd value of 1st row
  8396. * @param initialM14 defines 4th value of 1st row
  8397. * @param initialM21 defines 1st value of 2nd row
  8398. * @param initialM22 defines 2nd value of 2nd row
  8399. * @param initialM23 defines 3rd value of 2nd row
  8400. * @param initialM24 defines 4th value of 2nd row
  8401. * @param initialM31 defines 1st value of 3rd row
  8402. * @param initialM32 defines 2nd value of 3rd row
  8403. * @param initialM33 defines 3rd value of 3rd row
  8404. * @param initialM34 defines 4th value of 3rd row
  8405. * @param initialM41 defines 1st value of 4th row
  8406. * @param initialM42 defines 2nd value of 4th row
  8407. * @param initialM43 defines 3rd value of 4th row
  8408. * @param initialM44 defines 4th value of 4th row
  8409. * @returns the new matrix
  8410. */
  8411. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8412. var result = new Matrix();
  8413. var m = result._m;
  8414. m[0] = initialM11;
  8415. m[1] = initialM12;
  8416. m[2] = initialM13;
  8417. m[3] = initialM14;
  8418. m[4] = initialM21;
  8419. m[5] = initialM22;
  8420. m[6] = initialM23;
  8421. m[7] = initialM24;
  8422. m[8] = initialM31;
  8423. m[9] = initialM32;
  8424. m[10] = initialM33;
  8425. m[11] = initialM34;
  8426. m[12] = initialM41;
  8427. m[13] = initialM42;
  8428. m[14] = initialM43;
  8429. m[15] = initialM44;
  8430. result._markAsUpdated();
  8431. return result;
  8432. };
  8433. /**
  8434. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8435. * @param scale defines the scale vector3
  8436. * @param rotation defines the rotation quaternion
  8437. * @param translation defines the translation vector3
  8438. * @returns a new matrix
  8439. */
  8440. Matrix.Compose = function (scale, rotation, translation) {
  8441. var result = new Matrix();
  8442. Matrix.ComposeToRef(scale, rotation, translation, result);
  8443. return result;
  8444. };
  8445. /**
  8446. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8447. * @param scale defines the scale vector3
  8448. * @param rotation defines the rotation quaternion
  8449. * @param translation defines the translation vector3
  8450. * @param result defines the target matrix
  8451. */
  8452. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8453. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8454. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8455. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8456. result.setTranslation(translation);
  8457. };
  8458. /**
  8459. * Creates a new identity matrix
  8460. * @returns a new identity matrix
  8461. */
  8462. Matrix.Identity = function () {
  8463. 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);
  8464. identity._updateIdentityStatus(true);
  8465. return identity;
  8466. };
  8467. /**
  8468. * Creates a new identity matrix and stores the result in a given matrix
  8469. * @param result defines the target matrix
  8470. */
  8471. Matrix.IdentityToRef = function (result) {
  8472. 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);
  8473. result._updateIdentityStatus(true);
  8474. };
  8475. /**
  8476. * Creates a new zero matrix
  8477. * @returns a new zero matrix
  8478. */
  8479. Matrix.Zero = function () {
  8480. 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);
  8481. zero._updateIdentityStatus(false);
  8482. return zero;
  8483. };
  8484. /**
  8485. * Creates a new rotation matrix for "angle" radians around the X axis
  8486. * @param angle defines the angle (in radians) to use
  8487. * @return the new matrix
  8488. */
  8489. Matrix.RotationX = function (angle) {
  8490. var result = new Matrix();
  8491. Matrix.RotationXToRef(angle, result);
  8492. return result;
  8493. };
  8494. /**
  8495. * Creates a new matrix as the invert of a given matrix
  8496. * @param source defines the source matrix
  8497. * @returns the new matrix
  8498. */
  8499. Matrix.Invert = function (source) {
  8500. var result = new Matrix();
  8501. source.invertToRef(result);
  8502. return result;
  8503. };
  8504. /**
  8505. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8506. * @param angle defines the angle (in radians) to use
  8507. * @param result defines the target matrix
  8508. */
  8509. Matrix.RotationXToRef = function (angle, result) {
  8510. var s = Math.sin(angle);
  8511. var c = Math.cos(angle);
  8512. 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);
  8513. result._updateIdentityStatus(c === 1 && s === 0);
  8514. };
  8515. /**
  8516. * Creates a new rotation matrix for "angle" radians around the Y axis
  8517. * @param angle defines the angle (in radians) to use
  8518. * @return the new matrix
  8519. */
  8520. Matrix.RotationY = function (angle) {
  8521. var result = new Matrix();
  8522. Matrix.RotationYToRef(angle, result);
  8523. return result;
  8524. };
  8525. /**
  8526. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8527. * @param angle defines the angle (in radians) to use
  8528. * @param result defines the target matrix
  8529. */
  8530. Matrix.RotationYToRef = function (angle, result) {
  8531. var s = Math.sin(angle);
  8532. var c = Math.cos(angle);
  8533. 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);
  8534. result._updateIdentityStatus(c === 1 && s === 0);
  8535. };
  8536. /**
  8537. * Creates a new rotation matrix for "angle" radians around the Z axis
  8538. * @param angle defines the angle (in radians) to use
  8539. * @return the new matrix
  8540. */
  8541. Matrix.RotationZ = function (angle) {
  8542. var result = new Matrix();
  8543. Matrix.RotationZToRef(angle, result);
  8544. return result;
  8545. };
  8546. /**
  8547. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8548. * @param angle defines the angle (in radians) to use
  8549. * @param result defines the target matrix
  8550. */
  8551. Matrix.RotationZToRef = function (angle, result) {
  8552. var s = Math.sin(angle);
  8553. var c = Math.cos(angle);
  8554. 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);
  8555. result._updateIdentityStatus(c === 1 && s === 0);
  8556. };
  8557. /**
  8558. * Creates a new rotation matrix for "angle" radians around the given axis
  8559. * @param axis defines the axis to use
  8560. * @param angle defines the angle (in radians) to use
  8561. * @return the new matrix
  8562. */
  8563. Matrix.RotationAxis = function (axis, angle) {
  8564. var result = new Matrix();
  8565. Matrix.RotationAxisToRef(axis, angle, result);
  8566. return result;
  8567. };
  8568. /**
  8569. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8570. * @param axis defines the axis to use
  8571. * @param angle defines the angle (in radians) to use
  8572. * @param result defines the target matrix
  8573. */
  8574. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8575. var s = Math.sin(-angle);
  8576. var c = Math.cos(-angle);
  8577. var c1 = 1 - c;
  8578. axis.normalize();
  8579. var m = result._m;
  8580. m[0] = (axis.x * axis.x) * c1 + c;
  8581. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8582. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8583. m[3] = 0.0;
  8584. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8585. m[5] = (axis.y * axis.y) * c1 + c;
  8586. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8587. m[7] = 0.0;
  8588. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8589. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8590. m[10] = (axis.z * axis.z) * c1 + c;
  8591. m[11] = 0.0;
  8592. m[12] = 0.0;
  8593. m[13] = 0.0;
  8594. m[14] = 0.0;
  8595. m[15] = 1.0;
  8596. result._markAsUpdated();
  8597. };
  8598. /**
  8599. * Creates a rotation matrix
  8600. * @param yaw defines the yaw angle in radians (Y axis)
  8601. * @param pitch defines the pitch angle in radians (X axis)
  8602. * @param roll defines the roll angle in radians (X axis)
  8603. * @returns the new rotation matrix
  8604. */
  8605. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8606. var result = new Matrix();
  8607. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8608. return result;
  8609. };
  8610. /**
  8611. * Creates a rotation matrix and stores it in a given matrix
  8612. * @param yaw defines the yaw angle in radians (Y axis)
  8613. * @param pitch defines the pitch angle in radians (X axis)
  8614. * @param roll defines the roll angle in radians (X axis)
  8615. * @param result defines the target matrix
  8616. */
  8617. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8618. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8619. MathTmp.Quaternion[0].toRotationMatrix(result);
  8620. };
  8621. /**
  8622. * Creates a scaling matrix
  8623. * @param x defines the scale factor on X axis
  8624. * @param y defines the scale factor on Y axis
  8625. * @param z defines the scale factor on Z axis
  8626. * @returns the new matrix
  8627. */
  8628. Matrix.Scaling = function (x, y, z) {
  8629. var result = new Matrix();
  8630. Matrix.ScalingToRef(x, y, z, result);
  8631. return result;
  8632. };
  8633. /**
  8634. * Creates a scaling matrix and stores it in a given matrix
  8635. * @param x defines the scale factor on X axis
  8636. * @param y defines the scale factor on Y axis
  8637. * @param z defines the scale factor on Z axis
  8638. * @param result defines the target matrix
  8639. */
  8640. Matrix.ScalingToRef = function (x, y, z, result) {
  8641. 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);
  8642. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8643. };
  8644. /**
  8645. * Creates a translation matrix
  8646. * @param x defines the translation on X axis
  8647. * @param y defines the translation on Y axis
  8648. * @param z defines the translationon Z axis
  8649. * @returns the new matrix
  8650. */
  8651. Matrix.Translation = function (x, y, z) {
  8652. var result = new Matrix();
  8653. Matrix.TranslationToRef(x, y, z, result);
  8654. return result;
  8655. };
  8656. /**
  8657. * Creates a translation matrix and stores it in a given matrix
  8658. * @param x defines the translation on X axis
  8659. * @param y defines the translation on Y axis
  8660. * @param z defines the translationon Z axis
  8661. * @param result defines the target matrix
  8662. */
  8663. Matrix.TranslationToRef = function (x, y, z, result) {
  8664. 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);
  8665. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8666. };
  8667. /**
  8668. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8669. * @param startValue defines the start value
  8670. * @param endValue defines the end value
  8671. * @param gradient defines the gradient factor
  8672. * @returns the new matrix
  8673. */
  8674. Matrix.Lerp = function (startValue, endValue, gradient) {
  8675. var result = new Matrix();
  8676. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8677. return result;
  8678. };
  8679. /**
  8680. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8681. * @param startValue defines the start value
  8682. * @param endValue defines the end value
  8683. * @param gradient defines the gradient factor
  8684. * @param result defines the Matrix object where to store data
  8685. */
  8686. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8687. var resultM = result._m;
  8688. var startM = startValue.m;
  8689. var endM = endValue.m;
  8690. for (var index = 0; index < 16; index++) {
  8691. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8692. }
  8693. result._markAsUpdated();
  8694. };
  8695. /**
  8696. * Builds a new matrix whose values are computed by:
  8697. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8698. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8699. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8700. * @param startValue defines the first matrix
  8701. * @param endValue defines the second matrix
  8702. * @param gradient defines the gradient between the two matrices
  8703. * @returns the new matrix
  8704. */
  8705. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8706. var result = new Matrix();
  8707. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8708. return result;
  8709. };
  8710. /**
  8711. * Update a matrix to values which are computed by:
  8712. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8713. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8714. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8715. * @param startValue defines the first matrix
  8716. * @param endValue defines the second matrix
  8717. * @param gradient defines the gradient between the two matrices
  8718. * @param result defines the target matrix
  8719. */
  8720. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8721. var startScale = MathTmp.Vector3[0];
  8722. var startRotation = MathTmp.Quaternion[0];
  8723. var startTranslation = MathTmp.Vector3[1];
  8724. startValue.decompose(startScale, startRotation, startTranslation);
  8725. var endScale = MathTmp.Vector3[2];
  8726. var endRotation = MathTmp.Quaternion[1];
  8727. var endTranslation = MathTmp.Vector3[3];
  8728. endValue.decompose(endScale, endRotation, endTranslation);
  8729. var resultScale = MathTmp.Vector3[4];
  8730. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8731. var resultRotation = MathTmp.Quaternion[2];
  8732. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8733. var resultTranslation = MathTmp.Vector3[5];
  8734. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8735. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8736. };
  8737. /**
  8738. * 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"
  8739. * This function works in left handed mode
  8740. * @param eye defines the final position of the entity
  8741. * @param target defines where the entity should look at
  8742. * @param up defines the up vector for the entity
  8743. * @returns the new matrix
  8744. */
  8745. Matrix.LookAtLH = function (eye, target, up) {
  8746. var result = new Matrix();
  8747. Matrix.LookAtLHToRef(eye, target, up, result);
  8748. return result;
  8749. };
  8750. /**
  8751. * 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".
  8752. * This function works in left handed mode
  8753. * @param eye defines the final position of the entity
  8754. * @param target defines where the entity should look at
  8755. * @param up defines the up vector for the entity
  8756. * @param result defines the target matrix
  8757. */
  8758. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8759. var xAxis = MathTmp.Vector3[0];
  8760. var yAxis = MathTmp.Vector3[1];
  8761. var zAxis = MathTmp.Vector3[2];
  8762. // Z axis
  8763. target.subtractToRef(eye, zAxis);
  8764. zAxis.normalize();
  8765. // X axis
  8766. Vector3.CrossToRef(up, zAxis, xAxis);
  8767. var xSquareLength = xAxis.lengthSquared();
  8768. if (xSquareLength === 0) {
  8769. xAxis.x = 1.0;
  8770. }
  8771. else {
  8772. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8773. }
  8774. // Y axis
  8775. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8776. yAxis.normalize();
  8777. // Eye angles
  8778. var ex = -Vector3.Dot(xAxis, eye);
  8779. var ey = -Vector3.Dot(yAxis, eye);
  8780. var ez = -Vector3.Dot(zAxis, eye);
  8781. 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);
  8782. };
  8783. /**
  8784. * 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"
  8785. * This function works in right handed mode
  8786. * @param eye defines the final position of the entity
  8787. * @param target defines where the entity should look at
  8788. * @param up defines the up vector for the entity
  8789. * @returns the new matrix
  8790. */
  8791. Matrix.LookAtRH = function (eye, target, up) {
  8792. var result = new Matrix();
  8793. Matrix.LookAtRHToRef(eye, target, up, result);
  8794. return result;
  8795. };
  8796. /**
  8797. * 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".
  8798. * This function works in right handed mode
  8799. * @param eye defines the final position of the entity
  8800. * @param target defines where the entity should look at
  8801. * @param up defines the up vector for the entity
  8802. * @param result defines the target matrix
  8803. */
  8804. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8805. var xAxis = MathTmp.Vector3[0];
  8806. var yAxis = MathTmp.Vector3[1];
  8807. var zAxis = MathTmp.Vector3[2];
  8808. // Z axis
  8809. eye.subtractToRef(target, zAxis);
  8810. zAxis.normalize();
  8811. // X axis
  8812. Vector3.CrossToRef(up, zAxis, xAxis);
  8813. var xSquareLength = xAxis.lengthSquared();
  8814. if (xSquareLength === 0) {
  8815. xAxis.x = 1.0;
  8816. }
  8817. else {
  8818. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8819. }
  8820. // Y axis
  8821. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8822. yAxis.normalize();
  8823. // Eye angles
  8824. var ex = -Vector3.Dot(xAxis, eye);
  8825. var ey = -Vector3.Dot(yAxis, eye);
  8826. var ez = -Vector3.Dot(zAxis, eye);
  8827. 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);
  8828. };
  8829. /**
  8830. * Create a left-handed orthographic projection matrix
  8831. * @param width defines the viewport width
  8832. * @param height defines the viewport height
  8833. * @param znear defines the near clip plane
  8834. * @param zfar defines the far clip plane
  8835. * @returns a new matrix as a left-handed orthographic projection matrix
  8836. */
  8837. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8838. var matrix = new Matrix();
  8839. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8840. return matrix;
  8841. };
  8842. /**
  8843. * Store a left-handed orthographic projection to a given matrix
  8844. * @param width defines the viewport width
  8845. * @param height defines the viewport height
  8846. * @param znear defines the near clip plane
  8847. * @param zfar defines the far clip plane
  8848. * @param result defines the target matrix
  8849. */
  8850. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8851. var n = znear;
  8852. var f = zfar;
  8853. var a = 2.0 / width;
  8854. var b = 2.0 / height;
  8855. var c = 2.0 / (f - n);
  8856. var d = -(f + n) / (f - n);
  8857. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, 0.0, 0.0, d, 1.0, result);
  8858. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8859. };
  8860. /**
  8861. * Create a left-handed orthographic projection matrix
  8862. * @param left defines the viewport left coordinate
  8863. * @param right defines the viewport right coordinate
  8864. * @param bottom defines the viewport bottom coordinate
  8865. * @param top defines the viewport top coordinate
  8866. * @param znear defines the near clip plane
  8867. * @param zfar defines the far clip plane
  8868. * @returns a new matrix as a left-handed orthographic projection matrix
  8869. */
  8870. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8871. var matrix = new Matrix();
  8872. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8873. return matrix;
  8874. };
  8875. /**
  8876. * Stores a left-handed orthographic projection into a given matrix
  8877. * @param left defines the viewport left coordinate
  8878. * @param right defines the viewport right coordinate
  8879. * @param bottom defines the viewport bottom coordinate
  8880. * @param top defines the viewport top coordinate
  8881. * @param znear defines the near clip plane
  8882. * @param zfar defines the far clip plane
  8883. * @param result defines the target matrix
  8884. */
  8885. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8886. var n = znear;
  8887. var f = zfar;
  8888. var a = 2.0 / (right - left);
  8889. var b = 2.0 / (top - bottom);
  8890. var c = 2.0 / (f - n);
  8891. var d = -(f + n) / (f - n);
  8892. var i0 = (left + right) / (left - right);
  8893. var i1 = (top + bottom) / (bottom - top);
  8894. 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);
  8895. result._markAsUpdated();
  8896. };
  8897. /**
  8898. * Creates a right-handed orthographic projection matrix
  8899. * @param left defines the viewport left coordinate
  8900. * @param right defines the viewport right coordinate
  8901. * @param bottom defines the viewport bottom coordinate
  8902. * @param top defines the viewport top coordinate
  8903. * @param znear defines the near clip plane
  8904. * @param zfar defines the far clip plane
  8905. * @returns a new matrix as a right-handed orthographic projection matrix
  8906. */
  8907. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8908. var matrix = new Matrix();
  8909. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8910. return matrix;
  8911. };
  8912. /**
  8913. * Stores a right-handed orthographic projection into a given matrix
  8914. * @param left defines the viewport left coordinate
  8915. * @param right defines the viewport right coordinate
  8916. * @param bottom defines the viewport bottom coordinate
  8917. * @param top defines the viewport top coordinate
  8918. * @param znear defines the near clip plane
  8919. * @param zfar defines the far clip plane
  8920. * @param result defines the target matrix
  8921. */
  8922. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8923. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8924. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8925. };
  8926. /**
  8927. * Creates a left-handed perspective projection matrix
  8928. * @param width defines the viewport width
  8929. * @param height defines the viewport height
  8930. * @param znear defines the near clip plane
  8931. * @param zfar defines the far clip plane
  8932. * @returns a new matrix as a left-handed perspective projection matrix
  8933. */
  8934. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8935. var matrix = new Matrix();
  8936. var n = znear;
  8937. var f = zfar;
  8938. var a = 2.0 * n / width;
  8939. var b = 2.0 * n / height;
  8940. var c = (f + n) / (f - n);
  8941. var d = -2.0 * f * n / (f - n);
  8942. 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);
  8943. matrix._updateIdentityStatus(false);
  8944. return matrix;
  8945. };
  8946. /**
  8947. * Creates a left-handed perspective projection matrix
  8948. * @param fov defines the horizontal field of view
  8949. * @param aspect defines the aspect ratio
  8950. * @param znear defines the near clip plane
  8951. * @param zfar defines the far clip plane
  8952. * @returns a new matrix as a left-handed perspective projection matrix
  8953. */
  8954. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8955. var matrix = new Matrix();
  8956. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8957. return matrix;
  8958. };
  8959. /**
  8960. * Stores a left-handed perspective projection into a given matrix
  8961. * @param fov defines the horizontal field of view
  8962. * @param aspect defines the aspect ratio
  8963. * @param znear defines the near clip plane
  8964. * @param zfar defines the far clip plane
  8965. * @param result defines the target matrix
  8966. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8967. */
  8968. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8969. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8970. var n = znear;
  8971. var f = zfar;
  8972. var t = 1.0 / (Math.tan(fov * 0.5));
  8973. var a = isVerticalFovFixed ? (t / aspect) : t;
  8974. var b = isVerticalFovFixed ? t : (t * aspect);
  8975. var c = (f + n) / (f - n);
  8976. var d = -2.0 * f * n / (f - n);
  8977. 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);
  8978. result._updateIdentityStatus(false);
  8979. };
  8980. /**
  8981. * Creates a right-handed perspective projection matrix
  8982. * @param fov defines the horizontal field of view
  8983. * @param aspect defines the aspect ratio
  8984. * @param znear defines the near clip plane
  8985. * @param zfar defines the far clip plane
  8986. * @returns a new matrix as a right-handed perspective projection matrix
  8987. */
  8988. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8989. var matrix = new Matrix();
  8990. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8991. return matrix;
  8992. };
  8993. /**
  8994. * Stores a right-handed perspective projection into a given matrix
  8995. * @param fov defines the horizontal field of view
  8996. * @param aspect defines the aspect ratio
  8997. * @param znear defines the near clip plane
  8998. * @param zfar defines the far clip plane
  8999. * @param result defines the target matrix
  9000. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  9001. */
  9002. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  9003. //alternatively this could be expressed as:
  9004. // m = PerspectiveFovLHToRef
  9005. // m[10] *= -1.0;
  9006. // m[11] *= -1.0;
  9007. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  9008. var n = znear;
  9009. var f = zfar;
  9010. var t = 1.0 / (Math.tan(fov * 0.5));
  9011. var a = isVerticalFovFixed ? (t / aspect) : t;
  9012. var b = isVerticalFovFixed ? t : (t * aspect);
  9013. var c = -(f + n) / (f - n);
  9014. var d = -2 * f * n / (f - n);
  9015. 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);
  9016. result._updateIdentityStatus(false);
  9017. };
  9018. /**
  9019. * Stores a perspective projection for WebVR info a given matrix
  9020. * @param fov defines the field of view
  9021. * @param znear defines the near clip plane
  9022. * @param zfar defines the far clip plane
  9023. * @param result defines the target matrix
  9024. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  9025. */
  9026. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  9027. if (rightHanded === void 0) { rightHanded = false; }
  9028. var rightHandedFactor = rightHanded ? -1 : 1;
  9029. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  9030. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  9031. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  9032. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  9033. var xScale = 2.0 / (leftTan + rightTan);
  9034. var yScale = 2.0 / (upTan + downTan);
  9035. var m = result._m;
  9036. m[0] = xScale;
  9037. m[1] = m[2] = m[3] = m[4] = 0.0;
  9038. m[5] = yScale;
  9039. m[6] = m[7] = 0.0;
  9040. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  9041. m[9] = -((upTan - downTan) * yScale * 0.5);
  9042. m[10] = -zfar / (znear - zfar);
  9043. m[11] = 1.0 * rightHandedFactor;
  9044. m[12] = m[13] = m[15] = 0.0;
  9045. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  9046. result._markAsUpdated();
  9047. };
  9048. /**
  9049. * Computes a complete transformation matrix
  9050. * @param viewport defines the viewport to use
  9051. * @param world defines the world matrix
  9052. * @param view defines the view matrix
  9053. * @param projection defines the projection matrix
  9054. * @param zmin defines the near clip plane
  9055. * @param zmax defines the far clip plane
  9056. * @returns the transformation matrix
  9057. */
  9058. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9059. var cw = viewport.width;
  9060. var ch = viewport.height;
  9061. var cx = viewport.x;
  9062. var cy = viewport.y;
  9063. 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);
  9064. var matrix = MathTmp.Matrix[0];
  9065. world.multiplyToRef(view, matrix);
  9066. matrix.multiplyToRef(projection, matrix);
  9067. return matrix.multiply(viewportMatrix);
  9068. };
  9069. /**
  9070. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9071. * @param matrix defines the matrix to use
  9072. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9073. */
  9074. Matrix.GetAsMatrix2x2 = function (matrix) {
  9075. var m = matrix.m;
  9076. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9077. };
  9078. /**
  9079. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9080. * @param matrix defines the matrix to use
  9081. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9082. */
  9083. Matrix.GetAsMatrix3x3 = function (matrix) {
  9084. var m = matrix.m;
  9085. return new Float32Array([
  9086. m[0], m[1], m[2],
  9087. m[4], m[5], m[6],
  9088. m[8], m[9], m[10]
  9089. ]);
  9090. };
  9091. /**
  9092. * Compute the transpose of a given matrix
  9093. * @param matrix defines the matrix to transpose
  9094. * @returns the new matrix
  9095. */
  9096. Matrix.Transpose = function (matrix) {
  9097. var result = new Matrix();
  9098. Matrix.TransposeToRef(matrix, result);
  9099. return result;
  9100. };
  9101. /**
  9102. * Compute the transpose of a matrix and store it in a target matrix
  9103. * @param matrix defines the matrix to transpose
  9104. * @param result defines the target matrix
  9105. */
  9106. Matrix.TransposeToRef = function (matrix, result) {
  9107. var rm = result._m;
  9108. var mm = matrix.m;
  9109. rm[0] = mm[0];
  9110. rm[1] = mm[4];
  9111. rm[2] = mm[8];
  9112. rm[3] = mm[12];
  9113. rm[4] = mm[1];
  9114. rm[5] = mm[5];
  9115. rm[6] = mm[9];
  9116. rm[7] = mm[13];
  9117. rm[8] = mm[2];
  9118. rm[9] = mm[6];
  9119. rm[10] = mm[10];
  9120. rm[11] = mm[14];
  9121. rm[12] = mm[3];
  9122. rm[13] = mm[7];
  9123. rm[14] = mm[11];
  9124. rm[15] = mm[15];
  9125. // identity-ness does not change when transposing
  9126. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9127. };
  9128. /**
  9129. * Computes a reflection matrix from a plane
  9130. * @param plane defines the reflection plane
  9131. * @returns a new matrix
  9132. */
  9133. Matrix.Reflection = function (plane) {
  9134. var matrix = new Matrix();
  9135. Matrix.ReflectionToRef(plane, matrix);
  9136. return matrix;
  9137. };
  9138. /**
  9139. * Computes a reflection matrix from a plane
  9140. * @param plane defines the reflection plane
  9141. * @param result defines the target matrix
  9142. */
  9143. Matrix.ReflectionToRef = function (plane, result) {
  9144. plane.normalize();
  9145. var x = plane.normal.x;
  9146. var y = plane.normal.y;
  9147. var z = plane.normal.z;
  9148. var temp = -2 * x;
  9149. var temp2 = -2 * y;
  9150. var temp3 = -2 * z;
  9151. 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);
  9152. };
  9153. /**
  9154. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9155. * @param xaxis defines the value of the 1st axis
  9156. * @param yaxis defines the value of the 2nd axis
  9157. * @param zaxis defines the value of the 3rd axis
  9158. * @param result defines the target matrix
  9159. */
  9160. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9161. 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);
  9162. };
  9163. /**
  9164. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9165. * @param quat defines the quaternion to use
  9166. * @param result defines the target matrix
  9167. */
  9168. Matrix.FromQuaternionToRef = function (quat, result) {
  9169. var xx = quat.x * quat.x;
  9170. var yy = quat.y * quat.y;
  9171. var zz = quat.z * quat.z;
  9172. var xy = quat.x * quat.y;
  9173. var zw = quat.z * quat.w;
  9174. var zx = quat.z * quat.x;
  9175. var yw = quat.y * quat.w;
  9176. var yz = quat.y * quat.z;
  9177. var xw = quat.x * quat.w;
  9178. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9179. result._m[1] = 2.0 * (xy + zw);
  9180. result._m[2] = 2.0 * (zx - yw);
  9181. result._m[3] = 0.0;
  9182. result._m[4] = 2.0 * (xy - zw);
  9183. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9184. result._m[6] = 2.0 * (yz + xw);
  9185. result._m[7] = 0.0;
  9186. result._m[8] = 2.0 * (zx + yw);
  9187. result._m[9] = 2.0 * (yz - xw);
  9188. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9189. result._m[11] = 0.0;
  9190. result._m[12] = 0.0;
  9191. result._m[13] = 0.0;
  9192. result._m[14] = 0.0;
  9193. result._m[15] = 1.0;
  9194. result._markAsUpdated();
  9195. };
  9196. Matrix._updateFlagSeed = 0;
  9197. Matrix._identityReadOnly = Matrix.Identity();
  9198. return Matrix;
  9199. }());
  9200. BABYLON.Matrix = Matrix;
  9201. /**
  9202. * Represens a plane by the equation ax + by + cz + d = 0
  9203. */
  9204. var Plane = /** @class */ (function () {
  9205. /**
  9206. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9207. * @param a a component of the plane
  9208. * @param b b component of the plane
  9209. * @param c c component of the plane
  9210. * @param d d component of the plane
  9211. */
  9212. function Plane(a, b, c, d) {
  9213. this.normal = new Vector3(a, b, c);
  9214. this.d = d;
  9215. }
  9216. /**
  9217. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9218. */
  9219. Plane.prototype.asArray = function () {
  9220. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9221. };
  9222. // Methods
  9223. /**
  9224. * @returns a new plane copied from the current Plane.
  9225. */
  9226. Plane.prototype.clone = function () {
  9227. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9228. };
  9229. /**
  9230. * @returns the string "Plane".
  9231. */
  9232. Plane.prototype.getClassName = function () {
  9233. return "Plane";
  9234. };
  9235. /**
  9236. * @returns the Plane hash code.
  9237. */
  9238. Plane.prototype.getHashCode = function () {
  9239. var hash = this.normal.getHashCode();
  9240. hash = (hash * 397) ^ (this.d || 0);
  9241. return hash;
  9242. };
  9243. /**
  9244. * Normalize the current Plane in place.
  9245. * @returns the updated Plane.
  9246. */
  9247. Plane.prototype.normalize = function () {
  9248. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9249. var magnitude = 0.0;
  9250. if (norm !== 0) {
  9251. magnitude = 1.0 / norm;
  9252. }
  9253. this.normal.x *= magnitude;
  9254. this.normal.y *= magnitude;
  9255. this.normal.z *= magnitude;
  9256. this.d *= magnitude;
  9257. return this;
  9258. };
  9259. /**
  9260. * Applies a transformation the plane and returns the result
  9261. * @param transformation the transformation matrix to be applied to the plane
  9262. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9263. */
  9264. Plane.prototype.transform = function (transformation) {
  9265. var transposedMatrix = MathTmp.Matrix[0];
  9266. Matrix.TransposeToRef(transformation, transposedMatrix);
  9267. var m = transposedMatrix.m;
  9268. var x = this.normal.x;
  9269. var y = this.normal.y;
  9270. var z = this.normal.z;
  9271. var d = this.d;
  9272. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9273. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9274. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9275. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9276. return new Plane(normalX, normalY, normalZ, finalD);
  9277. };
  9278. /**
  9279. * Calcualtte the dot product between the point and the plane normal
  9280. * @param point point to calculate the dot product with
  9281. * @returns the dot product (float) of the point coordinates and the plane normal.
  9282. */
  9283. Plane.prototype.dotCoordinate = function (point) {
  9284. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9285. };
  9286. /**
  9287. * Updates the current Plane from the plane defined by the three given points.
  9288. * @param point1 one of the points used to contruct the plane
  9289. * @param point2 one of the points used to contruct the plane
  9290. * @param point3 one of the points used to contruct the plane
  9291. * @returns the updated Plane.
  9292. */
  9293. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9294. var x1 = point2.x - point1.x;
  9295. var y1 = point2.y - point1.y;
  9296. var z1 = point2.z - point1.z;
  9297. var x2 = point3.x - point1.x;
  9298. var y2 = point3.y - point1.y;
  9299. var z2 = point3.z - point1.z;
  9300. var yz = (y1 * z2) - (z1 * y2);
  9301. var xz = (z1 * x2) - (x1 * z2);
  9302. var xy = (x1 * y2) - (y1 * x2);
  9303. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9304. var invPyth;
  9305. if (pyth !== 0) {
  9306. invPyth = 1.0 / pyth;
  9307. }
  9308. else {
  9309. invPyth = 0.0;
  9310. }
  9311. this.normal.x = yz * invPyth;
  9312. this.normal.y = xz * invPyth;
  9313. this.normal.z = xy * invPyth;
  9314. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9315. return this;
  9316. };
  9317. /**
  9318. * Checks if the plane is facing a given direction
  9319. * @param direction the direction to check if the plane is facing
  9320. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9321. * @returns True is the vector "direction" is the same side than the plane normal.
  9322. */
  9323. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9324. var dot = Vector3.Dot(this.normal, direction);
  9325. return (dot <= epsilon);
  9326. };
  9327. /**
  9328. * Calculates the distance to a point
  9329. * @param point point to calculate distance to
  9330. * @returns the signed distance (float) from the given point to the Plane.
  9331. */
  9332. Plane.prototype.signedDistanceTo = function (point) {
  9333. return Vector3.Dot(point, this.normal) + this.d;
  9334. };
  9335. // Statics
  9336. /**
  9337. * Creates a plane from an array
  9338. * @param array the array to create a plane from
  9339. * @returns a new Plane from the given array.
  9340. */
  9341. Plane.FromArray = function (array) {
  9342. return new Plane(array[0], array[1], array[2], array[3]);
  9343. };
  9344. /**
  9345. * Creates a plane from three points
  9346. * @param point1 point used to create the plane
  9347. * @param point2 point used to create the plane
  9348. * @param point3 point used to create the plane
  9349. * @returns a new Plane defined by the three given points.
  9350. */
  9351. Plane.FromPoints = function (point1, point2, point3) {
  9352. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9353. result.copyFromPoints(point1, point2, point3);
  9354. return result;
  9355. };
  9356. /**
  9357. * Creates a plane from an origin point and a normal
  9358. * @param origin origin of the plane to be constructed
  9359. * @param normal normal of the plane to be constructed
  9360. * @returns a new Plane the normal vector to this plane at the given origin point.
  9361. * Note : the vector "normal" is updated because normalized.
  9362. */
  9363. Plane.FromPositionAndNormal = function (origin, normal) {
  9364. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9365. normal.normalize();
  9366. result.normal = normal;
  9367. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9368. return result;
  9369. };
  9370. /**
  9371. * Calculates the distance from a plane and a point
  9372. * @param origin origin of the plane to be constructed
  9373. * @param normal normal of the plane to be constructed
  9374. * @param point point to calculate distance to
  9375. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9376. */
  9377. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9378. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9379. return Vector3.Dot(point, normal) + d;
  9380. };
  9381. return Plane;
  9382. }());
  9383. BABYLON.Plane = Plane;
  9384. /**
  9385. * Class used to represent a viewport on screen
  9386. */
  9387. var Viewport = /** @class */ (function () {
  9388. /**
  9389. * Creates a Viewport object located at (x, y) and sized (width, height)
  9390. * @param x defines viewport left coordinate
  9391. * @param y defines viewport top coordinate
  9392. * @param width defines the viewport width
  9393. * @param height defines the viewport height
  9394. */
  9395. function Viewport(
  9396. /** viewport left coordinate */
  9397. x,
  9398. /** viewport top coordinate */
  9399. y,
  9400. /**viewport width */
  9401. width,
  9402. /** viewport height */
  9403. height) {
  9404. this.x = x;
  9405. this.y = y;
  9406. this.width = width;
  9407. this.height = height;
  9408. }
  9409. /**
  9410. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9411. * @param renderWidthOrEngine defines either an engine or the rendering width
  9412. * @param renderHeight defines the rendering height
  9413. * @returns a new Viewport
  9414. */
  9415. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9416. if (renderWidthOrEngine.getRenderWidth) {
  9417. var engine = renderWidthOrEngine;
  9418. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9419. }
  9420. var renderWidth = renderWidthOrEngine;
  9421. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9422. };
  9423. /**
  9424. * Returns a new Viewport copied from the current one
  9425. * @returns a new Viewport
  9426. */
  9427. Viewport.prototype.clone = function () {
  9428. return new Viewport(this.x, this.y, this.width, this.height);
  9429. };
  9430. return Viewport;
  9431. }());
  9432. BABYLON.Viewport = Viewport;
  9433. /**
  9434. * Reprasents a camera frustum
  9435. */
  9436. var Frustum = /** @class */ (function () {
  9437. function Frustum() {
  9438. }
  9439. /**
  9440. * Gets the planes representing the frustum
  9441. * @param transform matrix to be applied to the returned planes
  9442. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9443. */
  9444. Frustum.GetPlanes = function (transform) {
  9445. var frustumPlanes = [];
  9446. for (var index = 0; index < 6; index++) {
  9447. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9448. }
  9449. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9450. return frustumPlanes;
  9451. };
  9452. /**
  9453. * Gets the near frustum plane transformed by the transform matrix
  9454. * @param transform transformation matrix to be applied to the resulting frustum plane
  9455. * @param frustumPlane the resuling frustum plane
  9456. */
  9457. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9458. var m = transform.m;
  9459. frustumPlane.normal.x = m[3] + m[2];
  9460. frustumPlane.normal.y = m[7] + m[6];
  9461. frustumPlane.normal.z = m[11] + m[10];
  9462. frustumPlane.d = m[15] + m[14];
  9463. frustumPlane.normalize();
  9464. };
  9465. /**
  9466. * Gets the far frustum plane transformed by the transform matrix
  9467. * @param transform transformation matrix to be applied to the resulting frustum plane
  9468. * @param frustumPlane the resuling frustum plane
  9469. */
  9470. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9471. var m = transform.m;
  9472. frustumPlane.normal.x = m[3] - m[2];
  9473. frustumPlane.normal.y = m[7] - m[6];
  9474. frustumPlane.normal.z = m[11] - m[10];
  9475. frustumPlane.d = m[15] - m[14];
  9476. frustumPlane.normalize();
  9477. };
  9478. /**
  9479. * Gets the left frustum plane transformed by the transform matrix
  9480. * @param transform transformation matrix to be applied to the resulting frustum plane
  9481. * @param frustumPlane the resuling frustum plane
  9482. */
  9483. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9484. var m = transform.m;
  9485. frustumPlane.normal.x = m[3] + m[0];
  9486. frustumPlane.normal.y = m[7] + m[4];
  9487. frustumPlane.normal.z = m[11] + m[8];
  9488. frustumPlane.d = m[15] + m[12];
  9489. frustumPlane.normalize();
  9490. };
  9491. /**
  9492. * Gets the right frustum plane transformed by the transform matrix
  9493. * @param transform transformation matrix to be applied to the resulting frustum plane
  9494. * @param frustumPlane the resuling frustum plane
  9495. */
  9496. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9497. var m = transform.m;
  9498. frustumPlane.normal.x = m[3] - m[0];
  9499. frustumPlane.normal.y = m[7] - m[4];
  9500. frustumPlane.normal.z = m[11] - m[8];
  9501. frustumPlane.d = m[15] - m[12];
  9502. frustumPlane.normalize();
  9503. };
  9504. /**
  9505. * Gets the top frustum plane transformed by the transform matrix
  9506. * @param transform transformation matrix to be applied to the resulting frustum plane
  9507. * @param frustumPlane the resuling frustum plane
  9508. */
  9509. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9510. var m = transform.m;
  9511. frustumPlane.normal.x = m[3] - m[1];
  9512. frustumPlane.normal.y = m[7] - m[5];
  9513. frustumPlane.normal.z = m[11] - m[9];
  9514. frustumPlane.d = m[15] - m[13];
  9515. frustumPlane.normalize();
  9516. };
  9517. /**
  9518. * Gets the bottom frustum plane transformed by the transform matrix
  9519. * @param transform transformation matrix to be applied to the resulting frustum plane
  9520. * @param frustumPlane the resuling frustum plane
  9521. */
  9522. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9523. var m = transform.m;
  9524. frustumPlane.normal.x = m[3] + m[1];
  9525. frustumPlane.normal.y = m[7] + m[5];
  9526. frustumPlane.normal.z = m[11] + m[9];
  9527. frustumPlane.d = m[15] + m[13];
  9528. frustumPlane.normalize();
  9529. };
  9530. /**
  9531. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9532. * @param transform transformation matrix to be applied to the resulting frustum planes
  9533. * @param frustumPlanes the resuling frustum planes
  9534. */
  9535. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9536. // Near
  9537. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9538. // Far
  9539. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9540. // Left
  9541. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9542. // Right
  9543. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9544. // Top
  9545. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9546. // Bottom
  9547. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9548. };
  9549. return Frustum;
  9550. }());
  9551. BABYLON.Frustum = Frustum;
  9552. /** Defines supported spaces */
  9553. var Space;
  9554. (function (Space) {
  9555. /** Local (object) space */
  9556. Space[Space["LOCAL"] = 0] = "LOCAL";
  9557. /** World space */
  9558. Space[Space["WORLD"] = 1] = "WORLD";
  9559. /** Bone space */
  9560. Space[Space["BONE"] = 2] = "BONE";
  9561. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9562. /** Defines the 3 main axes */
  9563. var Axis = /** @class */ (function () {
  9564. function Axis() {
  9565. }
  9566. /** X axis */
  9567. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9568. /** Y axis */
  9569. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9570. /** Z axis */
  9571. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9572. return Axis;
  9573. }());
  9574. BABYLON.Axis = Axis;
  9575. /** Class used to represent a Bezier curve */
  9576. var BezierCurve = /** @class */ (function () {
  9577. function BezierCurve() {
  9578. }
  9579. /**
  9580. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9581. * @param t defines the time
  9582. * @param x1 defines the left coordinate on X axis
  9583. * @param y1 defines the left coordinate on Y axis
  9584. * @param x2 defines the right coordinate on X axis
  9585. * @param y2 defines the right coordinate on Y axis
  9586. * @returns the interpolated value
  9587. */
  9588. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9589. // Extract X (which is equal to time here)
  9590. var f0 = 1 - 3 * x2 + 3 * x1;
  9591. var f1 = 3 * x2 - 6 * x1;
  9592. var f2 = 3 * x1;
  9593. var refinedT = t;
  9594. for (var i = 0; i < 5; i++) {
  9595. var refinedT2 = refinedT * refinedT;
  9596. var refinedT3 = refinedT2 * refinedT;
  9597. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9598. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9599. refinedT -= (x - t) * slope;
  9600. refinedT = Math.min(1, Math.max(0, refinedT));
  9601. }
  9602. // Resolve cubic bezier for the given x
  9603. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9604. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9605. Math.pow(refinedT, 3);
  9606. };
  9607. return BezierCurve;
  9608. }());
  9609. BABYLON.BezierCurve = BezierCurve;
  9610. /**
  9611. * Defines potential orientation for back face culling
  9612. */
  9613. var Orientation;
  9614. (function (Orientation) {
  9615. /**
  9616. * Clockwise
  9617. */
  9618. Orientation[Orientation["CW"] = 0] = "CW";
  9619. /** Counter clockwise */
  9620. Orientation[Orientation["CCW"] = 1] = "CCW";
  9621. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9622. /**
  9623. * Defines angle representation
  9624. */
  9625. var Angle = /** @class */ (function () {
  9626. /**
  9627. * Creates an Angle object of "radians" radians (float).
  9628. */
  9629. function Angle(radians) {
  9630. this._radians = radians;
  9631. if (this._radians < 0.0) {
  9632. this._radians += (2.0 * Math.PI);
  9633. }
  9634. }
  9635. /**
  9636. * Get value in degrees
  9637. * @returns the Angle value in degrees (float)
  9638. */
  9639. Angle.prototype.degrees = function () {
  9640. return this._radians * 180.0 / Math.PI;
  9641. };
  9642. /**
  9643. * Get value in radians
  9644. * @returns the Angle value in radians (float)
  9645. */
  9646. Angle.prototype.radians = function () {
  9647. return this._radians;
  9648. };
  9649. /**
  9650. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9651. * @param a defines first vector
  9652. * @param b defines second vector
  9653. * @returns a new Angle
  9654. */
  9655. Angle.BetweenTwoPoints = function (a, b) {
  9656. var delta = b.subtract(a);
  9657. var theta = Math.atan2(delta.y, delta.x);
  9658. return new Angle(theta);
  9659. };
  9660. /**
  9661. * Gets a new Angle object from the given float in radians
  9662. * @param radians defines the angle value in radians
  9663. * @returns a new Angle
  9664. */
  9665. Angle.FromRadians = function (radians) {
  9666. return new Angle(radians);
  9667. };
  9668. /**
  9669. * Gets a new Angle object from the given float in degrees
  9670. * @param degrees defines the angle value in degrees
  9671. * @returns a new Angle
  9672. */
  9673. Angle.FromDegrees = function (degrees) {
  9674. return new Angle(degrees * Math.PI / 180.0);
  9675. };
  9676. return Angle;
  9677. }());
  9678. BABYLON.Angle = Angle;
  9679. /**
  9680. * This represents an arc in a 2d space.
  9681. */
  9682. var Arc2 = /** @class */ (function () {
  9683. /**
  9684. * Creates an Arc object from the three given points : start, middle and end.
  9685. * @param startPoint Defines the start point of the arc
  9686. * @param midPoint Defines the midlle point of the arc
  9687. * @param endPoint Defines the end point of the arc
  9688. */
  9689. function Arc2(
  9690. /** Defines the start point of the arc */
  9691. startPoint,
  9692. /** Defines the mid point of the arc */
  9693. midPoint,
  9694. /** Defines the end point of the arc */
  9695. endPoint) {
  9696. this.startPoint = startPoint;
  9697. this.midPoint = midPoint;
  9698. this.endPoint = endPoint;
  9699. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9700. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9701. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9702. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9703. 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);
  9704. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9705. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9706. var a1 = this.startAngle.degrees();
  9707. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9708. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9709. // angles correction
  9710. if (a2 - a1 > +180.0) {
  9711. a2 -= 360.0;
  9712. }
  9713. if (a2 - a1 < -180.0) {
  9714. a2 += 360.0;
  9715. }
  9716. if (a3 - a2 > +180.0) {
  9717. a3 -= 360.0;
  9718. }
  9719. if (a3 - a2 < -180.0) {
  9720. a3 += 360.0;
  9721. }
  9722. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9723. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9724. }
  9725. return Arc2;
  9726. }());
  9727. BABYLON.Arc2 = Arc2;
  9728. /**
  9729. * Represents a 2D path made up of multiple 2D points
  9730. */
  9731. var Path2 = /** @class */ (function () {
  9732. /**
  9733. * Creates a Path2 object from the starting 2D coordinates x and y.
  9734. * @param x the starting points x value
  9735. * @param y the starting points y value
  9736. */
  9737. function Path2(x, y) {
  9738. this._points = new Array();
  9739. this._length = 0.0;
  9740. /**
  9741. * If the path start and end point are the same
  9742. */
  9743. this.closed = false;
  9744. this._points.push(new Vector2(x, y));
  9745. }
  9746. /**
  9747. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9748. * @param x the added points x value
  9749. * @param y the added points y value
  9750. * @returns the updated Path2.
  9751. */
  9752. Path2.prototype.addLineTo = function (x, y) {
  9753. if (this.closed) {
  9754. return this;
  9755. }
  9756. var newPoint = new Vector2(x, y);
  9757. var previousPoint = this._points[this._points.length - 1];
  9758. this._points.push(newPoint);
  9759. this._length += newPoint.subtract(previousPoint).length();
  9760. return this;
  9761. };
  9762. /**
  9763. * 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.
  9764. * @param midX middle point x value
  9765. * @param midY middle point y value
  9766. * @param endX end point x value
  9767. * @param endY end point y value
  9768. * @param numberOfSegments (default: 36)
  9769. * @returns the updated Path2.
  9770. */
  9771. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9772. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9773. if (this.closed) {
  9774. return this;
  9775. }
  9776. var startPoint = this._points[this._points.length - 1];
  9777. var midPoint = new Vector2(midX, midY);
  9778. var endPoint = new Vector2(endX, endY);
  9779. var arc = new Arc2(startPoint, midPoint, endPoint);
  9780. var increment = arc.angle.radians() / numberOfSegments;
  9781. if (arc.orientation === Orientation.CW) {
  9782. increment *= -1;
  9783. }
  9784. var currentAngle = arc.startAngle.radians() + increment;
  9785. for (var i = 0; i < numberOfSegments; i++) {
  9786. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9787. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9788. this.addLineTo(x, y);
  9789. currentAngle += increment;
  9790. }
  9791. return this;
  9792. };
  9793. /**
  9794. * Closes the Path2.
  9795. * @returns the Path2.
  9796. */
  9797. Path2.prototype.close = function () {
  9798. this.closed = true;
  9799. return this;
  9800. };
  9801. /**
  9802. * Gets the sum of the distance between each sequential point in the path
  9803. * @returns the Path2 total length (float).
  9804. */
  9805. Path2.prototype.length = function () {
  9806. var result = this._length;
  9807. if (!this.closed) {
  9808. var lastPoint = this._points[this._points.length - 1];
  9809. var firstPoint = this._points[0];
  9810. result += (firstPoint.subtract(lastPoint).length());
  9811. }
  9812. return result;
  9813. };
  9814. /**
  9815. * Gets the points which construct the path
  9816. * @returns the Path2 internal array of points.
  9817. */
  9818. Path2.prototype.getPoints = function () {
  9819. return this._points;
  9820. };
  9821. /**
  9822. * Retreives the point at the distance aways from the starting point
  9823. * @param normalizedLengthPosition the length along the path to retreive the point from
  9824. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9825. */
  9826. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9827. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9828. return Vector2.Zero();
  9829. }
  9830. var lengthPosition = normalizedLengthPosition * this.length();
  9831. var previousOffset = 0;
  9832. for (var i = 0; i < this._points.length; i++) {
  9833. var j = (i + 1) % this._points.length;
  9834. var a = this._points[i];
  9835. var b = this._points[j];
  9836. var bToA = b.subtract(a);
  9837. var nextOffset = (bToA.length() + previousOffset);
  9838. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9839. var dir = bToA.normalize();
  9840. var localOffset = lengthPosition - previousOffset;
  9841. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9842. }
  9843. previousOffset = nextOffset;
  9844. }
  9845. return Vector2.Zero();
  9846. };
  9847. /**
  9848. * Creates a new path starting from an x and y position
  9849. * @param x starting x value
  9850. * @param y starting y value
  9851. * @returns a new Path2 starting at the coordinates (x, y).
  9852. */
  9853. Path2.StartingAt = function (x, y) {
  9854. return new Path2(x, y);
  9855. };
  9856. return Path2;
  9857. }());
  9858. BABYLON.Path2 = Path2;
  9859. /**
  9860. * Represents a 3D path made up of multiple 3D points
  9861. */
  9862. var Path3D = /** @class */ (function () {
  9863. /**
  9864. * new Path3D(path, normal, raw)
  9865. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9866. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9867. * @param path an array of Vector3, the curve axis of the Path3D
  9868. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9869. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9870. */
  9871. function Path3D(
  9872. /**
  9873. * an array of Vector3, the curve axis of the Path3D
  9874. */
  9875. path, firstNormal, raw) {
  9876. if (firstNormal === void 0) { firstNormal = null; }
  9877. this.path = path;
  9878. this._curve = new Array();
  9879. this._distances = new Array();
  9880. this._tangents = new Array();
  9881. this._normals = new Array();
  9882. this._binormals = new Array();
  9883. for (var p = 0; p < path.length; p++) {
  9884. this._curve[p] = path[p].clone(); // hard copy
  9885. }
  9886. this._raw = raw || false;
  9887. this._compute(firstNormal);
  9888. }
  9889. /**
  9890. * Returns the Path3D array of successive Vector3 designing its curve.
  9891. * @returns the Path3D array of successive Vector3 designing its curve.
  9892. */
  9893. Path3D.prototype.getCurve = function () {
  9894. return this._curve;
  9895. };
  9896. /**
  9897. * Returns an array populated with tangent vectors on each Path3D curve point.
  9898. * @returns an array populated with tangent vectors on each Path3D curve point.
  9899. */
  9900. Path3D.prototype.getTangents = function () {
  9901. return this._tangents;
  9902. };
  9903. /**
  9904. * Returns an array populated with normal vectors on each Path3D curve point.
  9905. * @returns an array populated with normal vectors on each Path3D curve point.
  9906. */
  9907. Path3D.prototype.getNormals = function () {
  9908. return this._normals;
  9909. };
  9910. /**
  9911. * Returns an array populated with binormal vectors on each Path3D curve point.
  9912. * @returns an array populated with binormal vectors on each Path3D curve point.
  9913. */
  9914. Path3D.prototype.getBinormals = function () {
  9915. return this._binormals;
  9916. };
  9917. /**
  9918. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9919. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9920. */
  9921. Path3D.prototype.getDistances = function () {
  9922. return this._distances;
  9923. };
  9924. /**
  9925. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9926. * @param path path which all values are copied into the curves points
  9927. * @param firstNormal which should be projected onto the curve
  9928. * @returns the same object updated.
  9929. */
  9930. Path3D.prototype.update = function (path, firstNormal) {
  9931. if (firstNormal === void 0) { firstNormal = null; }
  9932. for (var p = 0; p < path.length; p++) {
  9933. this._curve[p].x = path[p].x;
  9934. this._curve[p].y = path[p].y;
  9935. this._curve[p].z = path[p].z;
  9936. }
  9937. this._compute(firstNormal);
  9938. return this;
  9939. };
  9940. // private function compute() : computes tangents, normals and binormals
  9941. Path3D.prototype._compute = function (firstNormal) {
  9942. var l = this._curve.length;
  9943. // first and last tangents
  9944. this._tangents[0] = this._getFirstNonNullVector(0);
  9945. if (!this._raw) {
  9946. this._tangents[0].normalize();
  9947. }
  9948. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9949. if (!this._raw) {
  9950. this._tangents[l - 1].normalize();
  9951. }
  9952. // normals and binormals at first point : arbitrary vector with _normalVector()
  9953. var tg0 = this._tangents[0];
  9954. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9955. this._normals[0] = pp0;
  9956. if (!this._raw) {
  9957. this._normals[0].normalize();
  9958. }
  9959. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9960. if (!this._raw) {
  9961. this._binormals[0].normalize();
  9962. }
  9963. this._distances[0] = 0.0;
  9964. // normals and binormals : next points
  9965. var prev; // previous vector (segment)
  9966. var cur; // current vector (segment)
  9967. var curTang; // current tangent
  9968. // previous normal
  9969. var prevBinor; // previous binormal
  9970. for (var i = 1; i < l; i++) {
  9971. // tangents
  9972. prev = this._getLastNonNullVector(i);
  9973. if (i < l - 1) {
  9974. cur = this._getFirstNonNullVector(i);
  9975. this._tangents[i] = prev.add(cur);
  9976. this._tangents[i].normalize();
  9977. }
  9978. this._distances[i] = this._distances[i - 1] + prev.length();
  9979. // normals and binormals
  9980. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9981. curTang = this._tangents[i];
  9982. prevBinor = this._binormals[i - 1];
  9983. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9984. if (!this._raw) {
  9985. this._normals[i].normalize();
  9986. }
  9987. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9988. if (!this._raw) {
  9989. this._binormals[i].normalize();
  9990. }
  9991. }
  9992. };
  9993. // private function getFirstNonNullVector(index)
  9994. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9995. Path3D.prototype._getFirstNonNullVector = function (index) {
  9996. var i = 1;
  9997. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9998. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9999. i++;
  10000. nNVector = this._curve[index + i].subtract(this._curve[index]);
  10001. }
  10002. return nNVector;
  10003. };
  10004. // private function getLastNonNullVector(index)
  10005. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  10006. Path3D.prototype._getLastNonNullVector = function (index) {
  10007. var i = 1;
  10008. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  10009. while (nLVector.length() === 0 && index > i + 1) {
  10010. i++;
  10011. nLVector = this._curve[index].subtract(this._curve[index - i]);
  10012. }
  10013. return nLVector;
  10014. };
  10015. // private function normalVector(v0, vt, va) :
  10016. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  10017. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  10018. Path3D.prototype._normalVector = function (v0, vt, va) {
  10019. var normal0;
  10020. var tgl = vt.length();
  10021. if (tgl === 0.0) {
  10022. tgl = 1.0;
  10023. }
  10024. if (va === undefined || va === null) {
  10025. var point;
  10026. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  10027. point = new Vector3(0.0, -1.0, 0.0);
  10028. }
  10029. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  10030. point = new Vector3(1.0, 0.0, 0.0);
  10031. }
  10032. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  10033. point = new Vector3(0.0, 0.0, 1.0);
  10034. }
  10035. else {
  10036. point = Vector3.Zero();
  10037. }
  10038. normal0 = Vector3.Cross(vt, point);
  10039. }
  10040. else {
  10041. normal0 = Vector3.Cross(vt, va);
  10042. Vector3.CrossToRef(normal0, vt, normal0);
  10043. }
  10044. normal0.normalize();
  10045. return normal0;
  10046. };
  10047. return Path3D;
  10048. }());
  10049. BABYLON.Path3D = Path3D;
  10050. /**
  10051. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10052. * A Curve3 is designed from a series of successive Vector3.
  10053. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10054. */
  10055. var Curve3 = /** @class */ (function () {
  10056. /**
  10057. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10058. * A Curve3 is designed from a series of successive Vector3.
  10059. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10060. * @param points points which make up the curve
  10061. */
  10062. function Curve3(points) {
  10063. this._length = 0.0;
  10064. this._points = points;
  10065. this._length = this._computeLength(points);
  10066. }
  10067. /**
  10068. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10069. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10070. * @param v1 (Vector3) the control point
  10071. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10072. * @param nbPoints (integer) the wanted number of points in the curve
  10073. * @returns the created Curve3
  10074. */
  10075. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10076. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10077. var bez = new Array();
  10078. var equation = function (t, val0, val1, val2) {
  10079. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10080. return res;
  10081. };
  10082. for (var i = 0; i <= nbPoints; i++) {
  10083. 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)));
  10084. }
  10085. return new Curve3(bez);
  10086. };
  10087. /**
  10088. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10089. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10090. * @param v1 (Vector3) the first control point
  10091. * @param v2 (Vector3) the second control point
  10092. * @param v3 (Vector3) the end point of the Cubic Bezier
  10093. * @param nbPoints (integer) the wanted number of points in the curve
  10094. * @returns the created Curve3
  10095. */
  10096. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10097. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10098. var bez = new Array();
  10099. var equation = function (t, val0, val1, val2, val3) {
  10100. 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;
  10101. return res;
  10102. };
  10103. for (var i = 0; i <= nbPoints; i++) {
  10104. 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)));
  10105. }
  10106. return new Curve3(bez);
  10107. };
  10108. /**
  10109. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10110. * @param p1 (Vector3) the origin point of the Hermite Spline
  10111. * @param t1 (Vector3) the tangent vector at the origin point
  10112. * @param p2 (Vector3) the end point of the Hermite Spline
  10113. * @param t2 (Vector3) the tangent vector at the end point
  10114. * @param nbPoints (integer) the wanted number of points in the curve
  10115. * @returns the created Curve3
  10116. */
  10117. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10118. var hermite = new Array();
  10119. var step = 1.0 / nbPoints;
  10120. for (var i = 0; i <= nbPoints; i++) {
  10121. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10122. }
  10123. return new Curve3(hermite);
  10124. };
  10125. /**
  10126. * Returns a Curve3 object along a CatmullRom Spline curve :
  10127. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10128. * @param nbPoints (integer) the wanted number of points between each curve control points
  10129. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10130. * @returns the created Curve3
  10131. */
  10132. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10133. var catmullRom = new Array();
  10134. var step = 1.0 / nbPoints;
  10135. var amount = 0.0;
  10136. if (closed) {
  10137. var pointsCount = points.length;
  10138. for (var i = 0; i < pointsCount; i++) {
  10139. amount = 0;
  10140. for (var c = 0; c < nbPoints; c++) {
  10141. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10142. amount += step;
  10143. }
  10144. }
  10145. catmullRom.push(catmullRom[0]);
  10146. }
  10147. else {
  10148. var totalPoints = new Array();
  10149. totalPoints.push(points[0].clone());
  10150. Array.prototype.push.apply(totalPoints, points);
  10151. totalPoints.push(points[points.length - 1].clone());
  10152. for (var i = 0; i < totalPoints.length - 3; i++) {
  10153. amount = 0;
  10154. for (var c = 0; c < nbPoints; c++) {
  10155. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10156. amount += step;
  10157. }
  10158. }
  10159. i--;
  10160. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10161. }
  10162. return new Curve3(catmullRom);
  10163. };
  10164. /**
  10165. * @returns the Curve3 stored array of successive Vector3
  10166. */
  10167. Curve3.prototype.getPoints = function () {
  10168. return this._points;
  10169. };
  10170. /**
  10171. * @returns the computed length (float) of the curve.
  10172. */
  10173. Curve3.prototype.length = function () {
  10174. return this._length;
  10175. };
  10176. /**
  10177. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10178. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10179. * curveA and curveB keep unchanged.
  10180. * @param curve the curve to continue from this curve
  10181. * @returns the newly constructed curve
  10182. */
  10183. Curve3.prototype.continue = function (curve) {
  10184. var lastPoint = this._points[this._points.length - 1];
  10185. var continuedPoints = this._points.slice();
  10186. var curvePoints = curve.getPoints();
  10187. for (var i = 1; i < curvePoints.length; i++) {
  10188. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10189. }
  10190. var continuedCurve = new Curve3(continuedPoints);
  10191. return continuedCurve;
  10192. };
  10193. Curve3.prototype._computeLength = function (path) {
  10194. var l = 0;
  10195. for (var i = 1; i < path.length; i++) {
  10196. l += (path[i].subtract(path[i - 1])).length();
  10197. }
  10198. return l;
  10199. };
  10200. return Curve3;
  10201. }());
  10202. BABYLON.Curve3 = Curve3;
  10203. // Vertex formats
  10204. /**
  10205. * Contains position and normal vectors for a vertex
  10206. */
  10207. var PositionNormalVertex = /** @class */ (function () {
  10208. /**
  10209. * Creates a PositionNormalVertex
  10210. * @param position the position of the vertex (defaut: 0,0,0)
  10211. * @param normal the normal of the vertex (defaut: 0,1,0)
  10212. */
  10213. function PositionNormalVertex(
  10214. /** the position of the vertex (defaut: 0,0,0) */
  10215. position,
  10216. /** the normal of the vertex (defaut: 0,1,0) */
  10217. normal) {
  10218. if (position === void 0) { position = Vector3.Zero(); }
  10219. if (normal === void 0) { normal = Vector3.Up(); }
  10220. this.position = position;
  10221. this.normal = normal;
  10222. }
  10223. /**
  10224. * Clones the PositionNormalVertex
  10225. * @returns the cloned PositionNormalVertex
  10226. */
  10227. PositionNormalVertex.prototype.clone = function () {
  10228. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10229. };
  10230. return PositionNormalVertex;
  10231. }());
  10232. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10233. /**
  10234. * Contains position, normal and uv vectors for a vertex
  10235. */
  10236. var PositionNormalTextureVertex = /** @class */ (function () {
  10237. /**
  10238. * Creates a PositionNormalTextureVertex
  10239. * @param position the position of the vertex (defaut: 0,0,0)
  10240. * @param normal the normal of the vertex (defaut: 0,1,0)
  10241. * @param uv the uv of the vertex (default: 0,0)
  10242. */
  10243. function PositionNormalTextureVertex(
  10244. /** the position of the vertex (defaut: 0,0,0) */
  10245. position,
  10246. /** the normal of the vertex (defaut: 0,1,0) */
  10247. normal,
  10248. /** the uv of the vertex (default: 0,0) */
  10249. uv) {
  10250. if (position === void 0) { position = Vector3.Zero(); }
  10251. if (normal === void 0) { normal = Vector3.Up(); }
  10252. if (uv === void 0) { uv = Vector2.Zero(); }
  10253. this.position = position;
  10254. this.normal = normal;
  10255. this.uv = uv;
  10256. }
  10257. /**
  10258. * Clones the PositionNormalTextureVertex
  10259. * @returns the cloned PositionNormalTextureVertex
  10260. */
  10261. PositionNormalTextureVertex.prototype.clone = function () {
  10262. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10263. };
  10264. return PositionNormalTextureVertex;
  10265. }());
  10266. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10267. // Temporary pre-allocated objects for engine internal use
  10268. // usage in any internal function :
  10269. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10270. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10271. /**
  10272. * @hidden
  10273. */
  10274. var Tmp = /** @class */ (function () {
  10275. function Tmp() {
  10276. }
  10277. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10278. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10279. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10280. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10281. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10282. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10283. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10284. return Tmp;
  10285. }());
  10286. BABYLON.Tmp = Tmp;
  10287. /**
  10288. * @hidden
  10289. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10290. */
  10291. var MathTmp = /** @class */ (function () {
  10292. function MathTmp() {
  10293. }
  10294. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10295. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10296. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10297. return MathTmp;
  10298. }());
  10299. })(BABYLON || (BABYLON = {}));
  10300. //# sourceMappingURL=babylon.math.js.map
  10301. var BABYLON;
  10302. (function (BABYLON) {
  10303. /**
  10304. * Scalar computation library
  10305. */
  10306. var Scalar = /** @class */ (function () {
  10307. function Scalar() {
  10308. }
  10309. /**
  10310. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10311. * @param a number
  10312. * @param b number
  10313. * @param epsilon (default = 1.401298E-45)
  10314. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10315. */
  10316. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10317. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10318. var num = a - b;
  10319. return -epsilon <= num && num <= epsilon;
  10320. };
  10321. /**
  10322. * Returns a string : the upper case translation of the number i to hexadecimal.
  10323. * @param i number
  10324. * @returns the upper case translation of the number i to hexadecimal.
  10325. */
  10326. Scalar.ToHex = function (i) {
  10327. var str = i.toString(16);
  10328. if (i <= 15) {
  10329. return ("0" + str).toUpperCase();
  10330. }
  10331. return str.toUpperCase();
  10332. };
  10333. /**
  10334. * Returns -1 if value is negative and +1 is value is positive.
  10335. * @param value the value
  10336. * @returns the value itself if it's equal to zero.
  10337. */
  10338. Scalar.Sign = function (value) {
  10339. value = +value; // convert to a number
  10340. if (value === 0 || isNaN(value)) {
  10341. return value;
  10342. }
  10343. return value > 0 ? 1 : -1;
  10344. };
  10345. /**
  10346. * Returns the value itself if it's between min and max.
  10347. * Returns min if the value is lower than min.
  10348. * Returns max if the value is greater than max.
  10349. * @param value the value to clmap
  10350. * @param min the min value to clamp to (default: 0)
  10351. * @param max the max value to clamp to (default: 1)
  10352. * @returns the clamped value
  10353. */
  10354. Scalar.Clamp = function (value, min, max) {
  10355. if (min === void 0) { min = 0; }
  10356. if (max === void 0) { max = 1; }
  10357. return Math.min(max, Math.max(min, value));
  10358. };
  10359. /**
  10360. * the log2 of value.
  10361. * @param value the value to compute log2 of
  10362. * @returns the log2 of value.
  10363. */
  10364. Scalar.Log2 = function (value) {
  10365. return Math.log(value) * Math.LOG2E;
  10366. };
  10367. /**
  10368. * Loops the value, so that it is never larger than length and never smaller than 0.
  10369. *
  10370. * This is similar to the modulo operator but it works with floating point numbers.
  10371. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10372. * With t = 5 and length = 2.5, the result would be 0.0.
  10373. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10374. * @param value the value
  10375. * @param length the length
  10376. * @returns the looped value
  10377. */
  10378. Scalar.Repeat = function (value, length) {
  10379. return value - Math.floor(value / length) * length;
  10380. };
  10381. /**
  10382. * Normalize the value between 0.0 and 1.0 using min and max values
  10383. * @param value value to normalize
  10384. * @param min max to normalize between
  10385. * @param max min to normalize between
  10386. * @returns the normalized value
  10387. */
  10388. Scalar.Normalize = function (value, min, max) {
  10389. return (value - min) / (max - min);
  10390. };
  10391. /**
  10392. * Denormalize the value from 0.0 and 1.0 using min and max values
  10393. * @param normalized value to denormalize
  10394. * @param min max to denormalize between
  10395. * @param max min to denormalize between
  10396. * @returns the denormalized value
  10397. */
  10398. Scalar.Denormalize = function (normalized, min, max) {
  10399. return (normalized * (max - min) + min);
  10400. };
  10401. /**
  10402. * Calculates the shortest difference between two given angles given in degrees.
  10403. * @param current current angle in degrees
  10404. * @param target target angle in degrees
  10405. * @returns the delta
  10406. */
  10407. Scalar.DeltaAngle = function (current, target) {
  10408. var num = Scalar.Repeat(target - current, 360.0);
  10409. if (num > 180.0) {
  10410. num -= 360.0;
  10411. }
  10412. return num;
  10413. };
  10414. /**
  10415. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10416. * @param tx value
  10417. * @param length length
  10418. * @returns The returned value will move back and forth between 0 and length
  10419. */
  10420. Scalar.PingPong = function (tx, length) {
  10421. var t = Scalar.Repeat(tx, length * 2.0);
  10422. return length - Math.abs(t - length);
  10423. };
  10424. /**
  10425. * Interpolates between min and max with smoothing at the limits.
  10426. *
  10427. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10428. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10429. * @param from from
  10430. * @param to to
  10431. * @param tx value
  10432. * @returns the smooth stepped value
  10433. */
  10434. Scalar.SmoothStep = function (from, to, tx) {
  10435. var t = Scalar.Clamp(tx);
  10436. t = -2.0 * t * t * t + 3.0 * t * t;
  10437. return to * t + from * (1.0 - t);
  10438. };
  10439. /**
  10440. * Moves a value current towards target.
  10441. *
  10442. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10443. * Negative values of maxDelta pushes the value away from target.
  10444. * @param current current value
  10445. * @param target target value
  10446. * @param maxDelta max distance to move
  10447. * @returns resulting value
  10448. */
  10449. Scalar.MoveTowards = function (current, target, maxDelta) {
  10450. var result = 0;
  10451. if (Math.abs(target - current) <= maxDelta) {
  10452. result = target;
  10453. }
  10454. else {
  10455. result = current + Scalar.Sign(target - current) * maxDelta;
  10456. }
  10457. return result;
  10458. };
  10459. /**
  10460. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10461. *
  10462. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10463. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10464. * @param current current value
  10465. * @param target target value
  10466. * @param maxDelta max distance to move
  10467. * @returns resulting angle
  10468. */
  10469. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10470. var num = Scalar.DeltaAngle(current, target);
  10471. var result = 0;
  10472. if (-maxDelta < num && num < maxDelta) {
  10473. result = target;
  10474. }
  10475. else {
  10476. target = current + num;
  10477. result = Scalar.MoveTowards(current, target, maxDelta);
  10478. }
  10479. return result;
  10480. };
  10481. /**
  10482. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10483. * @param start start value
  10484. * @param end target value
  10485. * @param amount amount to lerp between
  10486. * @returns the lerped value
  10487. */
  10488. Scalar.Lerp = function (start, end, amount) {
  10489. return start + ((end - start) * amount);
  10490. };
  10491. /**
  10492. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10493. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10494. * @param start start value
  10495. * @param end target value
  10496. * @param amount amount to lerp between
  10497. * @returns the lerped value
  10498. */
  10499. Scalar.LerpAngle = function (start, end, amount) {
  10500. var num = Scalar.Repeat(end - start, 360.0);
  10501. if (num > 180.0) {
  10502. num -= 360.0;
  10503. }
  10504. return start + num * Scalar.Clamp(amount);
  10505. };
  10506. /**
  10507. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10508. * @param a start value
  10509. * @param b target value
  10510. * @param value value between a and b
  10511. * @returns the inverseLerp value
  10512. */
  10513. Scalar.InverseLerp = function (a, b, value) {
  10514. var result = 0;
  10515. if (a != b) {
  10516. result = Scalar.Clamp((value - a) / (b - a));
  10517. }
  10518. else {
  10519. result = 0.0;
  10520. }
  10521. return result;
  10522. };
  10523. /**
  10524. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10525. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10526. * @param value1 spline value
  10527. * @param tangent1 spline value
  10528. * @param value2 spline value
  10529. * @param tangent2 spline value
  10530. * @param amount input value
  10531. * @returns hermite result
  10532. */
  10533. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10534. var squared = amount * amount;
  10535. var cubed = amount * squared;
  10536. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10537. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10538. var part3 = (cubed - (2.0 * squared)) + amount;
  10539. var part4 = cubed - squared;
  10540. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10541. };
  10542. /**
  10543. * Returns a random float number between and min and max values
  10544. * @param min min value of random
  10545. * @param max max value of random
  10546. * @returns random value
  10547. */
  10548. Scalar.RandomRange = function (min, max) {
  10549. if (min === max) {
  10550. return min;
  10551. }
  10552. return ((Math.random() * (max - min)) + min);
  10553. };
  10554. /**
  10555. * This function returns percentage of a number in a given range.
  10556. *
  10557. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10558. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10559. * @param number to convert to percentage
  10560. * @param min min range
  10561. * @param max max range
  10562. * @returns the percentage
  10563. */
  10564. Scalar.RangeToPercent = function (number, min, max) {
  10565. return ((number - min) / (max - min));
  10566. };
  10567. /**
  10568. * This function returns number that corresponds to the percentage in a given range.
  10569. *
  10570. * PercentToRange(0.34,0,100) will return 34.
  10571. * @param percent to convert to number
  10572. * @param min min range
  10573. * @param max max range
  10574. * @returns the number
  10575. */
  10576. Scalar.PercentToRange = function (percent, min, max) {
  10577. return ((max - min) * percent + min);
  10578. };
  10579. /**
  10580. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10581. * @param angle The angle to normalize in radian.
  10582. * @return The converted angle.
  10583. */
  10584. Scalar.NormalizeRadians = function (angle) {
  10585. // More precise but slower version kept for reference.
  10586. // angle = angle % Tools.TwoPi;
  10587. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10588. //if (angle > Math.PI) {
  10589. // angle -= Tools.TwoPi;
  10590. //}
  10591. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10592. return angle;
  10593. };
  10594. /**
  10595. * Two pi constants convenient for computation.
  10596. */
  10597. Scalar.TwoPi = Math.PI * 2;
  10598. return Scalar;
  10599. }());
  10600. BABYLON.Scalar = Scalar;
  10601. })(BABYLON || (BABYLON = {}));
  10602. //# sourceMappingURL=babylon.math.scalar.js.map
  10603. //# sourceMappingURL=babylon.mixins.js.map
  10604. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10605. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10606. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10607. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10608. //# sourceMappingURL=babylon.webgl2.js.map
  10609. var BABYLON;
  10610. (function (BABYLON) {
  10611. var __decoratorInitialStore = {};
  10612. var __mergedStore = {};
  10613. var _copySource = function (creationFunction, source, instanciate) {
  10614. var destination = creationFunction();
  10615. // Tags
  10616. if (BABYLON.Tags) {
  10617. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10618. }
  10619. var classStore = getMergedStore(destination);
  10620. // Properties
  10621. for (var property in classStore) {
  10622. var propertyDescriptor = classStore[property];
  10623. var sourceProperty = source[property];
  10624. var propertyType = propertyDescriptor.type;
  10625. if (sourceProperty !== undefined && sourceProperty !== null) {
  10626. switch (propertyType) {
  10627. case 0: // Value
  10628. case 6: // Mesh reference
  10629. case 11: // Camera reference
  10630. destination[property] = sourceProperty;
  10631. break;
  10632. case 1: // Texture
  10633. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10634. break;
  10635. case 2: // Color3
  10636. case 3: // FresnelParameters
  10637. case 4: // Vector2
  10638. case 5: // Vector3
  10639. case 7: // Color Curves
  10640. case 10: // Quaternion
  10641. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10642. break;
  10643. }
  10644. }
  10645. }
  10646. return destination;
  10647. };
  10648. function getDirectStore(target) {
  10649. var classKey = target.getClassName();
  10650. if (!__decoratorInitialStore[classKey]) {
  10651. __decoratorInitialStore[classKey] = {};
  10652. }
  10653. return __decoratorInitialStore[classKey];
  10654. }
  10655. /**
  10656. * Return the list of properties flagged as serializable
  10657. * @param target: host object
  10658. */
  10659. function getMergedStore(target) {
  10660. var classKey = target.getClassName();
  10661. if (__mergedStore[classKey]) {
  10662. return __mergedStore[classKey];
  10663. }
  10664. __mergedStore[classKey] = {};
  10665. var store = __mergedStore[classKey];
  10666. var currentTarget = target;
  10667. var currentKey = classKey;
  10668. while (currentKey) {
  10669. var initialStore = __decoratorInitialStore[currentKey];
  10670. for (var property in initialStore) {
  10671. store[property] = initialStore[property];
  10672. }
  10673. var parent_1 = void 0;
  10674. var done = false;
  10675. do {
  10676. parent_1 = Object.getPrototypeOf(currentTarget);
  10677. if (!parent_1.getClassName) {
  10678. done = true;
  10679. break;
  10680. }
  10681. if (parent_1.getClassName() !== currentKey) {
  10682. break;
  10683. }
  10684. currentTarget = parent_1;
  10685. } while (parent_1);
  10686. if (done) {
  10687. break;
  10688. }
  10689. currentKey = parent_1.getClassName();
  10690. currentTarget = parent_1;
  10691. }
  10692. return store;
  10693. }
  10694. function generateSerializableMember(type, sourceName) {
  10695. return function (target, propertyKey) {
  10696. var classStore = getDirectStore(target);
  10697. if (!classStore[propertyKey]) {
  10698. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10699. }
  10700. };
  10701. }
  10702. function generateExpandMember(setCallback, targetKey) {
  10703. if (targetKey === void 0) { targetKey = null; }
  10704. return function (target, propertyKey) {
  10705. var key = targetKey || ("_" + propertyKey);
  10706. Object.defineProperty(target, propertyKey, {
  10707. get: function () {
  10708. return this[key];
  10709. },
  10710. set: function (value) {
  10711. if (this[key] === value) {
  10712. return;
  10713. }
  10714. this[key] = value;
  10715. target[setCallback].apply(this);
  10716. },
  10717. enumerable: true,
  10718. configurable: true
  10719. });
  10720. };
  10721. }
  10722. function expandToProperty(callback, targetKey) {
  10723. if (targetKey === void 0) { targetKey = null; }
  10724. return generateExpandMember(callback, targetKey);
  10725. }
  10726. BABYLON.expandToProperty = expandToProperty;
  10727. function serialize(sourceName) {
  10728. return generateSerializableMember(0, sourceName); // value member
  10729. }
  10730. BABYLON.serialize = serialize;
  10731. function serializeAsTexture(sourceName) {
  10732. return generateSerializableMember(1, sourceName); // texture member
  10733. }
  10734. BABYLON.serializeAsTexture = serializeAsTexture;
  10735. function serializeAsColor3(sourceName) {
  10736. return generateSerializableMember(2, sourceName); // color3 member
  10737. }
  10738. BABYLON.serializeAsColor3 = serializeAsColor3;
  10739. function serializeAsFresnelParameters(sourceName) {
  10740. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10741. }
  10742. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10743. function serializeAsVector2(sourceName) {
  10744. return generateSerializableMember(4, sourceName); // vector2 member
  10745. }
  10746. BABYLON.serializeAsVector2 = serializeAsVector2;
  10747. function serializeAsVector3(sourceName) {
  10748. return generateSerializableMember(5, sourceName); // vector3 member
  10749. }
  10750. BABYLON.serializeAsVector3 = serializeAsVector3;
  10751. function serializeAsMeshReference(sourceName) {
  10752. return generateSerializableMember(6, sourceName); // mesh reference member
  10753. }
  10754. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10755. function serializeAsColorCurves(sourceName) {
  10756. return generateSerializableMember(7, sourceName); // color curves
  10757. }
  10758. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10759. function serializeAsColor4(sourceName) {
  10760. return generateSerializableMember(8, sourceName); // color 4
  10761. }
  10762. BABYLON.serializeAsColor4 = serializeAsColor4;
  10763. function serializeAsImageProcessingConfiguration(sourceName) {
  10764. return generateSerializableMember(9, sourceName); // image processing
  10765. }
  10766. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10767. function serializeAsQuaternion(sourceName) {
  10768. return generateSerializableMember(10, sourceName); // quaternion member
  10769. }
  10770. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10771. /**
  10772. * Decorator used to define property that can be serialized as reference to a camera
  10773. * @param sourceName defines the name of the property to decorate
  10774. */
  10775. function serializeAsCameraReference(sourceName) {
  10776. return generateSerializableMember(11, sourceName); // camera reference member
  10777. }
  10778. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10779. /**
  10780. * Class used to help serialization objects
  10781. */
  10782. var SerializationHelper = /** @class */ (function () {
  10783. function SerializationHelper() {
  10784. }
  10785. /**
  10786. * Static function used to serialized a specific entity
  10787. * @param entity defines the entity to serialize
  10788. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10789. * @returns a JSON compatible object representing the serialization of the entity
  10790. */
  10791. SerializationHelper.Serialize = function (entity, serializationObject) {
  10792. if (!serializationObject) {
  10793. serializationObject = {};
  10794. }
  10795. // Tags
  10796. if (BABYLON.Tags) {
  10797. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10798. }
  10799. var serializedProperties = getMergedStore(entity);
  10800. // Properties
  10801. for (var property in serializedProperties) {
  10802. var propertyDescriptor = serializedProperties[property];
  10803. var targetPropertyName = propertyDescriptor.sourceName || property;
  10804. var propertyType = propertyDescriptor.type;
  10805. var sourceProperty = entity[property];
  10806. if (sourceProperty !== undefined && sourceProperty !== null) {
  10807. switch (propertyType) {
  10808. case 0: // Value
  10809. serializationObject[targetPropertyName] = sourceProperty;
  10810. break;
  10811. case 1: // Texture
  10812. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10813. break;
  10814. case 2: // Color3
  10815. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10816. break;
  10817. case 3: // FresnelParameters
  10818. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10819. break;
  10820. case 4: // Vector2
  10821. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10822. break;
  10823. case 5: // Vector3
  10824. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10825. break;
  10826. case 6: // Mesh reference
  10827. serializationObject[targetPropertyName] = sourceProperty.id;
  10828. break;
  10829. case 7: // Color Curves
  10830. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10831. break;
  10832. case 8: // Color 4
  10833. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10834. break;
  10835. case 9: // Image Processing
  10836. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10837. break;
  10838. case 10: // Quaternion
  10839. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10840. break;
  10841. case 11: // Camera reference
  10842. serializationObject[targetPropertyName] = sourceProperty.id;
  10843. break;
  10844. }
  10845. }
  10846. }
  10847. return serializationObject;
  10848. };
  10849. /**
  10850. * Creates a new entity from a serialization data object
  10851. * @param creationFunction defines a function used to instanciated the new entity
  10852. * @param source defines the source serialization data
  10853. * @param scene defines the hosting scene
  10854. * @param rootUrl defines the root url for resources
  10855. * @returns a new entity
  10856. */
  10857. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10858. if (rootUrl === void 0) { rootUrl = null; }
  10859. var destination = creationFunction();
  10860. if (!rootUrl) {
  10861. rootUrl = "";
  10862. }
  10863. // Tags
  10864. if (BABYLON.Tags) {
  10865. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10866. }
  10867. var classStore = getMergedStore(destination);
  10868. // Properties
  10869. for (var property in classStore) {
  10870. var propertyDescriptor = classStore[property];
  10871. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10872. var propertyType = propertyDescriptor.type;
  10873. if (sourceProperty !== undefined && sourceProperty !== null) {
  10874. var dest = destination;
  10875. switch (propertyType) {
  10876. case 0: // Value
  10877. dest[property] = sourceProperty;
  10878. break;
  10879. case 1: // Texture
  10880. if (scene) {
  10881. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10882. }
  10883. break;
  10884. case 2: // Color3
  10885. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10886. break;
  10887. case 3: // FresnelParameters
  10888. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10889. break;
  10890. case 4: // Vector2
  10891. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10892. break;
  10893. case 5: // Vector3
  10894. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10895. break;
  10896. case 6: // Mesh reference
  10897. if (scene) {
  10898. dest[property] = scene.getLastMeshByID(sourceProperty);
  10899. }
  10900. break;
  10901. case 7: // Color Curves
  10902. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10903. break;
  10904. case 8: // Color 4
  10905. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10906. break;
  10907. case 9: // Image Processing
  10908. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10909. break;
  10910. case 10: // Quaternion
  10911. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10912. break;
  10913. case 11: // Camera reference
  10914. if (scene) {
  10915. dest[property] = scene.getCameraByID(sourceProperty);
  10916. }
  10917. break;
  10918. }
  10919. }
  10920. }
  10921. return destination;
  10922. };
  10923. /**
  10924. * Clones an object
  10925. * @param creationFunction defines the function used to instanciate the new object
  10926. * @param source defines the source object
  10927. * @returns the cloned object
  10928. */
  10929. SerializationHelper.Clone = function (creationFunction, source) {
  10930. return _copySource(creationFunction, source, false);
  10931. };
  10932. /**
  10933. * Instanciates a new object based on a source one (some data will be shared between both object)
  10934. * @param creationFunction defines the function used to instanciate the new object
  10935. * @param source defines the source object
  10936. * @returns the new object
  10937. */
  10938. SerializationHelper.Instanciate = function (creationFunction, source) {
  10939. return _copySource(creationFunction, source, true);
  10940. };
  10941. return SerializationHelper;
  10942. }());
  10943. BABYLON.SerializationHelper = SerializationHelper;
  10944. })(BABYLON || (BABYLON = {}));
  10945. //# sourceMappingURL=babylon.decorators.js.map
  10946. var BABYLON;
  10947. (function (BABYLON) {
  10948. /**
  10949. * Wrapper class for promise with external resolve and reject.
  10950. */
  10951. var Deferred = /** @class */ (function () {
  10952. /**
  10953. * Constructor for this deferred object.
  10954. */
  10955. function Deferred() {
  10956. var _this = this;
  10957. this.promise = new Promise(function (resolve, reject) {
  10958. _this._resolve = resolve;
  10959. _this._reject = reject;
  10960. });
  10961. }
  10962. Object.defineProperty(Deferred.prototype, "resolve", {
  10963. /**
  10964. * The resolve method of the promise associated with this deferred object.
  10965. */
  10966. get: function () {
  10967. return this._resolve;
  10968. },
  10969. enumerable: true,
  10970. configurable: true
  10971. });
  10972. Object.defineProperty(Deferred.prototype, "reject", {
  10973. /**
  10974. * The reject method of the promise associated with this deferred object.
  10975. */
  10976. get: function () {
  10977. return this._reject;
  10978. },
  10979. enumerable: true,
  10980. configurable: true
  10981. });
  10982. return Deferred;
  10983. }());
  10984. BABYLON.Deferred = Deferred;
  10985. })(BABYLON || (BABYLON = {}));
  10986. //# sourceMappingURL=babylon.deferred.js.map
  10987. var BABYLON;
  10988. (function (BABYLON) {
  10989. /**
  10990. * A class serves as a medium between the observable and its observers
  10991. */
  10992. var EventState = /** @class */ (function () {
  10993. /**
  10994. * Create a new EventState
  10995. * @param mask defines the mask associated with this state
  10996. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10997. * @param target defines the original target of the state
  10998. * @param currentTarget defines the current target of the state
  10999. */
  11000. function EventState(mask, skipNextObservers, target, currentTarget) {
  11001. if (skipNextObservers === void 0) { skipNextObservers = false; }
  11002. this.initalize(mask, skipNextObservers, target, currentTarget);
  11003. }
  11004. /**
  11005. * Initialize the current event state
  11006. * @param mask defines the mask associated with this state
  11007. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  11008. * @param target defines the original target of the state
  11009. * @param currentTarget defines the current target of the state
  11010. * @returns the current event state
  11011. */
  11012. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  11013. if (skipNextObservers === void 0) { skipNextObservers = false; }
  11014. this.mask = mask;
  11015. this.skipNextObservers = skipNextObservers;
  11016. this.target = target;
  11017. this.currentTarget = currentTarget;
  11018. return this;
  11019. };
  11020. return EventState;
  11021. }());
  11022. BABYLON.EventState = EventState;
  11023. /**
  11024. * Represent an Observer registered to a given Observable object.
  11025. */
  11026. var Observer = /** @class */ (function () {
  11027. /**
  11028. * Creates a new observer
  11029. * @param callback defines the callback to call when the observer is notified
  11030. * @param mask defines the mask of the observer (used to filter notifications)
  11031. * @param scope defines the current scope used to restore the JS context
  11032. */
  11033. function Observer(
  11034. /**
  11035. * Defines the callback to call when the observer is notified
  11036. */
  11037. callback,
  11038. /**
  11039. * Defines the mask of the observer (used to filter notifications)
  11040. */
  11041. mask,
  11042. /**
  11043. * Defines the current scope used to restore the JS context
  11044. */
  11045. scope) {
  11046. if (scope === void 0) { scope = null; }
  11047. this.callback = callback;
  11048. this.mask = mask;
  11049. this.scope = scope;
  11050. /** @hidden */
  11051. this._willBeUnregistered = false;
  11052. /**
  11053. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11054. */
  11055. this.unregisterOnNextCall = false;
  11056. }
  11057. return Observer;
  11058. }());
  11059. BABYLON.Observer = Observer;
  11060. /**
  11061. * Represent a list of observers registered to multiple Observables object.
  11062. */
  11063. var MultiObserver = /** @class */ (function () {
  11064. function MultiObserver() {
  11065. }
  11066. /**
  11067. * Release associated resources
  11068. */
  11069. MultiObserver.prototype.dispose = function () {
  11070. if (this._observers && this._observables) {
  11071. for (var index = 0; index < this._observers.length; index++) {
  11072. this._observables[index].remove(this._observers[index]);
  11073. }
  11074. }
  11075. this._observers = null;
  11076. this._observables = null;
  11077. };
  11078. /**
  11079. * Raise a callback when one of the observable will notify
  11080. * @param observables defines a list of observables to watch
  11081. * @param callback defines the callback to call on notification
  11082. * @param mask defines the mask used to filter notifications
  11083. * @param scope defines the current scope used to restore the JS context
  11084. * @returns the new MultiObserver
  11085. */
  11086. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11087. if (mask === void 0) { mask = -1; }
  11088. if (scope === void 0) { scope = null; }
  11089. var result = new MultiObserver();
  11090. result._observers = new Array();
  11091. result._observables = observables;
  11092. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11093. var observable = observables_1[_i];
  11094. var observer = observable.add(callback, mask, false, scope);
  11095. if (observer) {
  11096. result._observers.push(observer);
  11097. }
  11098. }
  11099. return result;
  11100. };
  11101. return MultiObserver;
  11102. }());
  11103. BABYLON.MultiObserver = MultiObserver;
  11104. /**
  11105. * The Observable class is a simple implementation of the Observable pattern.
  11106. *
  11107. * 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.
  11108. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11109. * 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).
  11110. * 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.
  11111. */
  11112. var Observable = /** @class */ (function () {
  11113. /**
  11114. * Creates a new observable
  11115. * @param onObserverAdded defines a callback to call when a new observer is added
  11116. */
  11117. function Observable(onObserverAdded) {
  11118. this._observers = new Array();
  11119. this._eventState = new EventState(0);
  11120. if (onObserverAdded) {
  11121. this._onObserverAdded = onObserverAdded;
  11122. }
  11123. }
  11124. /**
  11125. * Create a new Observer with the specified callback
  11126. * @param callback the callback that will be executed for that Observer
  11127. * @param mask the mask used to filter observers
  11128. * @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.
  11129. * @param scope optional scope for the callback to be called from
  11130. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11131. * @returns the new observer created for the callback
  11132. */
  11133. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11134. if (mask === void 0) { mask = -1; }
  11135. if (insertFirst === void 0) { insertFirst = false; }
  11136. if (scope === void 0) { scope = null; }
  11137. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11138. if (!callback) {
  11139. return null;
  11140. }
  11141. var observer = new Observer(callback, mask, scope);
  11142. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11143. if (insertFirst) {
  11144. this._observers.unshift(observer);
  11145. }
  11146. else {
  11147. this._observers.push(observer);
  11148. }
  11149. if (this._onObserverAdded) {
  11150. this._onObserverAdded(observer);
  11151. }
  11152. return observer;
  11153. };
  11154. /**
  11155. * Create a new Observer with the specified callback and unregisters after the next notification
  11156. * @param callback the callback that will be executed for that Observer
  11157. * @returns the new observer created for the callback
  11158. */
  11159. Observable.prototype.addOnce = function (callback) {
  11160. return this.add(callback, undefined, undefined, undefined, true);
  11161. };
  11162. /**
  11163. * Remove an Observer from the Observable object
  11164. * @param observer the instance of the Observer to remove
  11165. * @returns false if it doesn't belong to this Observable
  11166. */
  11167. Observable.prototype.remove = function (observer) {
  11168. if (!observer) {
  11169. return false;
  11170. }
  11171. var index = this._observers.indexOf(observer);
  11172. if (index !== -1) {
  11173. this._deferUnregister(observer);
  11174. return true;
  11175. }
  11176. return false;
  11177. };
  11178. /**
  11179. * Remove a callback from the Observable object
  11180. * @param callback the callback to remove
  11181. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11182. * @returns false if it doesn't belong to this Observable
  11183. */
  11184. Observable.prototype.removeCallback = function (callback, scope) {
  11185. for (var index = 0; index < this._observers.length; index++) {
  11186. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11187. this._deferUnregister(this._observers[index]);
  11188. return true;
  11189. }
  11190. }
  11191. return false;
  11192. };
  11193. Observable.prototype._deferUnregister = function (observer) {
  11194. var _this = this;
  11195. observer.unregisterOnNextCall = false;
  11196. observer._willBeUnregistered = true;
  11197. BABYLON.Tools.SetImmediate(function () {
  11198. _this._remove(observer);
  11199. });
  11200. };
  11201. // This should only be called when not iterating over _observers to avoid callback skipping.
  11202. // Removes an observer from the _observer Array.
  11203. Observable.prototype._remove = function (observer) {
  11204. if (!observer) {
  11205. return false;
  11206. }
  11207. var index = this._observers.indexOf(observer);
  11208. if (index !== -1) {
  11209. this._observers.splice(index, 1);
  11210. return true;
  11211. }
  11212. return false;
  11213. };
  11214. /**
  11215. * Notify all Observers by calling their respective callback with the given data
  11216. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11217. * @param eventData defines the data to send to all observers
  11218. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11219. * @param target defines the original target of the state
  11220. * @param currentTarget defines the current target of the state
  11221. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11222. */
  11223. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11224. if (mask === void 0) { mask = -1; }
  11225. if (!this._observers.length) {
  11226. return true;
  11227. }
  11228. var state = this._eventState;
  11229. state.mask = mask;
  11230. state.target = target;
  11231. state.currentTarget = currentTarget;
  11232. state.skipNextObservers = false;
  11233. state.lastReturnValue = eventData;
  11234. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11235. var obs = _a[_i];
  11236. if (obs._willBeUnregistered) {
  11237. continue;
  11238. }
  11239. if (obs.mask & mask) {
  11240. if (obs.scope) {
  11241. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11242. }
  11243. else {
  11244. state.lastReturnValue = obs.callback(eventData, state);
  11245. }
  11246. if (obs.unregisterOnNextCall) {
  11247. this._deferUnregister(obs);
  11248. }
  11249. }
  11250. if (state.skipNextObservers) {
  11251. return false;
  11252. }
  11253. }
  11254. return true;
  11255. };
  11256. /**
  11257. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11258. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11259. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11260. * and it is crucial that all callbacks will be executed.
  11261. * The order of the callbacks is kept, callbacks are not executed parallel.
  11262. *
  11263. * @param eventData The data to be sent to each callback
  11264. * @param mask is used to filter observers defaults to -1
  11265. * @param target defines the callback target (see EventState)
  11266. * @param currentTarget defines he current object in the bubbling phase
  11267. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11268. */
  11269. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11270. var _this = this;
  11271. if (mask === void 0) { mask = -1; }
  11272. // create an empty promise
  11273. var p = Promise.resolve(eventData);
  11274. // no observers? return this promise.
  11275. if (!this._observers.length) {
  11276. return p;
  11277. }
  11278. var state = this._eventState;
  11279. state.mask = mask;
  11280. state.target = target;
  11281. state.currentTarget = currentTarget;
  11282. state.skipNextObservers = false;
  11283. // execute one callback after another (not using Promise.all, the order is important)
  11284. this._observers.forEach(function (obs) {
  11285. if (state.skipNextObservers) {
  11286. return;
  11287. }
  11288. if (obs._willBeUnregistered) {
  11289. return;
  11290. }
  11291. if (obs.mask & mask) {
  11292. if (obs.scope) {
  11293. p = p.then(function (lastReturnedValue) {
  11294. state.lastReturnValue = lastReturnedValue;
  11295. return obs.callback.apply(obs.scope, [eventData, state]);
  11296. });
  11297. }
  11298. else {
  11299. p = p.then(function (lastReturnedValue) {
  11300. state.lastReturnValue = lastReturnedValue;
  11301. return obs.callback(eventData, state);
  11302. });
  11303. }
  11304. if (obs.unregisterOnNextCall) {
  11305. _this._deferUnregister(obs);
  11306. }
  11307. }
  11308. });
  11309. // return the eventData
  11310. return p.then(function () { return eventData; });
  11311. };
  11312. /**
  11313. * Notify a specific observer
  11314. * @param observer defines the observer to notify
  11315. * @param eventData defines the data to be sent to each callback
  11316. * @param mask is used to filter observers defaults to -1
  11317. */
  11318. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11319. if (mask === void 0) { mask = -1; }
  11320. var state = this._eventState;
  11321. state.mask = mask;
  11322. state.skipNextObservers = false;
  11323. observer.callback(eventData, state);
  11324. };
  11325. /**
  11326. * Gets a boolean indicating if the observable has at least one observer
  11327. * @returns true is the Observable has at least one Observer registered
  11328. */
  11329. Observable.prototype.hasObservers = function () {
  11330. return this._observers.length > 0;
  11331. };
  11332. /**
  11333. * Clear the list of observers
  11334. */
  11335. Observable.prototype.clear = function () {
  11336. this._observers = new Array();
  11337. this._onObserverAdded = null;
  11338. };
  11339. /**
  11340. * Clone the current observable
  11341. * @returns a new observable
  11342. */
  11343. Observable.prototype.clone = function () {
  11344. var result = new Observable();
  11345. result._observers = this._observers.slice(0);
  11346. return result;
  11347. };
  11348. /**
  11349. * Does this observable handles observer registered with a given mask
  11350. * @param mask defines the mask to be tested
  11351. * @return whether or not one observer registered with the given mask is handeled
  11352. **/
  11353. Observable.prototype.hasSpecificMask = function (mask) {
  11354. if (mask === void 0) { mask = -1; }
  11355. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11356. var obs = _a[_i];
  11357. if (obs.mask & mask || obs.mask === mask) {
  11358. return true;
  11359. }
  11360. }
  11361. return false;
  11362. };
  11363. return Observable;
  11364. }());
  11365. BABYLON.Observable = Observable;
  11366. })(BABYLON || (BABYLON = {}));
  11367. //# sourceMappingURL=babylon.observable.js.map
  11368. var BABYLON;
  11369. (function (BABYLON) {
  11370. /**
  11371. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11372. */
  11373. var SmartArray = /** @class */ (function () {
  11374. /**
  11375. * Instantiates a Smart Array.
  11376. * @param capacity defines the default capacity of the array.
  11377. */
  11378. function SmartArray(capacity) {
  11379. /**
  11380. * The active length of the array.
  11381. */
  11382. this.length = 0;
  11383. this.data = new Array(capacity);
  11384. this._id = SmartArray._GlobalId++;
  11385. }
  11386. /**
  11387. * Pushes a value at the end of the active data.
  11388. * @param value defines the object to push in the array.
  11389. */
  11390. SmartArray.prototype.push = function (value) {
  11391. this.data[this.length++] = value;
  11392. if (this.length > this.data.length) {
  11393. this.data.length *= 2;
  11394. }
  11395. };
  11396. /**
  11397. * Iterates over the active data and apply the lambda to them.
  11398. * @param func defines the action to apply on each value.
  11399. */
  11400. SmartArray.prototype.forEach = function (func) {
  11401. for (var index = 0; index < this.length; index++) {
  11402. func(this.data[index]);
  11403. }
  11404. };
  11405. /**
  11406. * Sorts the full sets of data.
  11407. * @param compareFn defines the comparison function to apply.
  11408. */
  11409. SmartArray.prototype.sort = function (compareFn) {
  11410. this.data.sort(compareFn);
  11411. };
  11412. /**
  11413. * Resets the active data to an empty array.
  11414. */
  11415. SmartArray.prototype.reset = function () {
  11416. this.length = 0;
  11417. };
  11418. /**
  11419. * Releases all the data from the array as well as the array.
  11420. */
  11421. SmartArray.prototype.dispose = function () {
  11422. this.reset();
  11423. if (this.data) {
  11424. this.data.length = 0;
  11425. this.data = [];
  11426. }
  11427. };
  11428. /**
  11429. * Concats the active data with a given array.
  11430. * @param array defines the data to concatenate with.
  11431. */
  11432. SmartArray.prototype.concat = function (array) {
  11433. if (array.length === 0) {
  11434. return;
  11435. }
  11436. if (this.length + array.length > this.data.length) {
  11437. this.data.length = (this.length + array.length) * 2;
  11438. }
  11439. for (var index = 0; index < array.length; index++) {
  11440. this.data[this.length++] = (array.data || array)[index];
  11441. }
  11442. };
  11443. /**
  11444. * Returns the position of a value in the active data.
  11445. * @param value defines the value to find the index for
  11446. * @returns the index if found in the active data otherwise -1
  11447. */
  11448. SmartArray.prototype.indexOf = function (value) {
  11449. var position = this.data.indexOf(value);
  11450. if (position >= this.length) {
  11451. return -1;
  11452. }
  11453. return position;
  11454. };
  11455. /**
  11456. * Returns whether an element is part of the active data.
  11457. * @param value defines the value to look for
  11458. * @returns true if found in the active data otherwise false
  11459. */
  11460. SmartArray.prototype.contains = function (value) {
  11461. return this.indexOf(value) !== -1;
  11462. };
  11463. // Statics
  11464. SmartArray._GlobalId = 0;
  11465. return SmartArray;
  11466. }());
  11467. BABYLON.SmartArray = SmartArray;
  11468. /**
  11469. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11470. * The data in this array can only be present once
  11471. */
  11472. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11473. __extends(SmartArrayNoDuplicate, _super);
  11474. function SmartArrayNoDuplicate() {
  11475. var _this = _super !== null && _super.apply(this, arguments) || this;
  11476. _this._duplicateId = 0;
  11477. return _this;
  11478. }
  11479. /**
  11480. * Pushes a value at the end of the active data.
  11481. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11482. * @param value defines the object to push in the array.
  11483. */
  11484. SmartArrayNoDuplicate.prototype.push = function (value) {
  11485. _super.prototype.push.call(this, value);
  11486. if (!value.__smartArrayFlags) {
  11487. value.__smartArrayFlags = {};
  11488. }
  11489. value.__smartArrayFlags[this._id] = this._duplicateId;
  11490. };
  11491. /**
  11492. * Pushes a value at the end of the active data.
  11493. * If the data is already present, it won t be added again
  11494. * @param value defines the object to push in the array.
  11495. * @returns true if added false if it was already present
  11496. */
  11497. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11498. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11499. return false;
  11500. }
  11501. this.push(value);
  11502. return true;
  11503. };
  11504. /**
  11505. * Resets the active data to an empty array.
  11506. */
  11507. SmartArrayNoDuplicate.prototype.reset = function () {
  11508. _super.prototype.reset.call(this);
  11509. this._duplicateId++;
  11510. };
  11511. /**
  11512. * Concats the active data with a given array.
  11513. * This ensures no dupplicate will be present in the result.
  11514. * @param array defines the data to concatenate with.
  11515. */
  11516. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11517. if (array.length === 0) {
  11518. return;
  11519. }
  11520. if (this.length + array.length > this.data.length) {
  11521. this.data.length = (this.length + array.length) * 2;
  11522. }
  11523. for (var index = 0; index < array.length; index++) {
  11524. var item = (array.data || array)[index];
  11525. this.pushNoDuplicate(item);
  11526. }
  11527. };
  11528. return SmartArrayNoDuplicate;
  11529. }(SmartArray));
  11530. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11531. })(BABYLON || (BABYLON = {}));
  11532. //# sourceMappingURL=babylon.smartArray.js.map
  11533. var BABYLON;
  11534. (function (BABYLON) {
  11535. var PromiseStates;
  11536. (function (PromiseStates) {
  11537. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11538. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11539. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11540. })(PromiseStates || (PromiseStates = {}));
  11541. var FulFillmentAgregator = /** @class */ (function () {
  11542. function FulFillmentAgregator() {
  11543. this.count = 0;
  11544. this.target = 0;
  11545. this.results = [];
  11546. }
  11547. return FulFillmentAgregator;
  11548. }());
  11549. var InternalPromise = /** @class */ (function () {
  11550. function InternalPromise(resolver) {
  11551. var _this = this;
  11552. this._state = PromiseStates.Pending;
  11553. this._children = new Array();
  11554. this._rejectWasConsumed = false;
  11555. if (!resolver) {
  11556. return;
  11557. }
  11558. try {
  11559. resolver(function (value) {
  11560. _this._resolve(value);
  11561. }, function (reason) {
  11562. _this._reject(reason);
  11563. });
  11564. }
  11565. catch (e) {
  11566. this._reject(e);
  11567. }
  11568. }
  11569. Object.defineProperty(InternalPromise.prototype, "_result", {
  11570. get: function () {
  11571. return this._resultValue;
  11572. },
  11573. set: function (value) {
  11574. this._resultValue = value;
  11575. if (this._parent && this._parent._result === undefined) {
  11576. this._parent._result = value;
  11577. }
  11578. },
  11579. enumerable: true,
  11580. configurable: true
  11581. });
  11582. InternalPromise.prototype.catch = function (onRejected) {
  11583. return this.then(undefined, onRejected);
  11584. };
  11585. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11586. var _this = this;
  11587. var newPromise = new InternalPromise();
  11588. newPromise._onFulfilled = onFulfilled;
  11589. newPromise._onRejected = onRejected;
  11590. // Composition
  11591. this._children.push(newPromise);
  11592. newPromise._parent = this;
  11593. if (this._state !== PromiseStates.Pending) {
  11594. BABYLON.Tools.SetImmediate(function () {
  11595. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11596. var returnedValue = newPromise._resolve(_this._result);
  11597. if (returnedValue !== undefined && returnedValue !== null) {
  11598. if (returnedValue._state !== undefined) {
  11599. var returnedPromise = returnedValue;
  11600. newPromise._children.push(returnedPromise);
  11601. returnedPromise._parent = newPromise;
  11602. newPromise = returnedPromise;
  11603. }
  11604. else {
  11605. newPromise._result = returnedValue;
  11606. }
  11607. }
  11608. }
  11609. else {
  11610. newPromise._reject(_this._reason);
  11611. }
  11612. });
  11613. }
  11614. return newPromise;
  11615. };
  11616. InternalPromise.prototype._moveChildren = function (children) {
  11617. var _this = this;
  11618. var _a;
  11619. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11620. this._children.forEach(function (child) {
  11621. child._parent = _this;
  11622. });
  11623. if (this._state === PromiseStates.Fulfilled) {
  11624. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11625. var child = _b[_i];
  11626. child._resolve(this._result);
  11627. }
  11628. }
  11629. else if (this._state === PromiseStates.Rejected) {
  11630. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11631. var child = _d[_c];
  11632. child._reject(this._reason);
  11633. }
  11634. }
  11635. };
  11636. InternalPromise.prototype._resolve = function (value) {
  11637. try {
  11638. this._state = PromiseStates.Fulfilled;
  11639. var returnedValue = null;
  11640. if (this._onFulfilled) {
  11641. returnedValue = this._onFulfilled(value);
  11642. }
  11643. if (returnedValue !== undefined && returnedValue !== null) {
  11644. if (returnedValue._state !== undefined) {
  11645. // Transmit children
  11646. var returnedPromise = returnedValue;
  11647. returnedPromise._parent = this;
  11648. returnedPromise._moveChildren(this._children);
  11649. value = returnedPromise._result;
  11650. }
  11651. else {
  11652. value = returnedValue;
  11653. }
  11654. }
  11655. this._result = value;
  11656. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11657. var child = _a[_i];
  11658. child._resolve(value);
  11659. }
  11660. this._children.length = 0;
  11661. delete this._onFulfilled;
  11662. delete this._onRejected;
  11663. }
  11664. catch (e) {
  11665. this._reject(e, true);
  11666. }
  11667. };
  11668. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11669. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11670. this._state = PromiseStates.Rejected;
  11671. this._reason = reason;
  11672. if (this._onRejected && !onLocalThrow) {
  11673. try {
  11674. this._onRejected(reason);
  11675. this._rejectWasConsumed = true;
  11676. }
  11677. catch (e) {
  11678. reason = e;
  11679. }
  11680. }
  11681. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11682. var child = _a[_i];
  11683. if (this._rejectWasConsumed) {
  11684. child._resolve(null);
  11685. }
  11686. else {
  11687. child._reject(reason);
  11688. }
  11689. }
  11690. this._children.length = 0;
  11691. delete this._onFulfilled;
  11692. delete this._onRejected;
  11693. };
  11694. InternalPromise.resolve = function (value) {
  11695. var newPromise = new InternalPromise();
  11696. newPromise._resolve(value);
  11697. return newPromise;
  11698. };
  11699. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11700. promise.then(function (value) {
  11701. agregator.results[index] = value;
  11702. agregator.count++;
  11703. if (agregator.count === agregator.target) {
  11704. agregator.rootPromise._resolve(agregator.results);
  11705. }
  11706. return null;
  11707. }, function (reason) {
  11708. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11709. agregator.rootPromise._reject(reason);
  11710. }
  11711. });
  11712. };
  11713. InternalPromise.all = function (promises) {
  11714. var newPromise = new InternalPromise();
  11715. var agregator = new FulFillmentAgregator();
  11716. agregator.target = promises.length;
  11717. agregator.rootPromise = newPromise;
  11718. if (promises.length) {
  11719. for (var index = 0; index < promises.length; index++) {
  11720. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11721. }
  11722. }
  11723. else {
  11724. newPromise._resolve([]);
  11725. }
  11726. return newPromise;
  11727. };
  11728. InternalPromise.race = function (promises) {
  11729. var newPromise = new InternalPromise();
  11730. if (promises.length) {
  11731. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11732. var promise = promises_1[_i];
  11733. promise.then(function (value) {
  11734. if (newPromise) {
  11735. newPromise._resolve(value);
  11736. newPromise = null;
  11737. }
  11738. return null;
  11739. }, function (reason) {
  11740. if (newPromise) {
  11741. newPromise._reject(reason);
  11742. newPromise = null;
  11743. }
  11744. });
  11745. }
  11746. }
  11747. return newPromise;
  11748. };
  11749. return InternalPromise;
  11750. }());
  11751. /**
  11752. * Helper class that provides a small promise polyfill
  11753. */
  11754. var PromisePolyfill = /** @class */ (function () {
  11755. function PromisePolyfill() {
  11756. }
  11757. /**
  11758. * Static function used to check if the polyfill is required
  11759. * If this is the case then the function will inject the polyfill to window.Promise
  11760. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11761. */
  11762. PromisePolyfill.Apply = function (force) {
  11763. if (force === void 0) { force = false; }
  11764. if (force || typeof Promise === 'undefined') {
  11765. var root = window;
  11766. root.Promise = InternalPromise;
  11767. }
  11768. };
  11769. return PromisePolyfill;
  11770. }());
  11771. BABYLON.PromisePolyfill = PromisePolyfill;
  11772. })(BABYLON || (BABYLON = {}));
  11773. //# sourceMappingURL=babylon.promise.js.map
  11774. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11775. var BABYLON;
  11776. (function (BABYLON) {
  11777. /**
  11778. * Helper class to push actions to a pool of workers.
  11779. */
  11780. var WorkerPool = /** @class */ (function () {
  11781. /**
  11782. * Constructor
  11783. * @param workers Array of workers to use for actions
  11784. */
  11785. function WorkerPool(workers) {
  11786. this._pendingActions = new Array();
  11787. this._workerInfos = workers.map(function (worker) { return ({
  11788. worker: worker,
  11789. active: false
  11790. }); });
  11791. }
  11792. /**
  11793. * Terminates all workers and clears any pending actions.
  11794. */
  11795. WorkerPool.prototype.dispose = function () {
  11796. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11797. var workerInfo = _a[_i];
  11798. workerInfo.worker.terminate();
  11799. }
  11800. delete this._workerInfos;
  11801. delete this._pendingActions;
  11802. };
  11803. /**
  11804. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11805. * pended until a worker has completed its action.
  11806. * @param action The action to perform. Call onComplete when the action is complete.
  11807. */
  11808. WorkerPool.prototype.push = function (action) {
  11809. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11810. var workerInfo = _a[_i];
  11811. if (!workerInfo.active) {
  11812. this._execute(workerInfo, action);
  11813. return;
  11814. }
  11815. }
  11816. this._pendingActions.push(action);
  11817. };
  11818. WorkerPool.prototype._execute = function (workerInfo, action) {
  11819. var _this = this;
  11820. workerInfo.active = true;
  11821. action(workerInfo.worker, function () {
  11822. workerInfo.active = false;
  11823. var nextAction = _this._pendingActions.shift();
  11824. if (nextAction) {
  11825. _this._execute(workerInfo, nextAction);
  11826. }
  11827. });
  11828. };
  11829. return WorkerPool;
  11830. }());
  11831. BABYLON.WorkerPool = WorkerPool;
  11832. })(BABYLON || (BABYLON = {}));
  11833. //# sourceMappingURL=babylon.workerPool.js.map
  11834. var BABYLON;
  11835. (function (BABYLON) {
  11836. /**
  11837. * @hidden
  11838. **/
  11839. var _AlphaState = /** @class */ (function () {
  11840. /**
  11841. * Initializes the state.
  11842. */
  11843. function _AlphaState() {
  11844. this._isAlphaBlendDirty = false;
  11845. this._isBlendFunctionParametersDirty = false;
  11846. this._isBlendEquationParametersDirty = false;
  11847. this._isBlendConstantsDirty = false;
  11848. this._alphaBlend = false;
  11849. this._blendFunctionParameters = new Array(4);
  11850. this._blendEquationParameters = new Array(2);
  11851. this._blendConstants = new Array(4);
  11852. this.reset();
  11853. }
  11854. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11855. get: function () {
  11856. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11857. },
  11858. enumerable: true,
  11859. configurable: true
  11860. });
  11861. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11862. get: function () {
  11863. return this._alphaBlend;
  11864. },
  11865. set: function (value) {
  11866. if (this._alphaBlend === value) {
  11867. return;
  11868. }
  11869. this._alphaBlend = value;
  11870. this._isAlphaBlendDirty = true;
  11871. },
  11872. enumerable: true,
  11873. configurable: true
  11874. });
  11875. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11876. if (this._blendConstants[0] === r &&
  11877. this._blendConstants[1] === g &&
  11878. this._blendConstants[2] === b &&
  11879. this._blendConstants[3] === a) {
  11880. return;
  11881. }
  11882. this._blendConstants[0] = r;
  11883. this._blendConstants[1] = g;
  11884. this._blendConstants[2] = b;
  11885. this._blendConstants[3] = a;
  11886. this._isBlendConstantsDirty = true;
  11887. };
  11888. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11889. if (this._blendFunctionParameters[0] === value0 &&
  11890. this._blendFunctionParameters[1] === value1 &&
  11891. this._blendFunctionParameters[2] === value2 &&
  11892. this._blendFunctionParameters[3] === value3) {
  11893. return;
  11894. }
  11895. this._blendFunctionParameters[0] = value0;
  11896. this._blendFunctionParameters[1] = value1;
  11897. this._blendFunctionParameters[2] = value2;
  11898. this._blendFunctionParameters[3] = value3;
  11899. this._isBlendFunctionParametersDirty = true;
  11900. };
  11901. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11902. if (this._blendEquationParameters[0] === rgb &&
  11903. this._blendEquationParameters[1] === alpha) {
  11904. return;
  11905. }
  11906. this._blendEquationParameters[0] = rgb;
  11907. this._blendEquationParameters[1] = alpha;
  11908. this._isBlendEquationParametersDirty = true;
  11909. };
  11910. _AlphaState.prototype.reset = function () {
  11911. this._alphaBlend = false;
  11912. this._blendFunctionParameters[0] = null;
  11913. this._blendFunctionParameters[1] = null;
  11914. this._blendFunctionParameters[2] = null;
  11915. this._blendFunctionParameters[3] = null;
  11916. this._blendEquationParameters[0] = null;
  11917. this._blendEquationParameters[1] = null;
  11918. this._blendConstants[0] = null;
  11919. this._blendConstants[1] = null;
  11920. this._blendConstants[2] = null;
  11921. this._blendConstants[3] = null;
  11922. this._isAlphaBlendDirty = true;
  11923. this._isBlendFunctionParametersDirty = false;
  11924. this._isBlendEquationParametersDirty = false;
  11925. this._isBlendConstantsDirty = false;
  11926. };
  11927. _AlphaState.prototype.apply = function (gl) {
  11928. if (!this.isDirty) {
  11929. return;
  11930. }
  11931. // Alpha blend
  11932. if (this._isAlphaBlendDirty) {
  11933. if (this._alphaBlend) {
  11934. gl.enable(gl.BLEND);
  11935. }
  11936. else {
  11937. gl.disable(gl.BLEND);
  11938. }
  11939. this._isAlphaBlendDirty = false;
  11940. }
  11941. // Alpha function
  11942. if (this._isBlendFunctionParametersDirty) {
  11943. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11944. this._isBlendFunctionParametersDirty = false;
  11945. }
  11946. // Alpha equation
  11947. if (this._isBlendEquationParametersDirty) {
  11948. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11949. this._isBlendEquationParametersDirty = false;
  11950. }
  11951. // Constants
  11952. if (this._isBlendConstantsDirty) {
  11953. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11954. this._isBlendConstantsDirty = false;
  11955. }
  11956. };
  11957. return _AlphaState;
  11958. }());
  11959. BABYLON._AlphaState = _AlphaState;
  11960. })(BABYLON || (BABYLON = {}));
  11961. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11962. var BABYLON;
  11963. (function (BABYLON) {
  11964. /**
  11965. * @hidden
  11966. **/
  11967. var _DepthCullingState = /** @class */ (function () {
  11968. /**
  11969. * Initializes the state.
  11970. */
  11971. function _DepthCullingState() {
  11972. this._isDepthTestDirty = false;
  11973. this._isDepthMaskDirty = false;
  11974. this._isDepthFuncDirty = false;
  11975. this._isCullFaceDirty = false;
  11976. this._isCullDirty = false;
  11977. this._isZOffsetDirty = false;
  11978. this._isFrontFaceDirty = false;
  11979. this.reset();
  11980. }
  11981. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11982. get: function () {
  11983. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11984. },
  11985. enumerable: true,
  11986. configurable: true
  11987. });
  11988. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11989. get: function () {
  11990. return this._zOffset;
  11991. },
  11992. set: function (value) {
  11993. if (this._zOffset === value) {
  11994. return;
  11995. }
  11996. this._zOffset = value;
  11997. this._isZOffsetDirty = true;
  11998. },
  11999. enumerable: true,
  12000. configurable: true
  12001. });
  12002. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  12003. get: function () {
  12004. return this._cullFace;
  12005. },
  12006. set: function (value) {
  12007. if (this._cullFace === value) {
  12008. return;
  12009. }
  12010. this._cullFace = value;
  12011. this._isCullFaceDirty = true;
  12012. },
  12013. enumerable: true,
  12014. configurable: true
  12015. });
  12016. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  12017. get: function () {
  12018. return this._cull;
  12019. },
  12020. set: function (value) {
  12021. if (this._cull === value) {
  12022. return;
  12023. }
  12024. this._cull = value;
  12025. this._isCullDirty = true;
  12026. },
  12027. enumerable: true,
  12028. configurable: true
  12029. });
  12030. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  12031. get: function () {
  12032. return this._depthFunc;
  12033. },
  12034. set: function (value) {
  12035. if (this._depthFunc === value) {
  12036. return;
  12037. }
  12038. this._depthFunc = value;
  12039. this._isDepthFuncDirty = true;
  12040. },
  12041. enumerable: true,
  12042. configurable: true
  12043. });
  12044. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  12045. get: function () {
  12046. return this._depthMask;
  12047. },
  12048. set: function (value) {
  12049. if (this._depthMask === value) {
  12050. return;
  12051. }
  12052. this._depthMask = value;
  12053. this._isDepthMaskDirty = true;
  12054. },
  12055. enumerable: true,
  12056. configurable: true
  12057. });
  12058. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12059. get: function () {
  12060. return this._depthTest;
  12061. },
  12062. set: function (value) {
  12063. if (this._depthTest === value) {
  12064. return;
  12065. }
  12066. this._depthTest = value;
  12067. this._isDepthTestDirty = true;
  12068. },
  12069. enumerable: true,
  12070. configurable: true
  12071. });
  12072. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12073. get: function () {
  12074. return this._frontFace;
  12075. },
  12076. set: function (value) {
  12077. if (this._frontFace === value) {
  12078. return;
  12079. }
  12080. this._frontFace = value;
  12081. this._isFrontFaceDirty = true;
  12082. },
  12083. enumerable: true,
  12084. configurable: true
  12085. });
  12086. _DepthCullingState.prototype.reset = function () {
  12087. this._depthMask = true;
  12088. this._depthTest = true;
  12089. this._depthFunc = null;
  12090. this._cullFace = null;
  12091. this._cull = null;
  12092. this._zOffset = 0;
  12093. this._frontFace = null;
  12094. this._isDepthTestDirty = true;
  12095. this._isDepthMaskDirty = true;
  12096. this._isDepthFuncDirty = false;
  12097. this._isCullFaceDirty = false;
  12098. this._isCullDirty = false;
  12099. this._isZOffsetDirty = false;
  12100. this._isFrontFaceDirty = false;
  12101. };
  12102. _DepthCullingState.prototype.apply = function (gl) {
  12103. if (!this.isDirty) {
  12104. return;
  12105. }
  12106. // Cull
  12107. if (this._isCullDirty) {
  12108. if (this.cull) {
  12109. gl.enable(gl.CULL_FACE);
  12110. }
  12111. else {
  12112. gl.disable(gl.CULL_FACE);
  12113. }
  12114. this._isCullDirty = false;
  12115. }
  12116. // Cull face
  12117. if (this._isCullFaceDirty) {
  12118. gl.cullFace(this.cullFace);
  12119. this._isCullFaceDirty = false;
  12120. }
  12121. // Depth mask
  12122. if (this._isDepthMaskDirty) {
  12123. gl.depthMask(this.depthMask);
  12124. this._isDepthMaskDirty = false;
  12125. }
  12126. // Depth test
  12127. if (this._isDepthTestDirty) {
  12128. if (this.depthTest) {
  12129. gl.enable(gl.DEPTH_TEST);
  12130. }
  12131. else {
  12132. gl.disable(gl.DEPTH_TEST);
  12133. }
  12134. this._isDepthTestDirty = false;
  12135. }
  12136. // Depth func
  12137. if (this._isDepthFuncDirty) {
  12138. gl.depthFunc(this.depthFunc);
  12139. this._isDepthFuncDirty = false;
  12140. }
  12141. // zOffset
  12142. if (this._isZOffsetDirty) {
  12143. if (this.zOffset) {
  12144. gl.enable(gl.POLYGON_OFFSET_FILL);
  12145. gl.polygonOffset(this.zOffset, 0);
  12146. }
  12147. else {
  12148. gl.disable(gl.POLYGON_OFFSET_FILL);
  12149. }
  12150. this._isZOffsetDirty = false;
  12151. }
  12152. // Front face
  12153. if (this._isFrontFaceDirty) {
  12154. gl.frontFace(this.frontFace);
  12155. this._isFrontFaceDirty = false;
  12156. }
  12157. };
  12158. return _DepthCullingState;
  12159. }());
  12160. BABYLON._DepthCullingState = _DepthCullingState;
  12161. })(BABYLON || (BABYLON = {}));
  12162. //# sourceMappingURL=babylon.depthCullingState.js.map
  12163. var BABYLON;
  12164. (function (BABYLON) {
  12165. /**
  12166. * @hidden
  12167. **/
  12168. var _StencilState = /** @class */ (function () {
  12169. function _StencilState() {
  12170. this._isStencilTestDirty = false;
  12171. this._isStencilMaskDirty = false;
  12172. this._isStencilFuncDirty = false;
  12173. this._isStencilOpDirty = false;
  12174. this.reset();
  12175. }
  12176. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12177. get: function () {
  12178. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12179. },
  12180. enumerable: true,
  12181. configurable: true
  12182. });
  12183. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12184. get: function () {
  12185. return this._stencilFunc;
  12186. },
  12187. set: function (value) {
  12188. if (this._stencilFunc === value) {
  12189. return;
  12190. }
  12191. this._stencilFunc = value;
  12192. this._isStencilFuncDirty = true;
  12193. },
  12194. enumerable: true,
  12195. configurable: true
  12196. });
  12197. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12198. get: function () {
  12199. return this._stencilFuncRef;
  12200. },
  12201. set: function (value) {
  12202. if (this._stencilFuncRef === value) {
  12203. return;
  12204. }
  12205. this._stencilFuncRef = value;
  12206. this._isStencilFuncDirty = true;
  12207. },
  12208. enumerable: true,
  12209. configurable: true
  12210. });
  12211. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12212. get: function () {
  12213. return this._stencilFuncMask;
  12214. },
  12215. set: function (value) {
  12216. if (this._stencilFuncMask === value) {
  12217. return;
  12218. }
  12219. this._stencilFuncMask = value;
  12220. this._isStencilFuncDirty = true;
  12221. },
  12222. enumerable: true,
  12223. configurable: true
  12224. });
  12225. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12226. get: function () {
  12227. return this._stencilOpStencilFail;
  12228. },
  12229. set: function (value) {
  12230. if (this._stencilOpStencilFail === value) {
  12231. return;
  12232. }
  12233. this._stencilOpStencilFail = value;
  12234. this._isStencilOpDirty = true;
  12235. },
  12236. enumerable: true,
  12237. configurable: true
  12238. });
  12239. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12240. get: function () {
  12241. return this._stencilOpDepthFail;
  12242. },
  12243. set: function (value) {
  12244. if (this._stencilOpDepthFail === value) {
  12245. return;
  12246. }
  12247. this._stencilOpDepthFail = value;
  12248. this._isStencilOpDirty = true;
  12249. },
  12250. enumerable: true,
  12251. configurable: true
  12252. });
  12253. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12254. get: function () {
  12255. return this._stencilOpStencilDepthPass;
  12256. },
  12257. set: function (value) {
  12258. if (this._stencilOpStencilDepthPass === value) {
  12259. return;
  12260. }
  12261. this._stencilOpStencilDepthPass = value;
  12262. this._isStencilOpDirty = true;
  12263. },
  12264. enumerable: true,
  12265. configurable: true
  12266. });
  12267. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12268. get: function () {
  12269. return this._stencilMask;
  12270. },
  12271. set: function (value) {
  12272. if (this._stencilMask === value) {
  12273. return;
  12274. }
  12275. this._stencilMask = value;
  12276. this._isStencilMaskDirty = true;
  12277. },
  12278. enumerable: true,
  12279. configurable: true
  12280. });
  12281. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12282. get: function () {
  12283. return this._stencilTest;
  12284. },
  12285. set: function (value) {
  12286. if (this._stencilTest === value) {
  12287. return;
  12288. }
  12289. this._stencilTest = value;
  12290. this._isStencilTestDirty = true;
  12291. },
  12292. enumerable: true,
  12293. configurable: true
  12294. });
  12295. _StencilState.prototype.reset = function () {
  12296. this._stencilTest = false;
  12297. this._stencilMask = 0xFF;
  12298. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12299. this._stencilFuncRef = 1;
  12300. this._stencilFuncMask = 0xFF;
  12301. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12302. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12303. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12304. this._isStencilTestDirty = true;
  12305. this._isStencilMaskDirty = true;
  12306. this._isStencilFuncDirty = true;
  12307. this._isStencilOpDirty = true;
  12308. };
  12309. _StencilState.prototype.apply = function (gl) {
  12310. if (!this.isDirty) {
  12311. return;
  12312. }
  12313. // Stencil test
  12314. if (this._isStencilTestDirty) {
  12315. if (this.stencilTest) {
  12316. gl.enable(gl.STENCIL_TEST);
  12317. }
  12318. else {
  12319. gl.disable(gl.STENCIL_TEST);
  12320. }
  12321. this._isStencilTestDirty = false;
  12322. }
  12323. // Stencil mask
  12324. if (this._isStencilMaskDirty) {
  12325. gl.stencilMask(this.stencilMask);
  12326. this._isStencilMaskDirty = false;
  12327. }
  12328. // Stencil func
  12329. if (this._isStencilFuncDirty) {
  12330. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12331. this._isStencilFuncDirty = false;
  12332. }
  12333. // Stencil op
  12334. if (this._isStencilOpDirty) {
  12335. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12336. this._isStencilOpDirty = false;
  12337. }
  12338. };
  12339. return _StencilState;
  12340. }());
  12341. BABYLON._StencilState = _StencilState;
  12342. })(BABYLON || (BABYLON = {}));
  12343. //# sourceMappingURL=babylon.stencilState.js.map
  12344. var __assign = (this && this.__assign) || function () {
  12345. __assign = Object.assign || function(t) {
  12346. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12347. s = arguments[i];
  12348. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12349. t[p] = s[p];
  12350. }
  12351. return t;
  12352. };
  12353. return __assign.apply(this, arguments);
  12354. };
  12355. var BABYLON;
  12356. (function (BABYLON) {
  12357. /**
  12358. * Keeps track of all the buffer info used in engine.
  12359. */
  12360. var BufferPointer = /** @class */ (function () {
  12361. function BufferPointer() {
  12362. }
  12363. return BufferPointer;
  12364. }());
  12365. /**
  12366. * Interface for attribute information associated with buffer instanciation
  12367. */
  12368. var InstancingAttributeInfo = /** @class */ (function () {
  12369. function InstancingAttributeInfo() {
  12370. }
  12371. return InstancingAttributeInfo;
  12372. }());
  12373. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12374. /**
  12375. * Define options used to create a render target texture
  12376. */
  12377. var RenderTargetCreationOptions = /** @class */ (function () {
  12378. function RenderTargetCreationOptions() {
  12379. }
  12380. return RenderTargetCreationOptions;
  12381. }());
  12382. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12383. /**
  12384. * Define options used to create a depth texture
  12385. */
  12386. var DepthTextureCreationOptions = /** @class */ (function () {
  12387. function DepthTextureCreationOptions() {
  12388. }
  12389. return DepthTextureCreationOptions;
  12390. }());
  12391. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12392. /**
  12393. * Class used to describe the capabilities of the engine relatively to the current browser
  12394. */
  12395. var EngineCapabilities = /** @class */ (function () {
  12396. function EngineCapabilities() {
  12397. }
  12398. return EngineCapabilities;
  12399. }());
  12400. BABYLON.EngineCapabilities = EngineCapabilities;
  12401. /**
  12402. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12403. */
  12404. var Engine = /** @class */ (function () {
  12405. /**
  12406. * Creates a new engine
  12407. * @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
  12408. * @param antialias defines enable antialiasing (default: false)
  12409. * @param options defines further options to be sent to the getContext() function
  12410. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12411. */
  12412. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12413. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12414. var _this = this;
  12415. // Public members
  12416. /**
  12417. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12418. */
  12419. this.forcePOTTextures = false;
  12420. /**
  12421. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12422. */
  12423. this.isFullscreen = false;
  12424. /**
  12425. * Gets a boolean indicating if the pointer is currently locked
  12426. */
  12427. this.isPointerLock = false;
  12428. /**
  12429. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12430. */
  12431. this.cullBackFaces = true;
  12432. /**
  12433. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12434. */
  12435. this.renderEvenInBackground = true;
  12436. /**
  12437. * Gets or sets a boolean indicating that cache can be kept between frames
  12438. */
  12439. this.preventCacheWipeBetweenFrames = false;
  12440. /**
  12441. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12442. **/
  12443. this.enableOfflineSupport = false;
  12444. /**
  12445. * 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)
  12446. **/
  12447. this.disableManifestCheck = false;
  12448. /**
  12449. * Gets the list of created scenes
  12450. */
  12451. this.scenes = new Array();
  12452. /**
  12453. * Event raised when a new scene is created
  12454. */
  12455. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12456. /**
  12457. * Gets the list of created postprocesses
  12458. */
  12459. this.postProcesses = new Array();
  12460. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12461. this.validateShaderPrograms = false;
  12462. // Observables
  12463. /**
  12464. * Observable event triggered each time the rendering canvas is resized
  12465. */
  12466. this.onResizeObservable = new BABYLON.Observable();
  12467. /**
  12468. * Observable event triggered each time the canvas loses focus
  12469. */
  12470. this.onCanvasBlurObservable = new BABYLON.Observable();
  12471. /**
  12472. * Observable event triggered each time the canvas gains focus
  12473. */
  12474. this.onCanvasFocusObservable = new BABYLON.Observable();
  12475. /**
  12476. * Observable event triggered each time the canvas receives pointerout event
  12477. */
  12478. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12479. /**
  12480. * Observable event triggered before each texture is initialized
  12481. */
  12482. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12483. //WebVR
  12484. this._vrDisplay = undefined;
  12485. this._vrSupported = false;
  12486. this._vrExclusivePointerMode = false;
  12487. // Uniform buffers list
  12488. /**
  12489. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12490. */
  12491. this.disableUniformBuffers = false;
  12492. /** @hidden */
  12493. this._uniformBuffers = new Array();
  12494. // Observables
  12495. /**
  12496. * Observable raised when the engine begins a new frame
  12497. */
  12498. this.onBeginFrameObservable = new BABYLON.Observable();
  12499. /**
  12500. * If set, will be used to request the next animation frame for the render loop
  12501. */
  12502. this.customAnimationFrameRequester = null;
  12503. /**
  12504. * Observable raised when the engine ends the current frame
  12505. */
  12506. this.onEndFrameObservable = new BABYLON.Observable();
  12507. /**
  12508. * Observable raised when the engine is about to compile a shader
  12509. */
  12510. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12511. /**
  12512. * Observable raised when the engine has jsut compiled a shader
  12513. */
  12514. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12515. this._windowIsBackground = false;
  12516. this._webGLVersion = 1.0;
  12517. /** @hidden */
  12518. this._badOS = false;
  12519. /** @hidden */
  12520. this._badDesktopOS = false;
  12521. /**
  12522. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12523. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12524. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12525. */
  12526. this.disableTextureBindingOptimization = false;
  12527. /**
  12528. * Observable signaled when VR display mode changes
  12529. */
  12530. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12531. /**
  12532. * Observable signaled when VR request present is complete
  12533. */
  12534. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12535. /**
  12536. * Observable signaled when VR request present starts
  12537. */
  12538. this.onVRRequestPresentStart = new BABYLON.Observable();
  12539. this._colorWrite = true;
  12540. /** @hidden */
  12541. this._drawCalls = new BABYLON.PerfCounter();
  12542. /** @hidden */
  12543. this._textureCollisions = new BABYLON.PerfCounter();
  12544. this._renderingQueueLaunched = false;
  12545. this._activeRenderLoops = new Array();
  12546. // Deterministic lockstepMaxSteps
  12547. this._deterministicLockstep = false;
  12548. this._lockstepMaxSteps = 4;
  12549. // Lost context
  12550. /**
  12551. * Observable signaled when a context lost event is raised
  12552. */
  12553. this.onContextLostObservable = new BABYLON.Observable();
  12554. /**
  12555. * Observable signaled when a context restored event is raised
  12556. */
  12557. this.onContextRestoredObservable = new BABYLON.Observable();
  12558. this._contextWasLost = false;
  12559. this._doNotHandleContextLost = false;
  12560. // FPS
  12561. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12562. this._fps = 60;
  12563. this._deltaTime = 0;
  12564. /**
  12565. * Turn this value on if you want to pause FPS computation when in background
  12566. */
  12567. this.disablePerformanceMonitorInBackground = false;
  12568. // States
  12569. /** @hidden */
  12570. this._depthCullingState = new BABYLON._DepthCullingState();
  12571. /** @hidden */
  12572. this._stencilState = new BABYLON._StencilState();
  12573. /** @hidden */
  12574. this._alphaState = new BABYLON._AlphaState();
  12575. /** @hidden */
  12576. this._alphaMode = Engine.ALPHA_DISABLE;
  12577. // Cache
  12578. this._internalTexturesCache = new Array();
  12579. /** @hidden */
  12580. this._activeChannel = 0;
  12581. this._currentTextureChannel = -1;
  12582. /** @hidden */
  12583. this._boundTexturesCache = {};
  12584. this._compiledEffects = {};
  12585. this._vertexAttribArraysEnabled = [];
  12586. this._uintIndicesCurrentlySet = false;
  12587. this._currentBoundBuffer = new Array();
  12588. /** @hidden */
  12589. this._currentFramebuffer = null;
  12590. this._currentBufferPointers = new Array();
  12591. this._currentInstanceLocations = new Array();
  12592. this._currentInstanceBuffers = new Array();
  12593. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12594. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12595. this._vaoRecordInProgress = false;
  12596. this._mustWipeVertexAttributes = false;
  12597. this._nextFreeTextureSlots = new Array();
  12598. this._maxSimultaneousTextures = 0;
  12599. this._activeRequests = new Array();
  12600. // Hardware supported Compressed Textures
  12601. this._texturesSupported = new Array();
  12602. /**
  12603. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12604. */
  12605. this.premultipliedAlpha = true;
  12606. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12607. this._onVRFullScreenTriggered = function () {
  12608. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12609. //get the old size before we change
  12610. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12611. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12612. //get the width and height, change the render size
  12613. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12614. _this.setHardwareScalingLevel(1);
  12615. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12616. }
  12617. else {
  12618. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12619. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12620. }
  12621. };
  12622. this._unpackFlipYCached = null;
  12623. /**
  12624. * In case you are sharing the context with other applications, it might
  12625. * be interested to not cache the unpack flip y state to ensure a consistent
  12626. * value would be set.
  12627. */
  12628. this.enableUnpackFlipYCached = true;
  12629. this._boundUniforms = {};
  12630. // Register promises
  12631. BABYLON.PromisePolyfill.Apply();
  12632. var canvas = null;
  12633. Engine.Instances.push(this);
  12634. if (!canvasOrContext) {
  12635. return;
  12636. }
  12637. options = options || {};
  12638. if (canvasOrContext.getContext) {
  12639. canvas = canvasOrContext;
  12640. this._renderingCanvas = canvas;
  12641. if (antialias != null) {
  12642. options.antialias = antialias;
  12643. }
  12644. if (options.deterministicLockstep === undefined) {
  12645. options.deterministicLockstep = false;
  12646. }
  12647. if (options.lockstepMaxSteps === undefined) {
  12648. options.lockstepMaxSteps = 4;
  12649. }
  12650. if (options.preserveDrawingBuffer === undefined) {
  12651. options.preserveDrawingBuffer = false;
  12652. }
  12653. if (options.audioEngine === undefined) {
  12654. options.audioEngine = true;
  12655. }
  12656. if (options.stencil === undefined) {
  12657. options.stencil = true;
  12658. }
  12659. if (options.premultipliedAlpha === false) {
  12660. this.premultipliedAlpha = false;
  12661. }
  12662. this._deterministicLockstep = options.deterministicLockstep;
  12663. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12664. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12665. // Exceptions
  12666. if (navigator && navigator.userAgent) {
  12667. var ua = navigator.userAgent;
  12668. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12669. var exception = _a[_i];
  12670. var key = exception.key;
  12671. var targets = exception.targets;
  12672. if (ua.indexOf(key) > -1) {
  12673. if (exception.capture && exception.captureConstraint) {
  12674. var capture = exception.capture;
  12675. var constraint = exception.captureConstraint;
  12676. var regex = new RegExp(capture);
  12677. var matches = regex.exec(ua);
  12678. if (matches && matches.length > 0) {
  12679. var capturedValue = parseInt(matches[matches.length - 1]);
  12680. if (capturedValue >= constraint) {
  12681. continue;
  12682. }
  12683. }
  12684. }
  12685. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12686. var target = targets_1[_b];
  12687. switch (target) {
  12688. case "uniformBuffer":
  12689. this.disableUniformBuffers = true;
  12690. break;
  12691. case "textureBindingOptimization":
  12692. this.disableTextureBindingOptimization = true;
  12693. break;
  12694. }
  12695. }
  12696. }
  12697. }
  12698. }
  12699. // GL
  12700. if (!options.disableWebGL2Support) {
  12701. try {
  12702. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12703. if (this._gl) {
  12704. this._webGLVersion = 2.0;
  12705. // Prevent weird browsers to lie :-)
  12706. if (!this._gl.deleteQuery) {
  12707. this._webGLVersion = 1.0;
  12708. }
  12709. }
  12710. }
  12711. catch (e) {
  12712. // Do nothing
  12713. }
  12714. }
  12715. if (!this._gl) {
  12716. if (!canvas) {
  12717. throw new Error("The provided canvas is null or undefined.");
  12718. }
  12719. try {
  12720. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12721. }
  12722. catch (e) {
  12723. throw new Error("WebGL not supported");
  12724. }
  12725. }
  12726. if (!this._gl) {
  12727. throw new Error("WebGL not supported");
  12728. }
  12729. this._onCanvasFocus = function () {
  12730. _this.onCanvasFocusObservable.notifyObservers(_this);
  12731. };
  12732. this._onCanvasBlur = function () {
  12733. _this.onCanvasBlurObservable.notifyObservers(_this);
  12734. };
  12735. canvas.addEventListener("focus", this._onCanvasFocus);
  12736. canvas.addEventListener("blur", this._onCanvasBlur);
  12737. this._onBlur = function () {
  12738. if (_this.disablePerformanceMonitorInBackground) {
  12739. _this._performanceMonitor.disable();
  12740. }
  12741. _this._windowIsBackground = true;
  12742. };
  12743. this._onFocus = function () {
  12744. if (_this.disablePerformanceMonitorInBackground) {
  12745. _this._performanceMonitor.enable();
  12746. }
  12747. _this._windowIsBackground = false;
  12748. };
  12749. this._onCanvasPointerOut = function (ev) {
  12750. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12751. };
  12752. if (BABYLON.Tools.IsWindowObjectExist()) {
  12753. window.addEventListener("blur", this._onBlur);
  12754. window.addEventListener("focus", this._onFocus);
  12755. }
  12756. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12757. // Context lost
  12758. if (!this._doNotHandleContextLost) {
  12759. this._onContextLost = function (evt) {
  12760. evt.preventDefault();
  12761. _this._contextWasLost = true;
  12762. BABYLON.Tools.Warn("WebGL context lost.");
  12763. _this.onContextLostObservable.notifyObservers(_this);
  12764. };
  12765. this._onContextRestored = function (evt) {
  12766. // Adding a timeout to avoid race condition at browser level
  12767. setTimeout(function () {
  12768. // Rebuild gl context
  12769. _this._initGLContext();
  12770. // Rebuild effects
  12771. _this._rebuildEffects();
  12772. // Rebuild textures
  12773. _this._rebuildInternalTextures();
  12774. // Rebuild buffers
  12775. _this._rebuildBuffers();
  12776. // Cache
  12777. _this.wipeCaches(true);
  12778. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12779. _this.onContextRestoredObservable.notifyObservers(_this);
  12780. _this._contextWasLost = false;
  12781. }, 0);
  12782. };
  12783. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12784. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12785. }
  12786. }
  12787. else {
  12788. this._gl = canvasOrContext;
  12789. this._renderingCanvas = this._gl.canvas;
  12790. if (this._gl.renderbufferStorageMultisample) {
  12791. this._webGLVersion = 2.0;
  12792. }
  12793. var attributes = this._gl.getContextAttributes();
  12794. if (attributes) {
  12795. options.stencil = attributes.stencil;
  12796. }
  12797. }
  12798. // Viewport
  12799. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12800. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12801. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12802. this.resize();
  12803. this._isStencilEnable = options.stencil ? true : false;
  12804. this._initGLContext();
  12805. if (canvas) {
  12806. // Fullscreen
  12807. this._onFullscreenChange = function () {
  12808. if (document.fullscreen !== undefined) {
  12809. _this.isFullscreen = document.fullscreen;
  12810. }
  12811. else if (document.mozFullScreen !== undefined) {
  12812. _this.isFullscreen = document.mozFullScreen;
  12813. }
  12814. else if (document.webkitIsFullScreen !== undefined) {
  12815. _this.isFullscreen = document.webkitIsFullScreen;
  12816. }
  12817. else if (document.msIsFullScreen !== undefined) {
  12818. _this.isFullscreen = document.msIsFullScreen;
  12819. }
  12820. // Pointer lock
  12821. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12822. canvas.requestPointerLock = canvas.requestPointerLock ||
  12823. canvas.msRequestPointerLock ||
  12824. canvas.mozRequestPointerLock ||
  12825. canvas.webkitRequestPointerLock;
  12826. if (canvas.requestPointerLock) {
  12827. canvas.requestPointerLock();
  12828. }
  12829. }
  12830. };
  12831. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12832. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12833. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12834. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12835. // Pointer lock
  12836. this._onPointerLockChange = function () {
  12837. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12838. document.webkitPointerLockElement === canvas ||
  12839. document.msPointerLockElement === canvas ||
  12840. document.pointerLockElement === canvas);
  12841. };
  12842. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12843. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12844. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12845. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12846. this._onVRDisplayPointerRestricted = function () {
  12847. if (canvas) {
  12848. canvas.requestPointerLock();
  12849. }
  12850. };
  12851. this._onVRDisplayPointerUnrestricted = function () {
  12852. document.exitPointerLock();
  12853. };
  12854. if (BABYLON.Tools.IsWindowObjectExist()) {
  12855. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12856. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12857. }
  12858. }
  12859. // Create Audio Engine if needed.
  12860. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12861. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12862. }
  12863. // Prepare buffer pointers
  12864. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12865. this._currentBufferPointers[i] = new BufferPointer();
  12866. }
  12867. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12868. // Load WebVR Devices
  12869. if (options.autoEnableWebVR) {
  12870. this.initWebVR();
  12871. }
  12872. // Detect if we are running on a faulty buggy OS.
  12873. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12874. // Detect if we are running on a faulty buggy desktop OS.
  12875. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12876. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12877. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12878. }
  12879. Object.defineProperty(Engine, "LastCreatedEngine", {
  12880. /**
  12881. * Gets the latest created engine
  12882. */
  12883. get: function () {
  12884. if (Engine.Instances.length === 0) {
  12885. return null;
  12886. }
  12887. return Engine.Instances[Engine.Instances.length - 1];
  12888. },
  12889. enumerable: true,
  12890. configurable: true
  12891. });
  12892. Object.defineProperty(Engine, "LastCreatedScene", {
  12893. /**
  12894. * Gets the latest created scene
  12895. */
  12896. get: function () {
  12897. var lastCreatedEngine = Engine.LastCreatedEngine;
  12898. if (!lastCreatedEngine) {
  12899. return null;
  12900. }
  12901. if (lastCreatedEngine.scenes.length === 0) {
  12902. return null;
  12903. }
  12904. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12905. },
  12906. enumerable: true,
  12907. configurable: true
  12908. });
  12909. /**
  12910. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12911. * @param flag defines which part of the materials must be marked as dirty
  12912. * @param predicate defines a predicate used to filter which materials should be affected
  12913. */
  12914. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12915. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12916. var engine = Engine.Instances[engineIndex];
  12917. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12918. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12919. }
  12920. }
  12921. };
  12922. Object.defineProperty(Engine, "Version", {
  12923. /**
  12924. * Returns the current version of the framework
  12925. */
  12926. get: function () {
  12927. return "4.0.0-alpha.10";
  12928. },
  12929. enumerable: true,
  12930. configurable: true
  12931. });
  12932. Object.defineProperty(Engine.prototype, "description", {
  12933. /**
  12934. * Returns a string describing the current engine
  12935. */
  12936. get: function () {
  12937. var description = "WebGL" + this.webGLVersion;
  12938. if (this._caps.parallelShaderCompile) {
  12939. description += " - Parallel shader compilation";
  12940. }
  12941. return description;
  12942. },
  12943. enumerable: true,
  12944. configurable: true
  12945. });
  12946. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12947. /**
  12948. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12949. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12950. */
  12951. get: function () {
  12952. return this._vrExclusivePointerMode;
  12953. },
  12954. enumerable: true,
  12955. configurable: true
  12956. });
  12957. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12958. /**
  12959. * Gets a boolean indicating that the engine supports uniform buffers
  12960. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12961. */
  12962. get: function () {
  12963. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12964. },
  12965. enumerable: true,
  12966. configurable: true
  12967. });
  12968. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12969. /**
  12970. * Gets a boolean indicating that only power of 2 textures are supported
  12971. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12972. */
  12973. get: function () {
  12974. return this._webGLVersion < 2 || this.forcePOTTextures;
  12975. },
  12976. enumerable: true,
  12977. configurable: true
  12978. });
  12979. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12980. /**
  12981. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12982. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12983. */
  12984. get: function () {
  12985. return this._doNotHandleContextLost;
  12986. },
  12987. set: function (value) {
  12988. this._doNotHandleContextLost = value;
  12989. },
  12990. enumerable: true,
  12991. configurable: true
  12992. });
  12993. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12994. /**
  12995. * Gets the performance monitor attached to this engine
  12996. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12997. */
  12998. get: function () {
  12999. return this._performanceMonitor;
  13000. },
  13001. enumerable: true,
  13002. configurable: true
  13003. });
  13004. Object.defineProperty(Engine.prototype, "texturesSupported", {
  13005. /**
  13006. * Gets the list of texture formats supported
  13007. */
  13008. get: function () {
  13009. return this._texturesSupported;
  13010. },
  13011. enumerable: true,
  13012. configurable: true
  13013. });
  13014. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  13015. /**
  13016. * Gets the list of texture formats in use
  13017. */
  13018. get: function () {
  13019. return this._textureFormatInUse;
  13020. },
  13021. enumerable: true,
  13022. configurable: true
  13023. });
  13024. Object.defineProperty(Engine.prototype, "currentViewport", {
  13025. /**
  13026. * Gets the current viewport
  13027. */
  13028. get: function () {
  13029. return this._cachedViewport;
  13030. },
  13031. enumerable: true,
  13032. configurable: true
  13033. });
  13034. Object.defineProperty(Engine.prototype, "emptyTexture", {
  13035. /**
  13036. * Gets the default empty texture
  13037. */
  13038. get: function () {
  13039. if (!this._emptyTexture) {
  13040. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13041. }
  13042. return this._emptyTexture;
  13043. },
  13044. enumerable: true,
  13045. configurable: true
  13046. });
  13047. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13048. /**
  13049. * Gets the default empty 3D texture
  13050. */
  13051. get: function () {
  13052. if (!this._emptyTexture3D) {
  13053. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13054. }
  13055. return this._emptyTexture3D;
  13056. },
  13057. enumerable: true,
  13058. configurable: true
  13059. });
  13060. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13061. /**
  13062. * Gets the default empty cube texture
  13063. */
  13064. get: function () {
  13065. if (!this._emptyCubeTexture) {
  13066. var faceData = new Uint8Array(4);
  13067. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13068. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13069. }
  13070. return this._emptyCubeTexture;
  13071. },
  13072. enumerable: true,
  13073. configurable: true
  13074. });
  13075. Engine.prototype._rebuildInternalTextures = function () {
  13076. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13077. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13078. var internalTexture = currentState_1[_i];
  13079. internalTexture._rebuild();
  13080. }
  13081. };
  13082. Engine.prototype._rebuildEffects = function () {
  13083. for (var key in this._compiledEffects) {
  13084. var effect = this._compiledEffects[key];
  13085. effect._prepareEffect();
  13086. }
  13087. BABYLON.Effect.ResetCache();
  13088. };
  13089. /**
  13090. * Gets a boolean indicating if all created effects are ready
  13091. * @returns true if all effects are ready
  13092. */
  13093. Engine.prototype.areAllEffectsReady = function () {
  13094. for (var key in this._compiledEffects) {
  13095. var effect = this._compiledEffects[key];
  13096. if (!effect.isReady()) {
  13097. return false;
  13098. }
  13099. }
  13100. return true;
  13101. };
  13102. Engine.prototype._rebuildBuffers = function () {
  13103. // Index / Vertex
  13104. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13105. var scene = _a[_i];
  13106. scene.resetCachedMaterial();
  13107. scene._rebuildGeometries();
  13108. scene._rebuildTextures();
  13109. }
  13110. // Uniforms
  13111. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13112. var uniformBuffer = _c[_b];
  13113. uniformBuffer._rebuild();
  13114. }
  13115. };
  13116. Engine.prototype._initGLContext = function () {
  13117. // Caps
  13118. this._caps = new EngineCapabilities();
  13119. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13120. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13121. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13122. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13123. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13124. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13125. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13126. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13127. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13128. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13129. // Infos
  13130. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13131. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13132. if (rendererInfo != null) {
  13133. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13134. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13135. }
  13136. if (!this._glVendor) {
  13137. this._glVendor = "Unknown vendor";
  13138. }
  13139. if (!this._glRenderer) {
  13140. this._glRenderer = "Unknown renderer";
  13141. }
  13142. // Constants
  13143. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13144. if (this._gl.RGBA16F !== 0x881A) {
  13145. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13146. }
  13147. if (this._gl.RGBA32F !== 0x8814) {
  13148. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13149. }
  13150. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13151. this._gl.DEPTH24_STENCIL8 = 35056;
  13152. }
  13153. // Extensions
  13154. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13155. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13156. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13157. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13158. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13159. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13160. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13161. 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');
  13162. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13163. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13164. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13165. this._caps.highPrecisionShaderSupported = false;
  13166. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13167. if (this._caps.timerQuery) {
  13168. if (this._webGLVersion === 1) {
  13169. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13170. }
  13171. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13172. }
  13173. // Checks if some of the format renders first to allow the use of webgl inspector.
  13174. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13175. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13176. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13177. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13178. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13179. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13180. if (this._webGLVersion > 1) {
  13181. this._gl.HALF_FLOAT_OES = 0x140B;
  13182. }
  13183. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13184. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13185. // Draw buffers
  13186. if (this._webGLVersion > 1) {
  13187. this._caps.drawBuffersExtension = true;
  13188. }
  13189. else {
  13190. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13191. if (drawBuffersExtension !== null) {
  13192. this._caps.drawBuffersExtension = true;
  13193. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13194. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13195. for (var i = 0; i < 16; i++) {
  13196. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13197. }
  13198. }
  13199. else {
  13200. this._caps.drawBuffersExtension = false;
  13201. }
  13202. }
  13203. // Shader compiler threads
  13204. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13205. if (this._caps.parallelShaderCompile) {
  13206. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13207. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13208. }
  13209. // Depth Texture
  13210. if (this._webGLVersion > 1) {
  13211. this._caps.depthTextureExtension = true;
  13212. }
  13213. else {
  13214. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13215. if (depthTextureExtension != null) {
  13216. this._caps.depthTextureExtension = true;
  13217. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13218. }
  13219. }
  13220. // Vertex array object
  13221. if (this._webGLVersion > 1) {
  13222. this._caps.vertexArrayObject = true;
  13223. }
  13224. else {
  13225. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13226. if (vertexArrayObjectExtension != null) {
  13227. this._caps.vertexArrayObject = true;
  13228. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13229. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13230. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13231. }
  13232. else {
  13233. this._caps.vertexArrayObject = false;
  13234. }
  13235. }
  13236. // Instances count
  13237. if (this._webGLVersion > 1) {
  13238. this._caps.instancedArrays = true;
  13239. }
  13240. else {
  13241. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13242. if (instanceExtension != null) {
  13243. this._caps.instancedArrays = true;
  13244. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13245. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13246. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13247. }
  13248. else {
  13249. this._caps.instancedArrays = false;
  13250. }
  13251. }
  13252. // Intelligently add supported compressed formats in order to check for.
  13253. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13254. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13255. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13256. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13257. if (this._caps.astc) {
  13258. this.texturesSupported.push('-astc.ktx');
  13259. }
  13260. if (this._caps.s3tc) {
  13261. this.texturesSupported.push('-dxt.ktx');
  13262. }
  13263. if (this._caps.pvrtc) {
  13264. this.texturesSupported.push('-pvrtc.ktx');
  13265. }
  13266. if (this._caps.etc2) {
  13267. this.texturesSupported.push('-etc2.ktx');
  13268. }
  13269. if (this._caps.etc1) {
  13270. this.texturesSupported.push('-etc1.ktx');
  13271. }
  13272. if (this._gl.getShaderPrecisionFormat) {
  13273. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13274. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13275. if (vertex_highp && fragment_highp) {
  13276. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13277. }
  13278. }
  13279. // Depth buffer
  13280. this.setDepthBuffer(true);
  13281. this.setDepthFunctionToLessOrEqual();
  13282. this.setDepthWrite(true);
  13283. // Texture maps
  13284. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13285. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13286. this._nextFreeTextureSlots.push(slot);
  13287. }
  13288. };
  13289. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13290. /**
  13291. * Gets version of the current webGL context
  13292. */
  13293. get: function () {
  13294. return this._webGLVersion;
  13295. },
  13296. enumerable: true,
  13297. configurable: true
  13298. });
  13299. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13300. /**
  13301. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13302. */
  13303. get: function () {
  13304. return this._isStencilEnable;
  13305. },
  13306. enumerable: true,
  13307. configurable: true
  13308. });
  13309. Engine.prototype._prepareWorkingCanvas = function () {
  13310. if (this._workingCanvas) {
  13311. return;
  13312. }
  13313. this._workingCanvas = document.createElement("canvas");
  13314. var context = this._workingCanvas.getContext("2d");
  13315. if (context) {
  13316. this._workingContext = context;
  13317. }
  13318. };
  13319. /**
  13320. * Reset the texture cache to empty state
  13321. */
  13322. Engine.prototype.resetTextureCache = function () {
  13323. for (var key in this._boundTexturesCache) {
  13324. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13325. continue;
  13326. }
  13327. var boundTexture = this._boundTexturesCache[key];
  13328. if (boundTexture) {
  13329. this._removeDesignatedSlot(boundTexture);
  13330. }
  13331. this._boundTexturesCache[key] = null;
  13332. }
  13333. if (!this.disableTextureBindingOptimization) {
  13334. this._nextFreeTextureSlots = [];
  13335. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13336. this._nextFreeTextureSlots.push(slot);
  13337. }
  13338. }
  13339. this._currentTextureChannel = -1;
  13340. };
  13341. /**
  13342. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13343. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13344. * @returns true if engine is in deterministic lock step mode
  13345. */
  13346. Engine.prototype.isDeterministicLockStep = function () {
  13347. return this._deterministicLockstep;
  13348. };
  13349. /**
  13350. * Gets the max steps when engine is running in deterministic lock step
  13351. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13352. * @returns the max steps
  13353. */
  13354. Engine.prototype.getLockstepMaxSteps = function () {
  13355. return this._lockstepMaxSteps;
  13356. };
  13357. /**
  13358. * Gets an object containing information about the current webGL context
  13359. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13360. */
  13361. Engine.prototype.getGlInfo = function () {
  13362. return {
  13363. vendor: this._glVendor,
  13364. renderer: this._glRenderer,
  13365. version: this._glVersion
  13366. };
  13367. };
  13368. /**
  13369. * Gets current aspect ratio
  13370. * @param camera defines the camera to use to get the aspect ratio
  13371. * @param useScreen defines if screen size must be used (or the current render target if any)
  13372. * @returns a number defining the aspect ratio
  13373. */
  13374. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13375. if (useScreen === void 0) { useScreen = false; }
  13376. var viewport = camera.viewport;
  13377. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13378. };
  13379. /**
  13380. * Gets current screen aspect ratio
  13381. * @returns a number defining the aspect ratio
  13382. */
  13383. Engine.prototype.getScreenAspectRatio = function () {
  13384. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13385. };
  13386. /**
  13387. * Gets the current render width
  13388. * @param useScreen defines if screen size must be used (or the current render target if any)
  13389. * @returns a number defining the current render width
  13390. */
  13391. Engine.prototype.getRenderWidth = function (useScreen) {
  13392. if (useScreen === void 0) { useScreen = false; }
  13393. if (!useScreen && this._currentRenderTarget) {
  13394. return this._currentRenderTarget.width;
  13395. }
  13396. return this._gl.drawingBufferWidth;
  13397. };
  13398. /**
  13399. * Gets the current render height
  13400. * @param useScreen defines if screen size must be used (or the current render target if any)
  13401. * @returns a number defining the current render height
  13402. */
  13403. Engine.prototype.getRenderHeight = function (useScreen) {
  13404. if (useScreen === void 0) { useScreen = false; }
  13405. if (!useScreen && this._currentRenderTarget) {
  13406. return this._currentRenderTarget.height;
  13407. }
  13408. return this._gl.drawingBufferHeight;
  13409. };
  13410. /**
  13411. * Gets the HTML canvas attached with the current webGL context
  13412. * @returns a HTML canvas
  13413. */
  13414. Engine.prototype.getRenderingCanvas = function () {
  13415. return this._renderingCanvas;
  13416. };
  13417. /**
  13418. * Gets the client rect of the HTML canvas attached with the current webGL context
  13419. * @returns a client rectanglee
  13420. */
  13421. Engine.prototype.getRenderingCanvasClientRect = function () {
  13422. if (!this._renderingCanvas) {
  13423. return null;
  13424. }
  13425. return this._renderingCanvas.getBoundingClientRect();
  13426. };
  13427. /**
  13428. * Defines the hardware scaling level.
  13429. * By default the hardware scaling level is computed from the window device ratio.
  13430. * 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.
  13431. * @param level defines the level to use
  13432. */
  13433. Engine.prototype.setHardwareScalingLevel = function (level) {
  13434. this._hardwareScalingLevel = level;
  13435. this.resize();
  13436. };
  13437. /**
  13438. * Gets the current hardware scaling level.
  13439. * By default the hardware scaling level is computed from the window device ratio.
  13440. * 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.
  13441. * @returns a number indicating the current hardware scaling level
  13442. */
  13443. Engine.prototype.getHardwareScalingLevel = function () {
  13444. return this._hardwareScalingLevel;
  13445. };
  13446. /**
  13447. * Gets the list of loaded textures
  13448. * @returns an array containing all loaded textures
  13449. */
  13450. Engine.prototype.getLoadedTexturesCache = function () {
  13451. return this._internalTexturesCache;
  13452. };
  13453. /**
  13454. * Gets the object containing all engine capabilities
  13455. * @returns the EngineCapabilities object
  13456. */
  13457. Engine.prototype.getCaps = function () {
  13458. return this._caps;
  13459. };
  13460. /**
  13461. * Gets the current depth function
  13462. * @returns a number defining the depth function
  13463. */
  13464. Engine.prototype.getDepthFunction = function () {
  13465. return this._depthCullingState.depthFunc;
  13466. };
  13467. /**
  13468. * Sets the current depth function
  13469. * @param depthFunc defines the function to use
  13470. */
  13471. Engine.prototype.setDepthFunction = function (depthFunc) {
  13472. this._depthCullingState.depthFunc = depthFunc;
  13473. };
  13474. /**
  13475. * Sets the current depth function to GREATER
  13476. */
  13477. Engine.prototype.setDepthFunctionToGreater = function () {
  13478. this._depthCullingState.depthFunc = this._gl.GREATER;
  13479. };
  13480. /**
  13481. * Sets the current depth function to GEQUAL
  13482. */
  13483. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13484. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13485. };
  13486. /**
  13487. * Sets the current depth function to LESS
  13488. */
  13489. Engine.prototype.setDepthFunctionToLess = function () {
  13490. this._depthCullingState.depthFunc = this._gl.LESS;
  13491. };
  13492. /**
  13493. * Sets the current depth function to LEQUAL
  13494. */
  13495. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13496. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13497. };
  13498. /**
  13499. * Gets a boolean indicating if stencil buffer is enabled
  13500. * @returns the current stencil buffer state
  13501. */
  13502. Engine.prototype.getStencilBuffer = function () {
  13503. return this._stencilState.stencilTest;
  13504. };
  13505. /**
  13506. * Enable or disable the stencil buffer
  13507. * @param enable defines if the stencil buffer must be enabled or disabled
  13508. */
  13509. Engine.prototype.setStencilBuffer = function (enable) {
  13510. this._stencilState.stencilTest = enable;
  13511. };
  13512. /**
  13513. * Gets the current stencil mask
  13514. * @returns a number defining the new stencil mask to use
  13515. */
  13516. Engine.prototype.getStencilMask = function () {
  13517. return this._stencilState.stencilMask;
  13518. };
  13519. /**
  13520. * Sets the current stencil mask
  13521. * @param mask defines the new stencil mask to use
  13522. */
  13523. Engine.prototype.setStencilMask = function (mask) {
  13524. this._stencilState.stencilMask = mask;
  13525. };
  13526. /**
  13527. * Gets the current stencil function
  13528. * @returns a number defining the stencil function to use
  13529. */
  13530. Engine.prototype.getStencilFunction = function () {
  13531. return this._stencilState.stencilFunc;
  13532. };
  13533. /**
  13534. * Gets the current stencil reference value
  13535. * @returns a number defining the stencil reference value to use
  13536. */
  13537. Engine.prototype.getStencilFunctionReference = function () {
  13538. return this._stencilState.stencilFuncRef;
  13539. };
  13540. /**
  13541. * Gets the current stencil mask
  13542. * @returns a number defining the stencil mask to use
  13543. */
  13544. Engine.prototype.getStencilFunctionMask = function () {
  13545. return this._stencilState.stencilFuncMask;
  13546. };
  13547. /**
  13548. * Sets the current stencil function
  13549. * @param stencilFunc defines the new stencil function to use
  13550. */
  13551. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13552. this._stencilState.stencilFunc = stencilFunc;
  13553. };
  13554. /**
  13555. * Sets the current stencil reference
  13556. * @param reference defines the new stencil reference to use
  13557. */
  13558. Engine.prototype.setStencilFunctionReference = function (reference) {
  13559. this._stencilState.stencilFuncRef = reference;
  13560. };
  13561. /**
  13562. * Sets the current stencil mask
  13563. * @param mask defines the new stencil mask to use
  13564. */
  13565. Engine.prototype.setStencilFunctionMask = function (mask) {
  13566. this._stencilState.stencilFuncMask = mask;
  13567. };
  13568. /**
  13569. * Gets the current stencil operation when stencil fails
  13570. * @returns a number defining stencil operation to use when stencil fails
  13571. */
  13572. Engine.prototype.getStencilOperationFail = function () {
  13573. return this._stencilState.stencilOpStencilFail;
  13574. };
  13575. /**
  13576. * Gets the current stencil operation when depth fails
  13577. * @returns a number defining stencil operation to use when depth fails
  13578. */
  13579. Engine.prototype.getStencilOperationDepthFail = function () {
  13580. return this._stencilState.stencilOpDepthFail;
  13581. };
  13582. /**
  13583. * Gets the current stencil operation when stencil passes
  13584. * @returns a number defining stencil operation to use when stencil passes
  13585. */
  13586. Engine.prototype.getStencilOperationPass = function () {
  13587. return this._stencilState.stencilOpStencilDepthPass;
  13588. };
  13589. /**
  13590. * Sets the stencil operation to use when stencil fails
  13591. * @param operation defines the stencil operation to use when stencil fails
  13592. */
  13593. Engine.prototype.setStencilOperationFail = function (operation) {
  13594. this._stencilState.stencilOpStencilFail = operation;
  13595. };
  13596. /**
  13597. * Sets the stencil operation to use when depth fails
  13598. * @param operation defines the stencil operation to use when depth fails
  13599. */
  13600. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13601. this._stencilState.stencilOpDepthFail = operation;
  13602. };
  13603. /**
  13604. * Sets the stencil operation to use when stencil passes
  13605. * @param operation defines the stencil operation to use when stencil passes
  13606. */
  13607. Engine.prototype.setStencilOperationPass = function (operation) {
  13608. this._stencilState.stencilOpStencilDepthPass = operation;
  13609. };
  13610. /**
  13611. * Sets a boolean indicating if the dithering state is enabled or disabled
  13612. * @param value defines the dithering state
  13613. */
  13614. Engine.prototype.setDitheringState = function (value) {
  13615. if (value) {
  13616. this._gl.enable(this._gl.DITHER);
  13617. }
  13618. else {
  13619. this._gl.disable(this._gl.DITHER);
  13620. }
  13621. };
  13622. /**
  13623. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13624. * @param value defines the rasterizer state
  13625. */
  13626. Engine.prototype.setRasterizerState = function (value) {
  13627. if (value) {
  13628. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13629. }
  13630. else {
  13631. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13632. }
  13633. };
  13634. /**
  13635. * stop executing a render loop function and remove it from the execution array
  13636. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13637. */
  13638. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13639. if (!renderFunction) {
  13640. this._activeRenderLoops = [];
  13641. return;
  13642. }
  13643. var index = this._activeRenderLoops.indexOf(renderFunction);
  13644. if (index >= 0) {
  13645. this._activeRenderLoops.splice(index, 1);
  13646. }
  13647. };
  13648. /** @hidden */
  13649. Engine.prototype._renderLoop = function () {
  13650. if (!this._contextWasLost) {
  13651. var shouldRender = true;
  13652. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13653. shouldRender = false;
  13654. }
  13655. if (shouldRender) {
  13656. // Start new frame
  13657. this.beginFrame();
  13658. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13659. var renderFunction = this._activeRenderLoops[index];
  13660. renderFunction();
  13661. }
  13662. // Present
  13663. this.endFrame();
  13664. }
  13665. }
  13666. if (this._activeRenderLoops.length > 0) {
  13667. // Register new frame
  13668. if (this.customAnimationFrameRequester) {
  13669. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13670. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13671. }
  13672. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13673. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13674. }
  13675. else {
  13676. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13677. }
  13678. }
  13679. else {
  13680. this._renderingQueueLaunched = false;
  13681. }
  13682. };
  13683. /**
  13684. * Register and execute a render loop. The engine can have more than one render function
  13685. * @param renderFunction defines the function to continuously execute
  13686. */
  13687. Engine.prototype.runRenderLoop = function (renderFunction) {
  13688. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13689. return;
  13690. }
  13691. this._activeRenderLoops.push(renderFunction);
  13692. if (!this._renderingQueueLaunched) {
  13693. this._renderingQueueLaunched = true;
  13694. this._bindedRenderFunction = this._renderLoop.bind(this);
  13695. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13696. }
  13697. };
  13698. /**
  13699. * Toggle full screen mode
  13700. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13701. */
  13702. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13703. if (this.isFullscreen) {
  13704. BABYLON.Tools.ExitFullscreen();
  13705. }
  13706. else {
  13707. this._pointerLockRequested = requestPointerLock;
  13708. if (this._renderingCanvas) {
  13709. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13710. }
  13711. }
  13712. };
  13713. /**
  13714. * Clear the current render buffer or the current render target (if any is set up)
  13715. * @param color defines the color to use
  13716. * @param backBuffer defines if the back buffer must be cleared
  13717. * @param depth defines if the depth buffer must be cleared
  13718. * @param stencil defines if the stencil buffer must be cleared
  13719. */
  13720. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13721. if (stencil === void 0) { stencil = false; }
  13722. this.applyStates();
  13723. var mode = 0;
  13724. if (backBuffer && color) {
  13725. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13726. mode |= this._gl.COLOR_BUFFER_BIT;
  13727. }
  13728. if (depth) {
  13729. this._gl.clearDepth(1.0);
  13730. mode |= this._gl.DEPTH_BUFFER_BIT;
  13731. }
  13732. if (stencil) {
  13733. this._gl.clearStencil(0);
  13734. mode |= this._gl.STENCIL_BUFFER_BIT;
  13735. }
  13736. this._gl.clear(mode);
  13737. };
  13738. /**
  13739. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13740. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13741. * @param y defines the y-coordinate of the corner of the clear rectangle
  13742. * @param width defines the width of the clear rectangle
  13743. * @param height defines the height of the clear rectangle
  13744. * @param clearColor defines the clear color
  13745. */
  13746. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13747. var gl = this._gl;
  13748. // Save state
  13749. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13750. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13751. // Change state
  13752. gl.enable(gl.SCISSOR_TEST);
  13753. gl.scissor(x, y, width, height);
  13754. // Clear
  13755. this.clear(clearColor, true, true, true);
  13756. // Restore state
  13757. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13758. if (curScissor === true) {
  13759. gl.enable(gl.SCISSOR_TEST);
  13760. }
  13761. else {
  13762. gl.disable(gl.SCISSOR_TEST);
  13763. }
  13764. };
  13765. /** @hidden */
  13766. Engine.prototype._viewport = function (x, y, width, height) {
  13767. if (x !== this._viewportCached.x ||
  13768. y !== this._viewportCached.y ||
  13769. width !== this._viewportCached.z ||
  13770. height !== this._viewportCached.w) {
  13771. this._viewportCached.x = x;
  13772. this._viewportCached.y = y;
  13773. this._viewportCached.z = width;
  13774. this._viewportCached.w = height;
  13775. this._gl.viewport(x, y, width, height);
  13776. }
  13777. };
  13778. /**
  13779. * Set the WebGL's viewport
  13780. * @param viewport defines the viewport element to be used
  13781. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13782. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13783. */
  13784. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13785. var width = requiredWidth || this.getRenderWidth();
  13786. var height = requiredHeight || this.getRenderHeight();
  13787. var x = viewport.x || 0;
  13788. var y = viewport.y || 0;
  13789. this._cachedViewport = viewport;
  13790. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13791. };
  13792. /**
  13793. * Directly set the WebGL Viewport
  13794. * @param x defines the x coordinate of the viewport (in screen space)
  13795. * @param y defines the y coordinate of the viewport (in screen space)
  13796. * @param width defines the width of the viewport (in screen space)
  13797. * @param height defines the height of the viewport (in screen space)
  13798. * @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
  13799. */
  13800. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13801. var currentViewport = this._cachedViewport;
  13802. this._cachedViewport = null;
  13803. this._viewport(x, y, width, height);
  13804. return currentViewport;
  13805. };
  13806. /**
  13807. * Begin a new frame
  13808. */
  13809. Engine.prototype.beginFrame = function () {
  13810. this.onBeginFrameObservable.notifyObservers(this);
  13811. this._measureFps();
  13812. };
  13813. /**
  13814. * Enf the current frame
  13815. */
  13816. Engine.prototype.endFrame = function () {
  13817. // Force a flush in case we are using a bad OS.
  13818. if (this._badOS) {
  13819. this.flushFramebuffer();
  13820. }
  13821. // Submit frame to the vr device, if enabled
  13822. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13823. // TODO: We should only submit the frame if we read frameData successfully.
  13824. this._vrDisplay.submitFrame();
  13825. }
  13826. this.onEndFrameObservable.notifyObservers(this);
  13827. };
  13828. /**
  13829. * Resize the view according to the canvas' size
  13830. */
  13831. Engine.prototype.resize = function () {
  13832. // We're not resizing the size of the canvas while in VR mode & presenting
  13833. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13834. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13835. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13836. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13837. }
  13838. };
  13839. /**
  13840. * Force a specific size of the canvas
  13841. * @param width defines the new canvas' width
  13842. * @param height defines the new canvas' height
  13843. */
  13844. Engine.prototype.setSize = function (width, height) {
  13845. if (!this._renderingCanvas) {
  13846. return;
  13847. }
  13848. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13849. return;
  13850. }
  13851. this._renderingCanvas.width = width;
  13852. this._renderingCanvas.height = height;
  13853. for (var index = 0; index < this.scenes.length; index++) {
  13854. var scene = this.scenes[index];
  13855. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13856. var cam = scene.cameras[camIndex];
  13857. cam._currentRenderId = 0;
  13858. }
  13859. }
  13860. if (this.onResizeObservable.hasObservers) {
  13861. this.onResizeObservable.notifyObservers(this);
  13862. }
  13863. };
  13864. // WebVR functions
  13865. /**
  13866. * Gets a boolean indicating if a webVR device was detected
  13867. * @returns true if a webVR device was detected
  13868. */
  13869. Engine.prototype.isVRDevicePresent = function () {
  13870. return !!this._vrDisplay;
  13871. };
  13872. /**
  13873. * Gets the current webVR device
  13874. * @returns the current webVR device (or null)
  13875. */
  13876. Engine.prototype.getVRDevice = function () {
  13877. return this._vrDisplay;
  13878. };
  13879. /**
  13880. * Initializes a webVR display and starts listening to display change events
  13881. * The onVRDisplayChangedObservable will be notified upon these changes
  13882. * @returns The onVRDisplayChangedObservable
  13883. */
  13884. Engine.prototype.initWebVR = function () {
  13885. this.initWebVRAsync();
  13886. return this.onVRDisplayChangedObservable;
  13887. };
  13888. /**
  13889. * Initializes a webVR display and starts listening to display change events
  13890. * The onVRDisplayChangedObservable will be notified upon these changes
  13891. * @returns A promise containing a VRDisplay and if vr is supported
  13892. */
  13893. Engine.prototype.initWebVRAsync = function () {
  13894. var _this = this;
  13895. var notifyObservers = function () {
  13896. var eventArgs = {
  13897. vrDisplay: _this._vrDisplay,
  13898. vrSupported: _this._vrSupported
  13899. };
  13900. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13901. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13902. };
  13903. if (!this._onVrDisplayConnect) {
  13904. this._onVrDisplayConnect = function (event) {
  13905. _this._vrDisplay = event.display;
  13906. notifyObservers();
  13907. };
  13908. this._onVrDisplayDisconnect = function () {
  13909. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13910. _this._vrDisplay = undefined;
  13911. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13912. notifyObservers();
  13913. };
  13914. this._onVrDisplayPresentChange = function () {
  13915. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13916. };
  13917. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13918. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13919. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13920. }
  13921. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13922. this._webVRInitPromise.then(notifyObservers);
  13923. return this._webVRInitPromise;
  13924. };
  13925. /**
  13926. * Call this function to switch to webVR mode
  13927. * Will do nothing if webVR is not supported or if there is no webVR device
  13928. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13929. */
  13930. Engine.prototype.enableVR = function () {
  13931. var _this = this;
  13932. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13933. var onResolved = function () {
  13934. _this.onVRRequestPresentComplete.notifyObservers(true);
  13935. _this._onVRFullScreenTriggered();
  13936. };
  13937. var onRejected = function () {
  13938. _this.onVRRequestPresentComplete.notifyObservers(false);
  13939. };
  13940. this.onVRRequestPresentStart.notifyObservers(this);
  13941. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13942. }
  13943. };
  13944. /**
  13945. * Call this function to leave webVR mode
  13946. * Will do nothing if webVR is not supported or if there is no webVR device
  13947. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13948. */
  13949. Engine.prototype.disableVR = function () {
  13950. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13951. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13952. }
  13953. };
  13954. Engine.prototype._getVRDisplaysAsync = function () {
  13955. var _this = this;
  13956. return new Promise(function (res, rej) {
  13957. if (navigator.getVRDisplays) {
  13958. navigator.getVRDisplays().then(function (devices) {
  13959. _this._vrSupported = true;
  13960. // note that devices may actually be an empty array. This is fine;
  13961. // we expect this._vrDisplay to be undefined in this case.
  13962. _this._vrDisplay = devices[0];
  13963. res({
  13964. vrDisplay: _this._vrDisplay,
  13965. vrSupported: _this._vrSupported
  13966. });
  13967. });
  13968. }
  13969. else {
  13970. _this._vrDisplay = undefined;
  13971. _this._vrSupported = false;
  13972. res({
  13973. vrDisplay: _this._vrDisplay,
  13974. vrSupported: _this._vrSupported
  13975. });
  13976. }
  13977. });
  13978. };
  13979. /**
  13980. * Binds the frame buffer to the specified texture.
  13981. * @param texture The texture to render to or null for the default canvas
  13982. * @param faceIndex The face of the texture to render to in case of cube texture
  13983. * @param requiredWidth The width of the target to render to
  13984. * @param requiredHeight The height of the target to render to
  13985. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13986. * @param depthStencilTexture The depth stencil texture to use to render
  13987. * @param lodLevel defines le lod level to bind to the frame buffer
  13988. */
  13989. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13990. if (lodLevel === void 0) { lodLevel = 0; }
  13991. if (this._currentRenderTarget) {
  13992. this.unBindFramebuffer(this._currentRenderTarget);
  13993. }
  13994. this._currentRenderTarget = texture;
  13995. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13996. var gl = this._gl;
  13997. if (texture.isCube) {
  13998. if (faceIndex === undefined) {
  13999. faceIndex = 0;
  14000. }
  14001. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  14002. if (depthStencilTexture) {
  14003. if (depthStencilTexture._generateStencilBuffer) {
  14004. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  14005. }
  14006. else {
  14007. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  14008. }
  14009. }
  14010. }
  14011. if (this._cachedViewport && !forceFullscreenViewport) {
  14012. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  14013. }
  14014. else {
  14015. if (!requiredWidth) {
  14016. requiredWidth = texture.width;
  14017. if (lodLevel) {
  14018. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  14019. }
  14020. }
  14021. if (!requiredHeight) {
  14022. requiredHeight = texture.height;
  14023. if (lodLevel) {
  14024. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  14025. }
  14026. }
  14027. this._viewport(0, 0, requiredWidth, requiredHeight);
  14028. }
  14029. this.wipeCaches();
  14030. };
  14031. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  14032. if (this._currentFramebuffer !== framebuffer) {
  14033. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  14034. this._currentFramebuffer = framebuffer;
  14035. }
  14036. };
  14037. /**
  14038. * Unbind the current render target texture from the webGL context
  14039. * @param texture defines the render target texture to unbind
  14040. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14041. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14042. */
  14043. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  14044. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14045. this._currentRenderTarget = null;
  14046. // If MSAA, we need to bitblt back to main texture
  14047. var gl = this._gl;
  14048. if (texture._MSAAFramebuffer) {
  14049. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14050. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14051. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14052. }
  14053. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14054. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14055. gl.generateMipmap(gl.TEXTURE_2D);
  14056. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14057. }
  14058. if (onBeforeUnbind) {
  14059. if (texture._MSAAFramebuffer) {
  14060. // Bind the correct framebuffer
  14061. this.bindUnboundFramebuffer(texture._framebuffer);
  14062. }
  14063. onBeforeUnbind();
  14064. }
  14065. this.bindUnboundFramebuffer(null);
  14066. };
  14067. /**
  14068. * Unbind a list of render target textures from the webGL context
  14069. * This is used only when drawBuffer extension or webGL2 are active
  14070. * @param textures defines the render target textures to unbind
  14071. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14072. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14073. */
  14074. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14075. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14076. this._currentRenderTarget = null;
  14077. // If MSAA, we need to bitblt back to main texture
  14078. var gl = this._gl;
  14079. if (textures[0]._MSAAFramebuffer) {
  14080. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14081. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14082. var attachments = textures[0]._attachments;
  14083. if (!attachments) {
  14084. attachments = new Array(textures.length);
  14085. textures[0]._attachments = attachments;
  14086. }
  14087. for (var i = 0; i < textures.length; i++) {
  14088. var texture = textures[i];
  14089. for (var j = 0; j < attachments.length; j++) {
  14090. attachments[j] = gl.NONE;
  14091. }
  14092. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14093. gl.readBuffer(attachments[i]);
  14094. gl.drawBuffers(attachments);
  14095. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14096. }
  14097. for (var i = 0; i < attachments.length; i++) {
  14098. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14099. }
  14100. gl.drawBuffers(attachments);
  14101. }
  14102. for (var i = 0; i < textures.length; i++) {
  14103. var texture = textures[i];
  14104. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14105. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14106. gl.generateMipmap(gl.TEXTURE_2D);
  14107. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14108. }
  14109. }
  14110. if (onBeforeUnbind) {
  14111. if (textures[0]._MSAAFramebuffer) {
  14112. // Bind the correct framebuffer
  14113. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14114. }
  14115. onBeforeUnbind();
  14116. }
  14117. this.bindUnboundFramebuffer(null);
  14118. };
  14119. /**
  14120. * Force the mipmap generation for the given render target texture
  14121. * @param texture defines the render target texture to use
  14122. */
  14123. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14124. if (texture.generateMipMaps) {
  14125. var gl = this._gl;
  14126. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14127. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14128. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14129. }
  14130. };
  14131. /**
  14132. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14133. */
  14134. Engine.prototype.flushFramebuffer = function () {
  14135. this._gl.flush();
  14136. };
  14137. /**
  14138. * Unbind the current render target and bind the default framebuffer
  14139. */
  14140. Engine.prototype.restoreDefaultFramebuffer = function () {
  14141. if (this._currentRenderTarget) {
  14142. this.unBindFramebuffer(this._currentRenderTarget);
  14143. }
  14144. else {
  14145. this.bindUnboundFramebuffer(null);
  14146. }
  14147. if (this._cachedViewport) {
  14148. this.setViewport(this._cachedViewport);
  14149. }
  14150. this.wipeCaches();
  14151. };
  14152. // UBOs
  14153. /**
  14154. * Create an uniform buffer
  14155. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14156. * @param elements defines the content of the uniform buffer
  14157. * @returns the webGL uniform buffer
  14158. */
  14159. Engine.prototype.createUniformBuffer = function (elements) {
  14160. var ubo = this._gl.createBuffer();
  14161. if (!ubo) {
  14162. throw new Error("Unable to create uniform buffer");
  14163. }
  14164. this.bindUniformBuffer(ubo);
  14165. if (elements instanceof Float32Array) {
  14166. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14167. }
  14168. else {
  14169. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14170. }
  14171. this.bindUniformBuffer(null);
  14172. ubo.references = 1;
  14173. return ubo;
  14174. };
  14175. /**
  14176. * Create a dynamic uniform buffer
  14177. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14178. * @param elements defines the content of the uniform buffer
  14179. * @returns the webGL uniform buffer
  14180. */
  14181. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14182. var ubo = this._gl.createBuffer();
  14183. if (!ubo) {
  14184. throw new Error("Unable to create dynamic uniform buffer");
  14185. }
  14186. this.bindUniformBuffer(ubo);
  14187. if (elements instanceof Float32Array) {
  14188. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14189. }
  14190. else {
  14191. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14192. }
  14193. this.bindUniformBuffer(null);
  14194. ubo.references = 1;
  14195. return ubo;
  14196. };
  14197. /**
  14198. * Update an existing uniform buffer
  14199. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14200. * @param uniformBuffer defines the target uniform buffer
  14201. * @param elements defines the content to update
  14202. * @param offset defines the offset in the uniform buffer where update should start
  14203. * @param count defines the size of the data to update
  14204. */
  14205. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14206. this.bindUniformBuffer(uniformBuffer);
  14207. if (offset === undefined) {
  14208. offset = 0;
  14209. }
  14210. if (count === undefined) {
  14211. if (elements instanceof Float32Array) {
  14212. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14213. }
  14214. else {
  14215. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14216. }
  14217. }
  14218. else {
  14219. if (elements instanceof Float32Array) {
  14220. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14221. }
  14222. else {
  14223. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14224. }
  14225. }
  14226. this.bindUniformBuffer(null);
  14227. };
  14228. // VBOs
  14229. Engine.prototype._resetVertexBufferBinding = function () {
  14230. this.bindArrayBuffer(null);
  14231. this._cachedVertexBuffers = null;
  14232. };
  14233. /**
  14234. * Creates a vertex buffer
  14235. * @param data the data for the vertex buffer
  14236. * @returns the new WebGL static buffer
  14237. */
  14238. Engine.prototype.createVertexBuffer = function (data) {
  14239. var vbo = this._gl.createBuffer();
  14240. if (!vbo) {
  14241. throw new Error("Unable to create vertex buffer");
  14242. }
  14243. this.bindArrayBuffer(vbo);
  14244. if (data instanceof Array) {
  14245. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14246. }
  14247. else {
  14248. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14249. }
  14250. this._resetVertexBufferBinding();
  14251. vbo.references = 1;
  14252. return vbo;
  14253. };
  14254. /**
  14255. * Creates a dynamic vertex buffer
  14256. * @param data the data for the dynamic vertex buffer
  14257. * @returns the new WebGL dynamic buffer
  14258. */
  14259. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14260. var vbo = this._gl.createBuffer();
  14261. if (!vbo) {
  14262. throw new Error("Unable to create dynamic vertex buffer");
  14263. }
  14264. this.bindArrayBuffer(vbo);
  14265. if (data instanceof Array) {
  14266. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14267. }
  14268. else {
  14269. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14270. }
  14271. this._resetVertexBufferBinding();
  14272. vbo.references = 1;
  14273. return vbo;
  14274. };
  14275. /**
  14276. * Update a dynamic index buffer
  14277. * @param indexBuffer defines the target index buffer
  14278. * @param indices defines the data to update
  14279. * @param offset defines the offset in the target index buffer where update should start
  14280. */
  14281. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14282. if (offset === void 0) { offset = 0; }
  14283. // Force cache update
  14284. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14285. this.bindIndexBuffer(indexBuffer);
  14286. var arrayBuffer;
  14287. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14288. arrayBuffer = indices;
  14289. }
  14290. else {
  14291. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14292. }
  14293. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14294. this._resetIndexBufferBinding();
  14295. };
  14296. /**
  14297. * Updates a dynamic vertex buffer.
  14298. * @param vertexBuffer the vertex buffer to update
  14299. * @param data the data used to update the vertex buffer
  14300. * @param byteOffset the byte offset of the data
  14301. * @param byteLength the byte length of the data
  14302. */
  14303. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14304. this.bindArrayBuffer(vertexBuffer);
  14305. if (byteOffset === undefined) {
  14306. byteOffset = 0;
  14307. }
  14308. if (byteLength === undefined) {
  14309. if (data instanceof Array) {
  14310. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14311. }
  14312. else {
  14313. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14314. }
  14315. }
  14316. else {
  14317. if (data instanceof Array) {
  14318. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14319. }
  14320. else {
  14321. if (data instanceof ArrayBuffer) {
  14322. data = new Uint8Array(data, byteOffset, byteLength);
  14323. }
  14324. else {
  14325. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14326. }
  14327. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14328. }
  14329. }
  14330. this._resetVertexBufferBinding();
  14331. };
  14332. Engine.prototype._resetIndexBufferBinding = function () {
  14333. this.bindIndexBuffer(null);
  14334. this._cachedIndexBuffer = null;
  14335. };
  14336. /**
  14337. * Creates a new index buffer
  14338. * @param indices defines the content of the index buffer
  14339. * @param updatable defines if the index buffer must be updatable
  14340. * @returns a new webGL buffer
  14341. */
  14342. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14343. var vbo = this._gl.createBuffer();
  14344. if (!vbo) {
  14345. throw new Error("Unable to create index buffer");
  14346. }
  14347. this.bindIndexBuffer(vbo);
  14348. // Check for 32 bits indices
  14349. var arrayBuffer;
  14350. var need32Bits = false;
  14351. if (indices instanceof Uint16Array) {
  14352. arrayBuffer = indices;
  14353. }
  14354. else {
  14355. //check 32 bit support
  14356. if (this._caps.uintIndices) {
  14357. if (indices instanceof Uint32Array) {
  14358. arrayBuffer = indices;
  14359. need32Bits = true;
  14360. }
  14361. else {
  14362. //number[] or Int32Array, check if 32 bit is necessary
  14363. for (var index = 0; index < indices.length; index++) {
  14364. if (indices[index] > 65535) {
  14365. need32Bits = true;
  14366. break;
  14367. }
  14368. }
  14369. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14370. }
  14371. }
  14372. else {
  14373. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14374. arrayBuffer = new Uint16Array(indices);
  14375. }
  14376. }
  14377. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14378. this._resetIndexBufferBinding();
  14379. vbo.references = 1;
  14380. vbo.is32Bits = need32Bits;
  14381. return vbo;
  14382. };
  14383. /**
  14384. * Bind a webGL buffer to the webGL context
  14385. * @param buffer defines the buffer to bind
  14386. */
  14387. Engine.prototype.bindArrayBuffer = function (buffer) {
  14388. if (!this._vaoRecordInProgress) {
  14389. this._unbindVertexArrayObject();
  14390. }
  14391. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14392. };
  14393. /**
  14394. * Bind an uniform buffer to the current webGL context
  14395. * @param buffer defines the buffer to bind
  14396. */
  14397. Engine.prototype.bindUniformBuffer = function (buffer) {
  14398. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14399. };
  14400. /**
  14401. * Bind a buffer to the current webGL context at a given location
  14402. * @param buffer defines the buffer to bind
  14403. * @param location defines the index where to bind the buffer
  14404. */
  14405. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14406. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14407. };
  14408. /**
  14409. * Bind a specific block at a given index in a specific shader program
  14410. * @param shaderProgram defines the shader program
  14411. * @param blockName defines the block name
  14412. * @param index defines the index where to bind the block
  14413. */
  14414. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14415. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14416. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14417. };
  14418. Engine.prototype.bindIndexBuffer = function (buffer) {
  14419. if (!this._vaoRecordInProgress) {
  14420. this._unbindVertexArrayObject();
  14421. }
  14422. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14423. };
  14424. Engine.prototype.bindBuffer = function (buffer, target) {
  14425. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14426. this._gl.bindBuffer(target, buffer);
  14427. this._currentBoundBuffer[target] = buffer;
  14428. }
  14429. };
  14430. /**
  14431. * update the bound buffer with the given data
  14432. * @param data defines the data to update
  14433. */
  14434. Engine.prototype.updateArrayBuffer = function (data) {
  14435. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14436. };
  14437. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14438. var pointer = this._currentBufferPointers[indx];
  14439. var changed = false;
  14440. if (!pointer.active) {
  14441. changed = true;
  14442. pointer.active = true;
  14443. pointer.index = indx;
  14444. pointer.size = size;
  14445. pointer.type = type;
  14446. pointer.normalized = normalized;
  14447. pointer.stride = stride;
  14448. pointer.offset = offset;
  14449. pointer.buffer = buffer;
  14450. }
  14451. else {
  14452. if (pointer.buffer !== buffer) {
  14453. pointer.buffer = buffer;
  14454. changed = true;
  14455. }
  14456. if (pointer.size !== size) {
  14457. pointer.size = size;
  14458. changed = true;
  14459. }
  14460. if (pointer.type !== type) {
  14461. pointer.type = type;
  14462. changed = true;
  14463. }
  14464. if (pointer.normalized !== normalized) {
  14465. pointer.normalized = normalized;
  14466. changed = true;
  14467. }
  14468. if (pointer.stride !== stride) {
  14469. pointer.stride = stride;
  14470. changed = true;
  14471. }
  14472. if (pointer.offset !== offset) {
  14473. pointer.offset = offset;
  14474. changed = true;
  14475. }
  14476. }
  14477. if (changed || this._vaoRecordInProgress) {
  14478. this.bindArrayBuffer(buffer);
  14479. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14480. }
  14481. };
  14482. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14483. if (indexBuffer == null) {
  14484. return;
  14485. }
  14486. if (this._cachedIndexBuffer !== indexBuffer) {
  14487. this._cachedIndexBuffer = indexBuffer;
  14488. this.bindIndexBuffer(indexBuffer);
  14489. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14490. }
  14491. };
  14492. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14493. var attributes = effect.getAttributesNames();
  14494. if (!this._vaoRecordInProgress) {
  14495. this._unbindVertexArrayObject();
  14496. }
  14497. this.unbindAllAttributes();
  14498. for (var index = 0; index < attributes.length; index++) {
  14499. var order = effect.getAttributeLocation(index);
  14500. if (order >= 0) {
  14501. var vertexBuffer = vertexBuffers[attributes[index]];
  14502. if (!vertexBuffer) {
  14503. continue;
  14504. }
  14505. this._gl.enableVertexAttribArray(order);
  14506. if (!this._vaoRecordInProgress) {
  14507. this._vertexAttribArraysEnabled[order] = true;
  14508. }
  14509. var buffer = vertexBuffer.getBuffer();
  14510. if (buffer) {
  14511. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14512. if (vertexBuffer.getIsInstanced()) {
  14513. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14514. if (!this._vaoRecordInProgress) {
  14515. this._currentInstanceLocations.push(order);
  14516. this._currentInstanceBuffers.push(buffer);
  14517. }
  14518. }
  14519. }
  14520. }
  14521. }
  14522. };
  14523. /**
  14524. * Records a vertex array object
  14525. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14526. * @param vertexBuffers defines the list of vertex buffers to store
  14527. * @param indexBuffer defines the index buffer to store
  14528. * @param effect defines the effect to store
  14529. * @returns the new vertex array object
  14530. */
  14531. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14532. var vao = this._gl.createVertexArray();
  14533. this._vaoRecordInProgress = true;
  14534. this._gl.bindVertexArray(vao);
  14535. this._mustWipeVertexAttributes = true;
  14536. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14537. this.bindIndexBuffer(indexBuffer);
  14538. this._vaoRecordInProgress = false;
  14539. this._gl.bindVertexArray(null);
  14540. return vao;
  14541. };
  14542. /**
  14543. * Bind a specific vertex array object
  14544. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14545. * @param vertexArrayObject defines the vertex array object to bind
  14546. * @param indexBuffer defines the index buffer to bind
  14547. */
  14548. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14549. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14550. this._cachedVertexArrayObject = vertexArrayObject;
  14551. this._gl.bindVertexArray(vertexArrayObject);
  14552. this._cachedVertexBuffers = null;
  14553. this._cachedIndexBuffer = null;
  14554. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14555. this._mustWipeVertexAttributes = true;
  14556. }
  14557. };
  14558. /**
  14559. * Bind webGl buffers directly to the webGL context
  14560. * @param vertexBuffer defines the vertex buffer to bind
  14561. * @param indexBuffer defines the index buffer to bind
  14562. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14563. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14564. * @param effect defines the effect associated with the vertex buffer
  14565. */
  14566. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14567. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14568. this._cachedVertexBuffers = vertexBuffer;
  14569. this._cachedEffectForVertexBuffers = effect;
  14570. var attributesCount = effect.getAttributesCount();
  14571. this._unbindVertexArrayObject();
  14572. this.unbindAllAttributes();
  14573. var offset = 0;
  14574. for (var index = 0; index < attributesCount; index++) {
  14575. if (index < vertexDeclaration.length) {
  14576. var order = effect.getAttributeLocation(index);
  14577. if (order >= 0) {
  14578. this._gl.enableVertexAttribArray(order);
  14579. this._vertexAttribArraysEnabled[order] = true;
  14580. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14581. }
  14582. offset += vertexDeclaration[index] * 4;
  14583. }
  14584. }
  14585. }
  14586. this._bindIndexBufferWithCache(indexBuffer);
  14587. };
  14588. Engine.prototype._unbindVertexArrayObject = function () {
  14589. if (!this._cachedVertexArrayObject) {
  14590. return;
  14591. }
  14592. this._cachedVertexArrayObject = null;
  14593. this._gl.bindVertexArray(null);
  14594. };
  14595. /**
  14596. * Bind a list of vertex buffers to the webGL context
  14597. * @param vertexBuffers defines the list of vertex buffers to bind
  14598. * @param indexBuffer defines the index buffer to bind
  14599. * @param effect defines the effect associated with the vertex buffers
  14600. */
  14601. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14602. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14603. this._cachedVertexBuffers = vertexBuffers;
  14604. this._cachedEffectForVertexBuffers = effect;
  14605. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14606. }
  14607. this._bindIndexBufferWithCache(indexBuffer);
  14608. };
  14609. /**
  14610. * Unbind all instance attributes
  14611. */
  14612. Engine.prototype.unbindInstanceAttributes = function () {
  14613. var boundBuffer;
  14614. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14615. var instancesBuffer = this._currentInstanceBuffers[i];
  14616. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14617. boundBuffer = instancesBuffer;
  14618. this.bindArrayBuffer(instancesBuffer);
  14619. }
  14620. var offsetLocation = this._currentInstanceLocations[i];
  14621. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14622. }
  14623. this._currentInstanceBuffers.length = 0;
  14624. this._currentInstanceLocations.length = 0;
  14625. };
  14626. /**
  14627. * Release and free the memory of a vertex array object
  14628. * @param vao defines the vertex array object to delete
  14629. */
  14630. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14631. this._gl.deleteVertexArray(vao);
  14632. };
  14633. /** @hidden */
  14634. Engine.prototype._releaseBuffer = function (buffer) {
  14635. buffer.references--;
  14636. if (buffer.references === 0) {
  14637. this._gl.deleteBuffer(buffer);
  14638. return true;
  14639. }
  14640. return false;
  14641. };
  14642. /**
  14643. * Creates a webGL buffer to use with instanciation
  14644. * @param capacity defines the size of the buffer
  14645. * @returns the webGL buffer
  14646. */
  14647. Engine.prototype.createInstancesBuffer = function (capacity) {
  14648. var buffer = this._gl.createBuffer();
  14649. if (!buffer) {
  14650. throw new Error("Unable to create instance buffer");
  14651. }
  14652. buffer.capacity = capacity;
  14653. this.bindArrayBuffer(buffer);
  14654. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14655. return buffer;
  14656. };
  14657. /**
  14658. * Delete a webGL buffer used with instanciation
  14659. * @param buffer defines the webGL buffer to delete
  14660. */
  14661. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14662. this._gl.deleteBuffer(buffer);
  14663. };
  14664. /**
  14665. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14666. * @param instancesBuffer defines the webGL buffer to update and bind
  14667. * @param data defines the data to store in the buffer
  14668. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14669. */
  14670. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14671. this.bindArrayBuffer(instancesBuffer);
  14672. if (data) {
  14673. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14674. }
  14675. if (offsetLocations[0].index !== undefined) {
  14676. var stride = 0;
  14677. for (var i = 0; i < offsetLocations.length; i++) {
  14678. var ai = offsetLocations[i];
  14679. stride += ai.attributeSize * 4;
  14680. }
  14681. for (var i = 0; i < offsetLocations.length; i++) {
  14682. var ai = offsetLocations[i];
  14683. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14684. this._gl.enableVertexAttribArray(ai.index);
  14685. this._vertexAttribArraysEnabled[ai.index] = true;
  14686. }
  14687. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14688. this._gl.vertexAttribDivisor(ai.index, 1);
  14689. this._currentInstanceLocations.push(ai.index);
  14690. this._currentInstanceBuffers.push(instancesBuffer);
  14691. }
  14692. }
  14693. else {
  14694. for (var index = 0; index < 4; index++) {
  14695. var offsetLocation = offsetLocations[index];
  14696. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14697. this._gl.enableVertexAttribArray(offsetLocation);
  14698. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14699. }
  14700. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14701. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14702. this._currentInstanceLocations.push(offsetLocation);
  14703. this._currentInstanceBuffers.push(instancesBuffer);
  14704. }
  14705. }
  14706. };
  14707. /**
  14708. * Apply all cached states (depth, culling, stencil and alpha)
  14709. */
  14710. Engine.prototype.applyStates = function () {
  14711. this._depthCullingState.apply(this._gl);
  14712. this._stencilState.apply(this._gl);
  14713. this._alphaState.apply(this._gl);
  14714. };
  14715. /**
  14716. * Send a draw order
  14717. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14718. * @param indexStart defines the starting index
  14719. * @param indexCount defines the number of index to draw
  14720. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14721. */
  14722. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14723. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14724. };
  14725. /**
  14726. * Draw a list of points
  14727. * @param verticesStart defines the index of first vertex to draw
  14728. * @param verticesCount defines the count of vertices to draw
  14729. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14730. */
  14731. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14732. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14733. };
  14734. /**
  14735. * Draw a list of unindexed primitives
  14736. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14737. * @param verticesStart defines the index of first vertex to draw
  14738. * @param verticesCount defines the count of vertices to draw
  14739. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14740. */
  14741. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14742. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14743. };
  14744. /**
  14745. * Draw a list of indexed primitives
  14746. * @param fillMode defines the primitive to use
  14747. * @param indexStart defines the starting index
  14748. * @param indexCount defines the number of index to draw
  14749. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14750. */
  14751. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14752. // Apply states
  14753. this.applyStates();
  14754. this._drawCalls.addCount(1, false);
  14755. // Render
  14756. var drawMode = this._drawMode(fillMode);
  14757. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14758. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14759. if (instancesCount) {
  14760. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14761. }
  14762. else {
  14763. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14764. }
  14765. };
  14766. /**
  14767. * Draw a list of unindexed primitives
  14768. * @param fillMode defines the primitive to use
  14769. * @param verticesStart defines the index of first vertex to draw
  14770. * @param verticesCount defines the count of vertices to draw
  14771. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14772. */
  14773. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14774. // Apply states
  14775. this.applyStates();
  14776. this._drawCalls.addCount(1, false);
  14777. var drawMode = this._drawMode(fillMode);
  14778. if (instancesCount) {
  14779. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14780. }
  14781. else {
  14782. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14783. }
  14784. };
  14785. Engine.prototype._drawMode = function (fillMode) {
  14786. switch (fillMode) {
  14787. // Triangle views
  14788. case BABYLON.Material.TriangleFillMode:
  14789. return this._gl.TRIANGLES;
  14790. case BABYLON.Material.PointFillMode:
  14791. return this._gl.POINTS;
  14792. case BABYLON.Material.WireFrameFillMode:
  14793. return this._gl.LINES;
  14794. // Draw modes
  14795. case BABYLON.Material.PointListDrawMode:
  14796. return this._gl.POINTS;
  14797. case BABYLON.Material.LineListDrawMode:
  14798. return this._gl.LINES;
  14799. case BABYLON.Material.LineLoopDrawMode:
  14800. return this._gl.LINE_LOOP;
  14801. case BABYLON.Material.LineStripDrawMode:
  14802. return this._gl.LINE_STRIP;
  14803. case BABYLON.Material.TriangleStripDrawMode:
  14804. return this._gl.TRIANGLE_STRIP;
  14805. case BABYLON.Material.TriangleFanDrawMode:
  14806. return this._gl.TRIANGLE_FAN;
  14807. default:
  14808. return this._gl.TRIANGLES;
  14809. }
  14810. };
  14811. // Shaders
  14812. /** @hidden */
  14813. Engine.prototype._releaseEffect = function (effect) {
  14814. if (this._compiledEffects[effect._key]) {
  14815. delete this._compiledEffects[effect._key];
  14816. this._deleteProgram(effect.getProgram());
  14817. }
  14818. };
  14819. /** @hidden */
  14820. Engine.prototype._deleteProgram = function (program) {
  14821. if (program) {
  14822. program.__SPECTOR_rebuildProgram = null;
  14823. if (program.transformFeedback) {
  14824. this.deleteTransformFeedback(program.transformFeedback);
  14825. program.transformFeedback = null;
  14826. }
  14827. this._gl.deleteProgram(program);
  14828. }
  14829. };
  14830. /**
  14831. * Create a new effect (used to store vertex/fragment shaders)
  14832. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14833. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14834. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14835. * @param samplers defines an array of string used to represent textures
  14836. * @param defines defines the string containing the defines to use to compile the shaders
  14837. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14838. * @param onCompiled defines a function to call when the effect creation is successful
  14839. * @param onError defines a function to call when the effect creation has failed
  14840. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14841. * @returns the new Effect
  14842. */
  14843. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14844. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14845. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14846. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14847. if (this._compiledEffects[name]) {
  14848. var compiledEffect = this._compiledEffects[name];
  14849. if (onCompiled && compiledEffect.isReady()) {
  14850. onCompiled(compiledEffect);
  14851. }
  14852. return compiledEffect;
  14853. }
  14854. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14855. effect._key = name;
  14856. this._compiledEffects[name] = effect;
  14857. return effect;
  14858. };
  14859. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14860. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14861. };
  14862. Engine.prototype._compileRawShader = function (source, type) {
  14863. var gl = this._gl;
  14864. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14865. if (!shader) {
  14866. throw new Error("Something went wrong while compile the shader.");
  14867. }
  14868. gl.shaderSource(shader, source);
  14869. gl.compileShader(shader);
  14870. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14871. var log = gl.getShaderInfoLog(shader);
  14872. if (log) {
  14873. throw new Error(log);
  14874. }
  14875. }
  14876. return shader;
  14877. };
  14878. /**
  14879. * Directly creates a webGL program
  14880. * @param vertexCode defines the vertex shader code to use
  14881. * @param fragmentCode defines the fragment shader code to use
  14882. * @param context defines the webGL context to use (if not set, the current one will be used)
  14883. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14884. * @returns the new webGL program
  14885. */
  14886. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14887. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14888. context = context || this._gl;
  14889. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14890. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14891. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14892. };
  14893. /**
  14894. * Creates a webGL program
  14895. * @param vertexCode defines the vertex shader code to use
  14896. * @param fragmentCode defines the fragment shader code to use
  14897. * @param defines defines the string containing the defines to use to compile the shaders
  14898. * @param context defines the webGL context to use (if not set, the current one will be used)
  14899. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14900. * @returns the new webGL program
  14901. */
  14902. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14903. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14904. context = context || this._gl;
  14905. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14906. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14907. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14908. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14909. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14910. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14911. return program;
  14912. };
  14913. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14914. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14915. var shaderProgram = context.createProgram();
  14916. if (!shaderProgram) {
  14917. throw new Error("Unable to create program");
  14918. }
  14919. context.attachShader(shaderProgram, vertexShader);
  14920. context.attachShader(shaderProgram, fragmentShader);
  14921. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14922. var transformFeedback = this.createTransformFeedback();
  14923. this.bindTransformFeedback(transformFeedback);
  14924. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14925. shaderProgram.transformFeedback = transformFeedback;
  14926. }
  14927. context.linkProgram(shaderProgram);
  14928. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14929. this.bindTransformFeedback(null);
  14930. }
  14931. shaderProgram.context = context;
  14932. shaderProgram.vertexShader = vertexShader;
  14933. shaderProgram.fragmentShader = fragmentShader;
  14934. if (!this._caps.parallelShaderCompile) {
  14935. this._finalizeProgram(shaderProgram);
  14936. }
  14937. else {
  14938. shaderProgram.isParallelCompiled = true;
  14939. }
  14940. return shaderProgram;
  14941. };
  14942. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14943. var context = shaderProgram.context;
  14944. var vertexShader = shaderProgram.vertexShader;
  14945. var fragmentShader = shaderProgram.fragmentShader;
  14946. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14947. if (!linked) {
  14948. var error = context.getProgramInfoLog(shaderProgram);
  14949. if (error) {
  14950. throw new Error(error);
  14951. }
  14952. }
  14953. if (this.validateShaderPrograms) {
  14954. context.validateProgram(shaderProgram);
  14955. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14956. if (!validated) {
  14957. var error = context.getProgramInfoLog(shaderProgram);
  14958. if (error) {
  14959. throw new Error(error);
  14960. }
  14961. }
  14962. }
  14963. context.deleteShader(vertexShader);
  14964. context.deleteShader(fragmentShader);
  14965. shaderProgram.context = undefined;
  14966. shaderProgram.vertexShader = undefined;
  14967. shaderProgram.fragmentShader = undefined;
  14968. if (shaderProgram.onCompiled) {
  14969. shaderProgram.onCompiled();
  14970. shaderProgram.onCompiled = undefined;
  14971. }
  14972. };
  14973. /** @hidden */
  14974. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14975. if (!shaderProgram.isParallelCompiled) {
  14976. return true;
  14977. }
  14978. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14979. this._finalizeProgram(shaderProgram);
  14980. return true;
  14981. }
  14982. return false;
  14983. };
  14984. /** @hidden */
  14985. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14986. if (!shaderProgram.isParallelCompiled) {
  14987. action();
  14988. return;
  14989. }
  14990. shaderProgram.onCompiled = action;
  14991. };
  14992. /**
  14993. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14994. * @param shaderProgram defines the webGL program to use
  14995. * @param uniformsNames defines the list of uniform names
  14996. * @returns an array of webGL uniform locations
  14997. */
  14998. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14999. var results = new Array();
  15000. for (var index = 0; index < uniformsNames.length; index++) {
  15001. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  15002. }
  15003. return results;
  15004. };
  15005. /**
  15006. * Gets the lsit of active attributes for a given webGL program
  15007. * @param shaderProgram defines the webGL program to use
  15008. * @param attributesNames defines the list of attribute names to get
  15009. * @returns an array of indices indicating the offset of each attribute
  15010. */
  15011. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  15012. var results = [];
  15013. for (var index = 0; index < attributesNames.length; index++) {
  15014. try {
  15015. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  15016. }
  15017. catch (e) {
  15018. results.push(-1);
  15019. }
  15020. }
  15021. return results;
  15022. };
  15023. /**
  15024. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  15025. * @param effect defines the effect to activate
  15026. */
  15027. Engine.prototype.enableEffect = function (effect) {
  15028. if (!effect || effect === this._currentEffect) {
  15029. return;
  15030. }
  15031. // Use program
  15032. this.bindSamplers(effect);
  15033. this._currentEffect = effect;
  15034. if (effect.onBind) {
  15035. effect.onBind(effect);
  15036. }
  15037. if (effect._onBindObservable) {
  15038. effect._onBindObservable.notifyObservers(effect);
  15039. }
  15040. };
  15041. /**
  15042. * Set the value of an uniform to an array of int32
  15043. * @param uniform defines the webGL uniform location where to store the value
  15044. * @param array defines the array of int32 to store
  15045. */
  15046. Engine.prototype.setIntArray = function (uniform, array) {
  15047. if (!uniform) {
  15048. return;
  15049. }
  15050. this._gl.uniform1iv(uniform, array);
  15051. };
  15052. /**
  15053. * Set the value of an uniform to an array of int32 (stored as vec2)
  15054. * @param uniform defines the webGL uniform location where to store the value
  15055. * @param array defines the array of int32 to store
  15056. */
  15057. Engine.prototype.setIntArray2 = function (uniform, array) {
  15058. if (!uniform || array.length % 2 !== 0) {
  15059. return;
  15060. }
  15061. this._gl.uniform2iv(uniform, array);
  15062. };
  15063. /**
  15064. * Set the value of an uniform to an array of int32 (stored as vec3)
  15065. * @param uniform defines the webGL uniform location where to store the value
  15066. * @param array defines the array of int32 to store
  15067. */
  15068. Engine.prototype.setIntArray3 = function (uniform, array) {
  15069. if (!uniform || array.length % 3 !== 0) {
  15070. return;
  15071. }
  15072. this._gl.uniform3iv(uniform, array);
  15073. };
  15074. /**
  15075. * Set the value of an uniform to an array of int32 (stored as vec4)
  15076. * @param uniform defines the webGL uniform location where to store the value
  15077. * @param array defines the array of int32 to store
  15078. */
  15079. Engine.prototype.setIntArray4 = function (uniform, array) {
  15080. if (!uniform || array.length % 4 !== 0) {
  15081. return;
  15082. }
  15083. this._gl.uniform4iv(uniform, array);
  15084. };
  15085. /**
  15086. * Set the value of an uniform to an array of float32
  15087. * @param uniform defines the webGL uniform location where to store the value
  15088. * @param array defines the array of float32 to store
  15089. */
  15090. Engine.prototype.setFloatArray = function (uniform, array) {
  15091. if (!uniform) {
  15092. return;
  15093. }
  15094. this._gl.uniform1fv(uniform, array);
  15095. };
  15096. /**
  15097. * Set the value of an uniform to an array of float32 (stored as vec2)
  15098. * @param uniform defines the webGL uniform location where to store the value
  15099. * @param array defines the array of float32 to store
  15100. */
  15101. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15102. if (!uniform || array.length % 2 !== 0) {
  15103. return;
  15104. }
  15105. this._gl.uniform2fv(uniform, array);
  15106. };
  15107. /**
  15108. * Set the value of an uniform to an array of float32 (stored as vec3)
  15109. * @param uniform defines the webGL uniform location where to store the value
  15110. * @param array defines the array of float32 to store
  15111. */
  15112. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15113. if (!uniform || array.length % 3 !== 0) {
  15114. return;
  15115. }
  15116. this._gl.uniform3fv(uniform, array);
  15117. };
  15118. /**
  15119. * Set the value of an uniform to an array of float32 (stored as vec4)
  15120. * @param uniform defines the webGL uniform location where to store the value
  15121. * @param array defines the array of float32 to store
  15122. */
  15123. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15124. if (!uniform || array.length % 4 !== 0) {
  15125. return;
  15126. }
  15127. this._gl.uniform4fv(uniform, array);
  15128. };
  15129. /**
  15130. * Set the value of an uniform to an array of number
  15131. * @param uniform defines the webGL uniform location where to store the value
  15132. * @param array defines the array of number to store
  15133. */
  15134. Engine.prototype.setArray = function (uniform, array) {
  15135. if (!uniform) {
  15136. return;
  15137. }
  15138. this._gl.uniform1fv(uniform, array);
  15139. };
  15140. /**
  15141. * Set the value of an uniform to an array of number (stored as vec2)
  15142. * @param uniform defines the webGL uniform location where to store the value
  15143. * @param array defines the array of number to store
  15144. */
  15145. Engine.prototype.setArray2 = function (uniform, array) {
  15146. if (!uniform || array.length % 2 !== 0) {
  15147. return;
  15148. }
  15149. this._gl.uniform2fv(uniform, array);
  15150. };
  15151. /**
  15152. * Set the value of an uniform to an array of number (stored as vec3)
  15153. * @param uniform defines the webGL uniform location where to store the value
  15154. * @param array defines the array of number to store
  15155. */
  15156. Engine.prototype.setArray3 = function (uniform, array) {
  15157. if (!uniform || array.length % 3 !== 0) {
  15158. return;
  15159. }
  15160. this._gl.uniform3fv(uniform, array);
  15161. };
  15162. /**
  15163. * Set the value of an uniform to an array of number (stored as vec4)
  15164. * @param uniform defines the webGL uniform location where to store the value
  15165. * @param array defines the array of number to store
  15166. */
  15167. Engine.prototype.setArray4 = function (uniform, array) {
  15168. if (!uniform || array.length % 4 !== 0) {
  15169. return;
  15170. }
  15171. this._gl.uniform4fv(uniform, array);
  15172. };
  15173. /**
  15174. * Set the value of an uniform to an array of float32 (stored as matrices)
  15175. * @param uniform defines the webGL uniform location where to store the value
  15176. * @param matrices defines the array of float32 to store
  15177. */
  15178. Engine.prototype.setMatrices = function (uniform, matrices) {
  15179. if (!uniform) {
  15180. return;
  15181. }
  15182. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15183. };
  15184. /**
  15185. * Set the value of an uniform to a matrix
  15186. * @param uniform defines the webGL uniform location where to store the value
  15187. * @param matrix defines the matrix to store
  15188. */
  15189. Engine.prototype.setMatrix = function (uniform, matrix) {
  15190. if (!uniform) {
  15191. return;
  15192. }
  15193. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15194. };
  15195. /**
  15196. * Set the value of an uniform to a matrix (3x3)
  15197. * @param uniform defines the webGL uniform location where to store the value
  15198. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15199. */
  15200. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15201. if (!uniform) {
  15202. return;
  15203. }
  15204. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15205. };
  15206. /**
  15207. * Set the value of an uniform to a matrix (2x2)
  15208. * @param uniform defines the webGL uniform location where to store the value
  15209. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15210. */
  15211. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15212. if (!uniform) {
  15213. return;
  15214. }
  15215. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15216. };
  15217. /**
  15218. * Set the value of an uniform to a number (int)
  15219. * @param uniform defines the webGL uniform location where to store the value
  15220. * @param value defines the int number to store
  15221. */
  15222. Engine.prototype.setInt = function (uniform, value) {
  15223. if (!uniform) {
  15224. return;
  15225. }
  15226. this._gl.uniform1i(uniform, value);
  15227. };
  15228. /**
  15229. * Set the value of an uniform to a number (float)
  15230. * @param uniform defines the webGL uniform location where to store the value
  15231. * @param value defines the float number to store
  15232. */
  15233. Engine.prototype.setFloat = function (uniform, value) {
  15234. if (!uniform) {
  15235. return;
  15236. }
  15237. this._gl.uniform1f(uniform, value);
  15238. };
  15239. /**
  15240. * Set the value of an uniform to a vec2
  15241. * @param uniform defines the webGL uniform location where to store the value
  15242. * @param x defines the 1st component of the value
  15243. * @param y defines the 2nd component of the value
  15244. */
  15245. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15246. if (!uniform) {
  15247. return;
  15248. }
  15249. this._gl.uniform2f(uniform, x, y);
  15250. };
  15251. /**
  15252. * Set the value of an uniform to a vec3
  15253. * @param uniform defines the webGL uniform location where to store the value
  15254. * @param x defines the 1st component of the value
  15255. * @param y defines the 2nd component of the value
  15256. * @param z defines the 3rd component of the value
  15257. */
  15258. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15259. if (!uniform) {
  15260. return;
  15261. }
  15262. this._gl.uniform3f(uniform, x, y, z);
  15263. };
  15264. /**
  15265. * Set the value of an uniform to a boolean
  15266. * @param uniform defines the webGL uniform location where to store the value
  15267. * @param bool defines the boolean to store
  15268. */
  15269. Engine.prototype.setBool = function (uniform, bool) {
  15270. if (!uniform) {
  15271. return;
  15272. }
  15273. this._gl.uniform1i(uniform, bool);
  15274. };
  15275. /**
  15276. * Set the value of an uniform to a vec4
  15277. * @param uniform defines the webGL uniform location where to store the value
  15278. * @param x defines the 1st component of the value
  15279. * @param y defines the 2nd component of the value
  15280. * @param z defines the 3rd component of the value
  15281. * @param w defines the 4th component of the value
  15282. */
  15283. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15284. if (!uniform) {
  15285. return;
  15286. }
  15287. this._gl.uniform4f(uniform, x, y, z, w);
  15288. };
  15289. /**
  15290. * Set the value of an uniform to a Color3
  15291. * @param uniform defines the webGL uniform location where to store the value
  15292. * @param color3 defines the color to store
  15293. */
  15294. Engine.prototype.setColor3 = function (uniform, color3) {
  15295. if (!uniform) {
  15296. return;
  15297. }
  15298. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15299. };
  15300. /**
  15301. * Set the value of an uniform to a Color3 and an alpha value
  15302. * @param uniform defines the webGL uniform location where to store the value
  15303. * @param color3 defines the color to store
  15304. * @param alpha defines the alpha component to store
  15305. */
  15306. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15307. if (!uniform) {
  15308. return;
  15309. }
  15310. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15311. };
  15312. /**
  15313. * Sets a Color4 on a uniform variable
  15314. * @param uniform defines the uniform location
  15315. * @param color4 defines the value to be set
  15316. */
  15317. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15318. if (!uniform) {
  15319. return;
  15320. }
  15321. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15322. };
  15323. // States
  15324. /**
  15325. * Set various states to the webGL context
  15326. * @param culling defines backface culling state
  15327. * @param zOffset defines the value to apply to zOffset (0 by default)
  15328. * @param force defines if states must be applied even if cache is up to date
  15329. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15330. */
  15331. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15332. if (zOffset === void 0) { zOffset = 0; }
  15333. if (reverseSide === void 0) { reverseSide = false; }
  15334. // Culling
  15335. if (this._depthCullingState.cull !== culling || force) {
  15336. this._depthCullingState.cull = culling;
  15337. }
  15338. // Cull face
  15339. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15340. if (this._depthCullingState.cullFace !== cullFace || force) {
  15341. this._depthCullingState.cullFace = cullFace;
  15342. }
  15343. // Z offset
  15344. this.setZOffset(zOffset);
  15345. // Front face
  15346. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15347. if (this._depthCullingState.frontFace !== frontFace || force) {
  15348. this._depthCullingState.frontFace = frontFace;
  15349. }
  15350. };
  15351. /**
  15352. * Set the z offset to apply to current rendering
  15353. * @param value defines the offset to apply
  15354. */
  15355. Engine.prototype.setZOffset = function (value) {
  15356. this._depthCullingState.zOffset = value;
  15357. };
  15358. /**
  15359. * Gets the current value of the zOffset
  15360. * @returns the current zOffset state
  15361. */
  15362. Engine.prototype.getZOffset = function () {
  15363. return this._depthCullingState.zOffset;
  15364. };
  15365. /**
  15366. * Enable or disable depth buffering
  15367. * @param enable defines the state to set
  15368. */
  15369. Engine.prototype.setDepthBuffer = function (enable) {
  15370. this._depthCullingState.depthTest = enable;
  15371. };
  15372. /**
  15373. * Gets a boolean indicating if depth writing is enabled
  15374. * @returns the current depth writing state
  15375. */
  15376. Engine.prototype.getDepthWrite = function () {
  15377. return this._depthCullingState.depthMask;
  15378. };
  15379. /**
  15380. * Enable or disable depth writing
  15381. * @param enable defines the state to set
  15382. */
  15383. Engine.prototype.setDepthWrite = function (enable) {
  15384. this._depthCullingState.depthMask = enable;
  15385. };
  15386. /**
  15387. * Enable or disable color writing
  15388. * @param enable defines the state to set
  15389. */
  15390. Engine.prototype.setColorWrite = function (enable) {
  15391. this._gl.colorMask(enable, enable, enable, enable);
  15392. this._colorWrite = enable;
  15393. };
  15394. /**
  15395. * Gets a boolean indicating if color writing is enabled
  15396. * @returns the current color writing state
  15397. */
  15398. Engine.prototype.getColorWrite = function () {
  15399. return this._colorWrite;
  15400. };
  15401. /**
  15402. * Sets alpha constants used by some alpha blending modes
  15403. * @param r defines the red component
  15404. * @param g defines the green component
  15405. * @param b defines the blue component
  15406. * @param a defines the alpha component
  15407. */
  15408. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15409. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15410. };
  15411. /**
  15412. * Sets the current alpha mode
  15413. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15414. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15415. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15416. */
  15417. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15418. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15419. if (this._alphaMode === mode) {
  15420. return;
  15421. }
  15422. switch (mode) {
  15423. case Engine.ALPHA_DISABLE:
  15424. this._alphaState.alphaBlend = false;
  15425. break;
  15426. case Engine.ALPHA_PREMULTIPLIED:
  15427. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15428. this._alphaState.alphaBlend = true;
  15429. break;
  15430. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15431. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15432. this._alphaState.alphaBlend = true;
  15433. break;
  15434. case Engine.ALPHA_COMBINE:
  15435. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15436. this._alphaState.alphaBlend = true;
  15437. break;
  15438. case Engine.ALPHA_ONEONE:
  15439. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15440. this._alphaState.alphaBlend = true;
  15441. break;
  15442. case Engine.ALPHA_ADD:
  15443. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15444. this._alphaState.alphaBlend = true;
  15445. break;
  15446. case Engine.ALPHA_SUBTRACT:
  15447. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15448. this._alphaState.alphaBlend = true;
  15449. break;
  15450. case Engine.ALPHA_MULTIPLY:
  15451. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15452. this._alphaState.alphaBlend = true;
  15453. break;
  15454. case Engine.ALPHA_MAXIMIZED:
  15455. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15456. this._alphaState.alphaBlend = true;
  15457. break;
  15458. case Engine.ALPHA_INTERPOLATE:
  15459. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15460. this._alphaState.alphaBlend = true;
  15461. break;
  15462. case Engine.ALPHA_SCREENMODE:
  15463. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15464. this._alphaState.alphaBlend = true;
  15465. break;
  15466. }
  15467. if (!noDepthWriteChange) {
  15468. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15469. }
  15470. this._alphaMode = mode;
  15471. };
  15472. /**
  15473. * Gets the current alpha mode
  15474. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15475. * @returns the current alpha mode
  15476. */
  15477. Engine.prototype.getAlphaMode = function () {
  15478. return this._alphaMode;
  15479. };
  15480. // Textures
  15481. /**
  15482. * Clears the list of texture accessible through engine.
  15483. * This can help preventing texture load conflict due to name collision.
  15484. */
  15485. Engine.prototype.clearInternalTexturesCache = function () {
  15486. this._internalTexturesCache = [];
  15487. };
  15488. /**
  15489. * Force the entire cache to be cleared
  15490. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15491. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15492. */
  15493. Engine.prototype.wipeCaches = function (bruteForce) {
  15494. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15495. return;
  15496. }
  15497. this._currentEffect = null;
  15498. this._viewportCached.x = 0;
  15499. this._viewportCached.y = 0;
  15500. this._viewportCached.z = 0;
  15501. this._viewportCached.w = 0;
  15502. if (bruteForce) {
  15503. this.resetTextureCache();
  15504. this._currentProgram = null;
  15505. this._stencilState.reset();
  15506. this._depthCullingState.reset();
  15507. this.setDepthFunctionToLessOrEqual();
  15508. this._alphaState.reset();
  15509. this._unpackFlipYCached = null;
  15510. }
  15511. this._resetVertexBufferBinding();
  15512. this._cachedIndexBuffer = null;
  15513. this._cachedEffectForVertexBuffers = null;
  15514. this._unbindVertexArrayObject();
  15515. this.bindIndexBuffer(null);
  15516. };
  15517. /**
  15518. * Set the compressed texture format to use, based on the formats you have, and the formats
  15519. * supported by the hardware / browser.
  15520. *
  15521. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15522. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15523. * to API arguments needed to compressed textures. This puts the burden on the container
  15524. * generator to house the arcane code for determining these for current & future formats.
  15525. *
  15526. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15527. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15528. *
  15529. * Note: The result of this call is not taken into account when a texture is base64.
  15530. *
  15531. * @param formatsAvailable defines the list of those format families you have created
  15532. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15533. *
  15534. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15535. * @returns The extension selected.
  15536. */
  15537. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15538. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15539. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15540. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15541. return this._textureFormatInUse = this._texturesSupported[i];
  15542. }
  15543. }
  15544. }
  15545. // actively set format to nothing, to allow this to be called more than once
  15546. // and possibly fail the 2nd time
  15547. this._textureFormatInUse = null;
  15548. return null;
  15549. };
  15550. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15551. var gl = this._gl;
  15552. var magFilter = gl.NEAREST;
  15553. var minFilter = gl.NEAREST;
  15554. switch (samplingMode) {
  15555. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15556. magFilter = gl.LINEAR;
  15557. if (generateMipMaps) {
  15558. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15559. }
  15560. else {
  15561. minFilter = gl.LINEAR;
  15562. }
  15563. break;
  15564. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15565. magFilter = gl.LINEAR;
  15566. if (generateMipMaps) {
  15567. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15568. }
  15569. else {
  15570. minFilter = gl.LINEAR;
  15571. }
  15572. break;
  15573. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15574. magFilter = gl.NEAREST;
  15575. if (generateMipMaps) {
  15576. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15577. }
  15578. else {
  15579. minFilter = gl.NEAREST;
  15580. }
  15581. break;
  15582. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15583. magFilter = gl.NEAREST;
  15584. if (generateMipMaps) {
  15585. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15586. }
  15587. else {
  15588. minFilter = gl.NEAREST;
  15589. }
  15590. break;
  15591. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15592. magFilter = gl.NEAREST;
  15593. if (generateMipMaps) {
  15594. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15595. }
  15596. else {
  15597. minFilter = gl.LINEAR;
  15598. }
  15599. break;
  15600. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15601. magFilter = gl.NEAREST;
  15602. if (generateMipMaps) {
  15603. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15604. }
  15605. else {
  15606. minFilter = gl.LINEAR;
  15607. }
  15608. break;
  15609. case Engine.TEXTURE_NEAREST_LINEAR:
  15610. magFilter = gl.NEAREST;
  15611. minFilter = gl.LINEAR;
  15612. break;
  15613. case Engine.TEXTURE_NEAREST_NEAREST:
  15614. magFilter = gl.NEAREST;
  15615. minFilter = gl.NEAREST;
  15616. break;
  15617. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15618. magFilter = gl.LINEAR;
  15619. if (generateMipMaps) {
  15620. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15621. }
  15622. else {
  15623. minFilter = gl.NEAREST;
  15624. }
  15625. break;
  15626. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15627. magFilter = gl.LINEAR;
  15628. if (generateMipMaps) {
  15629. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15630. }
  15631. else {
  15632. minFilter = gl.NEAREST;
  15633. }
  15634. break;
  15635. case Engine.TEXTURE_LINEAR_LINEAR:
  15636. magFilter = gl.LINEAR;
  15637. minFilter = gl.LINEAR;
  15638. break;
  15639. case Engine.TEXTURE_LINEAR_NEAREST:
  15640. magFilter = gl.LINEAR;
  15641. minFilter = gl.NEAREST;
  15642. break;
  15643. }
  15644. return {
  15645. min: minFilter,
  15646. mag: magFilter
  15647. };
  15648. };
  15649. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15650. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15651. var img;
  15652. var onload = function () {
  15653. loadedImages[index] = img;
  15654. loadedImages._internalCount++;
  15655. if (scene) {
  15656. scene._removePendingData(img);
  15657. }
  15658. if (loadedImages._internalCount === 6) {
  15659. onfinish(loadedImages);
  15660. }
  15661. };
  15662. var onerror = function (message, exception) {
  15663. if (scene) {
  15664. scene._removePendingData(img);
  15665. }
  15666. if (onErrorCallBack) {
  15667. onErrorCallBack(message, exception);
  15668. }
  15669. };
  15670. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15671. if (scene) {
  15672. scene._addPendingData(img);
  15673. }
  15674. };
  15675. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15676. if (onError === void 0) { onError = null; }
  15677. var loadedImages = [];
  15678. loadedImages._internalCount = 0;
  15679. for (var index = 0; index < 6; index++) {
  15680. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15681. }
  15682. };
  15683. /** @hidden */
  15684. Engine.prototype._createTexture = function () {
  15685. var texture = this._gl.createTexture();
  15686. if (!texture) {
  15687. throw new Error("Unable to create texture");
  15688. }
  15689. return texture;
  15690. };
  15691. /**
  15692. * Usually called from BABYLON.Texture.ts.
  15693. * Passed information to create a WebGLTexture
  15694. * @param urlArg defines a value which contains one of the following:
  15695. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15696. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15697. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15698. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15699. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  15700. * @param scene needed for loading to the correct scene
  15701. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15702. * @param onLoad optional callback to be called upon successful completion
  15703. * @param onError optional callback to be called upon failure
  15704. * @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
  15705. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15706. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15707. * @param forcedExtension defines the extension to use to pick the right loader
  15708. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15709. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15710. */
  15711. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15712. var _this = this;
  15713. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15714. if (onLoad === void 0) { onLoad = null; }
  15715. if (onError === void 0) { onError = null; }
  15716. if (buffer === void 0) { buffer = null; }
  15717. if (fallback === void 0) { fallback = null; }
  15718. if (format === void 0) { format = null; }
  15719. if (forcedExtension === void 0) { forcedExtension = null; }
  15720. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15721. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15722. var fromData = url.substr(0, 5) === "data:";
  15723. var fromBlob = url.substr(0, 5) === "blob:";
  15724. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15725. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15726. // establish the file extension, if possible
  15727. var lastDot = url.lastIndexOf('.');
  15728. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15729. var loader = null;
  15730. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15731. var availableLoader = _a[_i];
  15732. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15733. loader = availableLoader;
  15734. break;
  15735. }
  15736. }
  15737. if (loader) {
  15738. url = loader.transformUrl(url, this._textureFormatInUse);
  15739. }
  15740. if (scene) {
  15741. scene._addPendingData(texture);
  15742. }
  15743. texture.url = url;
  15744. texture.generateMipMaps = !noMipmap;
  15745. texture.samplingMode = samplingMode;
  15746. texture.invertY = invertY;
  15747. if (!this._doNotHandleContextLost) {
  15748. // Keep a link to the buffer only if we plan to handle context lost
  15749. texture._buffer = buffer;
  15750. }
  15751. var onLoadObserver = null;
  15752. if (onLoad && !fallback) {
  15753. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15754. }
  15755. if (!fallback) {
  15756. this._internalTexturesCache.push(texture);
  15757. }
  15758. var onInternalError = function (message, exception) {
  15759. if (scene) {
  15760. scene._removePendingData(texture);
  15761. }
  15762. var customFallback = false;
  15763. if (loader) {
  15764. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15765. if (fallbackUrl) {
  15766. // Add Back
  15767. customFallback = true;
  15768. excludeLoaders.push(loader);
  15769. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15770. _this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15771. return;
  15772. }
  15773. }
  15774. if (!customFallback) {
  15775. if (onLoadObserver) {
  15776. texture.onLoadedObservable.remove(onLoadObserver);
  15777. }
  15778. if (BABYLON.Tools.UseFallbackTexture) {
  15779. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);
  15780. return;
  15781. }
  15782. }
  15783. if (onError) {
  15784. onError(message || "Unknown error", exception);
  15785. }
  15786. };
  15787. // processing for non-image formats
  15788. if (loader) {
  15789. var callback = function (data) {
  15790. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15791. if (loadFailed) {
  15792. onInternalError("TextureLoader failed to load data");
  15793. }
  15794. else {
  15795. _this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, function () {
  15796. done();
  15797. return false;
  15798. }, samplingMode);
  15799. }
  15800. });
  15801. };
  15802. if (!buffer) {
  15803. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15804. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15805. });
  15806. }
  15807. else {
  15808. callback(buffer);
  15809. }
  15810. }
  15811. else {
  15812. var onload = function (img) {
  15813. if (fromBlob && !_this._doNotHandleContextLost) {
  15814. // We need to store the image if we need to rebuild the texture
  15815. // in case of a webgl context lost
  15816. texture._buffer = img;
  15817. }
  15818. _this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15819. var gl = _this._gl;
  15820. var isPot = (img.width === potWidth && img.height === potHeight);
  15821. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15822. if (isPot) {
  15823. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15824. return false;
  15825. }
  15826. var maxTextureSize = _this._caps.maxTextureSize;
  15827. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15828. _this._prepareWorkingCanvas();
  15829. if (!_this._workingCanvas || !_this._workingContext) {
  15830. return false;
  15831. }
  15832. _this._workingCanvas.width = potWidth;
  15833. _this._workingCanvas.height = potHeight;
  15834. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15835. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15836. texture.width = potWidth;
  15837. texture.height = potHeight;
  15838. return false;
  15839. }
  15840. else {
  15841. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15842. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15843. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15844. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15845. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15846. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15847. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15848. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15849. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15850. _this._releaseTexture(source_1);
  15851. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15852. continuationCallback();
  15853. });
  15854. }
  15855. return true;
  15856. }, samplingMode);
  15857. };
  15858. if (!fromData || isBase64) {
  15859. if (buffer instanceof HTMLImageElement) {
  15860. onload(buffer);
  15861. }
  15862. else {
  15863. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15864. }
  15865. }
  15866. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15867. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15868. }
  15869. else {
  15870. onload(buffer);
  15871. }
  15872. }
  15873. return texture;
  15874. };
  15875. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15876. var _this = this;
  15877. var rtt = this.createRenderTargetTexture({
  15878. width: destination.width,
  15879. height: destination.height,
  15880. }, {
  15881. generateMipMaps: false,
  15882. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15883. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15884. generateDepthBuffer: false,
  15885. generateStencilBuffer: false
  15886. });
  15887. if (!this._rescalePostProcess) {
  15888. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15889. }
  15890. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15891. _this._rescalePostProcess.onApply = function (effect) {
  15892. effect._bindTexture("textureSampler", source);
  15893. };
  15894. var hostingScene = scene;
  15895. if (!hostingScene) {
  15896. hostingScene = _this.scenes[_this.scenes.length - 1];
  15897. }
  15898. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15899. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15900. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15901. _this.unBindFramebuffer(rtt);
  15902. _this._releaseTexture(rtt);
  15903. if (onComplete) {
  15904. onComplete();
  15905. }
  15906. });
  15907. };
  15908. /**
  15909. * Update a raw texture
  15910. * @param texture defines the texture to update
  15911. * @param data defines the data to store in the texture
  15912. * @param format defines the format of the data
  15913. * @param invertY defines if data must be stored with Y axis inverted
  15914. * @param compression defines the compression used (null by default)
  15915. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15916. */
  15917. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15918. if (compression === void 0) { compression = null; }
  15919. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15920. if (!texture) {
  15921. return;
  15922. }
  15923. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15924. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15925. // babylon's internalFormat but gl's texImage2D format
  15926. var internalFormat = this._getInternalFormat(format);
  15927. var textureType = this._getWebGLTextureType(type);
  15928. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15929. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15930. if (!this._doNotHandleContextLost) {
  15931. texture._bufferView = data;
  15932. texture.format = format;
  15933. texture.type = type;
  15934. texture.invertY = invertY;
  15935. texture._compression = compression;
  15936. }
  15937. if (texture.width % 4 !== 0) {
  15938. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15939. }
  15940. if (compression && data) {
  15941. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15942. }
  15943. else {
  15944. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15945. }
  15946. if (texture.generateMipMaps) {
  15947. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15948. }
  15949. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15950. // this.resetTextureCache();
  15951. texture.isReady = true;
  15952. };
  15953. /**
  15954. * Creates a raw texture
  15955. * @param data defines the data to store in the texture
  15956. * @param width defines the width of the texture
  15957. * @param height defines the height of the texture
  15958. * @param format defines the format of the data
  15959. * @param generateMipMaps defines if the engine should generate the mip levels
  15960. * @param invertY defines if data must be stored with Y axis inverted
  15961. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15962. * @param compression defines the compression used (null by default)
  15963. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15964. * @returns the raw texture inside an InternalTexture
  15965. */
  15966. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15967. if (compression === void 0) { compression = null; }
  15968. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15969. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15970. texture.baseWidth = width;
  15971. texture.baseHeight = height;
  15972. texture.width = width;
  15973. texture.height = height;
  15974. texture.format = format;
  15975. texture.generateMipMaps = generateMipMaps;
  15976. texture.samplingMode = samplingMode;
  15977. texture.invertY = invertY;
  15978. texture._compression = compression;
  15979. texture.type = type;
  15980. if (!this._doNotHandleContextLost) {
  15981. texture._bufferView = data;
  15982. }
  15983. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15984. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15985. // Filters
  15986. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15987. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15988. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15989. if (generateMipMaps) {
  15990. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15991. }
  15992. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15993. this._internalTexturesCache.push(texture);
  15994. return texture;
  15995. };
  15996. /** @hidden */
  15997. Engine.prototype._unpackFlipY = function (value) {
  15998. if (this._unpackFlipYCached !== value) {
  15999. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  16000. if (this.enableUnpackFlipYCached) {
  16001. this._unpackFlipYCached = value;
  16002. }
  16003. }
  16004. };
  16005. /** @hidden */
  16006. Engine.prototype._getUnpackAlignement = function () {
  16007. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  16008. };
  16009. /**
  16010. * Creates a dynamic texture
  16011. * @param width defines the width of the texture
  16012. * @param height defines the height of the texture
  16013. * @param generateMipMaps defines if the engine should generate the mip levels
  16014. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  16015. * @returns the dynamic texture inside an InternalTexture
  16016. */
  16017. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  16018. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  16019. texture.baseWidth = width;
  16020. texture.baseHeight = height;
  16021. if (generateMipMaps) {
  16022. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  16023. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  16024. }
  16025. // this.resetTextureCache();
  16026. texture.width = width;
  16027. texture.height = height;
  16028. texture.isReady = false;
  16029. texture.generateMipMaps = generateMipMaps;
  16030. texture.samplingMode = samplingMode;
  16031. this.updateTextureSamplingMode(samplingMode, texture);
  16032. this._internalTexturesCache.push(texture);
  16033. return texture;
  16034. };
  16035. /**
  16036. * Update the sampling mode of a given texture
  16037. * @param samplingMode defines the required sampling mode
  16038. * @param texture defines the texture to update
  16039. */
  16040. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  16041. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  16042. if (texture.isCube) {
  16043. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16044. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16045. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16046. }
  16047. else if (texture.is3D) {
  16048. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16049. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16050. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16051. }
  16052. else {
  16053. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16054. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16055. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16056. }
  16057. texture.samplingMode = samplingMode;
  16058. };
  16059. /**
  16060. * Update the content of a dynamic texture
  16061. * @param texture defines the texture to update
  16062. * @param canvas defines the canvas containing the source
  16063. * @param invertY defines if data must be stored with Y axis inverted
  16064. * @param premulAlpha defines if alpha is stored as premultiplied
  16065. * @param format defines the format of the data
  16066. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16067. */
  16068. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16069. if (premulAlpha === void 0) { premulAlpha = false; }
  16070. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16071. if (!texture) {
  16072. return;
  16073. }
  16074. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16075. this._unpackFlipY(invertY);
  16076. if (premulAlpha) {
  16077. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16078. }
  16079. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16080. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16081. if (texture.generateMipMaps) {
  16082. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16083. }
  16084. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16085. if (premulAlpha) {
  16086. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16087. }
  16088. texture.isReady = true;
  16089. };
  16090. /**
  16091. * Update a video texture
  16092. * @param texture defines the texture to update
  16093. * @param video defines the video element to use
  16094. * @param invertY defines if data must be stored with Y axis inverted
  16095. */
  16096. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16097. if (!texture || texture._isDisabled) {
  16098. return;
  16099. }
  16100. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16101. this._unpackFlipY(!invertY); // Video are upside down by default
  16102. try {
  16103. // Testing video texture support
  16104. if (this._videoTextureSupported === undefined) {
  16105. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16106. if (this._gl.getError() !== 0) {
  16107. this._videoTextureSupported = false;
  16108. }
  16109. else {
  16110. this._videoTextureSupported = true;
  16111. }
  16112. }
  16113. // Copy video through the current working canvas if video texture is not supported
  16114. if (!this._videoTextureSupported) {
  16115. if (!texture._workingCanvas) {
  16116. texture._workingCanvas = document.createElement("canvas");
  16117. var context = texture._workingCanvas.getContext("2d");
  16118. if (!context) {
  16119. throw new Error("Unable to get 2d context");
  16120. }
  16121. texture._workingContext = context;
  16122. texture._workingCanvas.width = texture.width;
  16123. texture._workingCanvas.height = texture.height;
  16124. }
  16125. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16126. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16127. }
  16128. else {
  16129. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16130. }
  16131. if (texture.generateMipMaps) {
  16132. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16133. }
  16134. if (!wasPreviouslyBound) {
  16135. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16136. }
  16137. // this.resetTextureCache();
  16138. texture.isReady = true;
  16139. }
  16140. catch (ex) {
  16141. // Something unexpected
  16142. // Let's disable the texture
  16143. texture._isDisabled = true;
  16144. }
  16145. };
  16146. /**
  16147. * Updates a depth texture Comparison Mode and Function.
  16148. * If the comparison Function is equal to 0, the mode will be set to none.
  16149. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16150. * @param texture The texture to set the comparison function for
  16151. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16152. */
  16153. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16154. if (this.webGLVersion === 1) {
  16155. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16156. return;
  16157. }
  16158. var gl = this._gl;
  16159. if (texture.isCube) {
  16160. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16161. if (comparisonFunction === 0) {
  16162. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16163. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16164. }
  16165. else {
  16166. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16167. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16168. }
  16169. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16170. }
  16171. else {
  16172. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16173. if (comparisonFunction === 0) {
  16174. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16175. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16176. }
  16177. else {
  16178. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16179. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16180. }
  16181. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16182. }
  16183. texture._comparisonFunction = comparisonFunction;
  16184. };
  16185. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16186. var width = size.width || size;
  16187. var height = size.height || size;
  16188. internalTexture.baseWidth = width;
  16189. internalTexture.baseHeight = height;
  16190. internalTexture.width = width;
  16191. internalTexture.height = height;
  16192. internalTexture.isReady = true;
  16193. internalTexture.samples = 1;
  16194. internalTexture.generateMipMaps = false;
  16195. internalTexture._generateDepthBuffer = true;
  16196. internalTexture._generateStencilBuffer = generateStencil;
  16197. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16198. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16199. internalTexture._comparisonFunction = comparisonFunction;
  16200. var gl = this._gl;
  16201. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16202. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16203. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16204. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16205. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16206. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16207. if (comparisonFunction === 0) {
  16208. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16209. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16210. }
  16211. else {
  16212. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16213. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16214. }
  16215. };
  16216. /**
  16217. * Creates a depth stencil texture.
  16218. * This is only available in WebGL 2 or with the depth texture extension available.
  16219. * @param size The size of face edge in the texture.
  16220. * @param options The options defining the texture.
  16221. * @returns The texture
  16222. */
  16223. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16224. if (options.isCube) {
  16225. var width = size.width || size;
  16226. return this._createDepthStencilCubeTexture(width, options);
  16227. }
  16228. else {
  16229. return this._createDepthStencilTexture(size, options);
  16230. }
  16231. };
  16232. /**
  16233. * Creates a depth stencil texture.
  16234. * This is only available in WebGL 2 or with the depth texture extension available.
  16235. * @param size The size of face edge in the texture.
  16236. * @param options The options defining the texture.
  16237. * @returns The texture
  16238. */
  16239. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16240. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16241. if (!this._caps.depthTextureExtension) {
  16242. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16243. return internalTexture;
  16244. }
  16245. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16246. var gl = this._gl;
  16247. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16248. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16249. if (this.webGLVersion > 1) {
  16250. if (internalOptions.generateStencil) {
  16251. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16252. }
  16253. else {
  16254. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16255. }
  16256. }
  16257. else {
  16258. if (internalOptions.generateStencil) {
  16259. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16260. }
  16261. else {
  16262. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16263. }
  16264. }
  16265. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16266. return internalTexture;
  16267. };
  16268. /**
  16269. * Creates a depth stencil cube texture.
  16270. * This is only available in WebGL 2.
  16271. * @param size The size of face edge in the cube texture.
  16272. * @param options The options defining the cube texture.
  16273. * @returns The cube texture
  16274. */
  16275. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16276. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16277. internalTexture.isCube = true;
  16278. if (this.webGLVersion === 1) {
  16279. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16280. return internalTexture;
  16281. }
  16282. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16283. var gl = this._gl;
  16284. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16285. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16286. // Create the depth/stencil buffer
  16287. for (var face = 0; face < 6; face++) {
  16288. if (internalOptions.generateStencil) {
  16289. 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);
  16290. }
  16291. else {
  16292. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16293. }
  16294. }
  16295. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16296. return internalTexture;
  16297. };
  16298. /**
  16299. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16300. * @param renderTarget The render target to set the frame buffer for
  16301. */
  16302. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16303. // Create the framebuffer
  16304. var internalTexture = renderTarget.getInternalTexture();
  16305. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16306. return;
  16307. }
  16308. var gl = this._gl;
  16309. var depthStencilTexture = renderTarget.depthStencilTexture;
  16310. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16311. if (depthStencilTexture.isCube) {
  16312. if (depthStencilTexture._generateStencilBuffer) {
  16313. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16314. }
  16315. else {
  16316. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16317. }
  16318. }
  16319. else {
  16320. if (depthStencilTexture._generateStencilBuffer) {
  16321. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16322. }
  16323. else {
  16324. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16325. }
  16326. }
  16327. this.bindUnboundFramebuffer(null);
  16328. };
  16329. /**
  16330. * Creates a new render target texture
  16331. * @param size defines the size of the texture
  16332. * @param options defines the options used to create the texture
  16333. * @returns a new render target texture stored in an InternalTexture
  16334. */
  16335. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16336. var fullOptions = new RenderTargetCreationOptions();
  16337. if (options !== undefined && typeof options === "object") {
  16338. fullOptions.generateMipMaps = options.generateMipMaps;
  16339. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16340. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16341. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16342. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16343. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16344. }
  16345. else {
  16346. fullOptions.generateMipMaps = options;
  16347. fullOptions.generateDepthBuffer = true;
  16348. fullOptions.generateStencilBuffer = false;
  16349. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16350. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16351. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16352. }
  16353. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16354. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16355. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16356. }
  16357. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16358. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16359. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16360. }
  16361. var gl = this._gl;
  16362. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16363. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16364. var width = size.width || size;
  16365. var height = size.height || size;
  16366. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16367. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16368. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16369. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16370. }
  16371. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16372. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16373. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16374. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16375. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16376. // Create the framebuffer
  16377. var currentFrameBuffer = this._currentFramebuffer;
  16378. var framebuffer = gl.createFramebuffer();
  16379. this.bindUnboundFramebuffer(framebuffer);
  16380. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16381. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16382. if (fullOptions.generateMipMaps) {
  16383. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16384. }
  16385. // Unbind
  16386. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16387. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16388. this.bindUnboundFramebuffer(currentFrameBuffer);
  16389. texture._framebuffer = framebuffer;
  16390. texture.baseWidth = width;
  16391. texture.baseHeight = height;
  16392. texture.width = width;
  16393. texture.height = height;
  16394. texture.isReady = true;
  16395. texture.samples = 1;
  16396. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16397. texture.samplingMode = fullOptions.samplingMode;
  16398. texture.type = fullOptions.type;
  16399. texture.format = fullOptions.format;
  16400. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16401. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16402. // this.resetTextureCache();
  16403. this._internalTexturesCache.push(texture);
  16404. return texture;
  16405. };
  16406. /**
  16407. * Create a multi render target texture
  16408. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16409. * @param size defines the size of the texture
  16410. * @param options defines the creation options
  16411. * @returns the cube texture as an InternalTexture
  16412. */
  16413. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16414. var generateMipMaps = false;
  16415. var generateDepthBuffer = true;
  16416. var generateStencilBuffer = false;
  16417. var generateDepthTexture = false;
  16418. var textureCount = 1;
  16419. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16420. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16421. var types = new Array();
  16422. var samplingModes = new Array();
  16423. if (options !== undefined) {
  16424. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16425. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16426. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16427. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16428. textureCount = options.textureCount || 1;
  16429. if (options.types) {
  16430. types = options.types;
  16431. }
  16432. if (options.samplingModes) {
  16433. samplingModes = options.samplingModes;
  16434. }
  16435. }
  16436. var gl = this._gl;
  16437. // Create the framebuffer
  16438. var framebuffer = gl.createFramebuffer();
  16439. this.bindUnboundFramebuffer(framebuffer);
  16440. var width = size.width || size;
  16441. var height = size.height || size;
  16442. var textures = [];
  16443. var attachments = [];
  16444. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16445. for (var i = 0; i < textureCount; i++) {
  16446. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16447. var type = types[i] || defaultType;
  16448. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16449. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16450. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16451. }
  16452. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16453. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16454. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16455. }
  16456. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16457. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16458. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16459. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16460. }
  16461. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16462. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16463. textures.push(texture);
  16464. attachments.push(attachment);
  16465. gl.activeTexture(gl["TEXTURE" + i]);
  16466. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16467. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16468. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16469. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16470. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16471. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16472. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16473. if (generateMipMaps) {
  16474. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16475. }
  16476. // Unbind
  16477. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16478. texture._framebuffer = framebuffer;
  16479. texture._depthStencilBuffer = depthStencilBuffer;
  16480. texture.baseWidth = width;
  16481. texture.baseHeight = height;
  16482. texture.width = width;
  16483. texture.height = height;
  16484. texture.isReady = true;
  16485. texture.samples = 1;
  16486. texture.generateMipMaps = generateMipMaps;
  16487. texture.samplingMode = samplingMode;
  16488. texture.type = type;
  16489. texture._generateDepthBuffer = generateDepthBuffer;
  16490. texture._generateStencilBuffer = generateStencilBuffer;
  16491. texture._attachments = attachments;
  16492. this._internalTexturesCache.push(texture);
  16493. }
  16494. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16495. // Depth texture
  16496. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16497. gl.activeTexture(gl.TEXTURE0);
  16498. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16499. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16500. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16501. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16502. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16503. 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);
  16504. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16505. depthTexture._framebuffer = framebuffer;
  16506. depthTexture.baseWidth = width;
  16507. depthTexture.baseHeight = height;
  16508. depthTexture.width = width;
  16509. depthTexture.height = height;
  16510. depthTexture.isReady = true;
  16511. depthTexture.samples = 1;
  16512. depthTexture.generateMipMaps = generateMipMaps;
  16513. depthTexture.samplingMode = gl.NEAREST;
  16514. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16515. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16516. textures.push(depthTexture);
  16517. this._internalTexturesCache.push(depthTexture);
  16518. }
  16519. gl.drawBuffers(attachments);
  16520. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16521. this.bindUnboundFramebuffer(null);
  16522. this.resetTextureCache();
  16523. return textures;
  16524. };
  16525. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16526. if (samples === void 0) { samples = 1; }
  16527. var depthStencilBuffer = null;
  16528. var gl = this._gl;
  16529. // Create the depth/stencil buffer
  16530. if (generateStencilBuffer) {
  16531. depthStencilBuffer = gl.createRenderbuffer();
  16532. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16533. if (samples > 1) {
  16534. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16535. }
  16536. else {
  16537. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16538. }
  16539. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16540. }
  16541. else if (generateDepthBuffer) {
  16542. depthStencilBuffer = gl.createRenderbuffer();
  16543. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16544. if (samples > 1) {
  16545. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16546. }
  16547. else {
  16548. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16549. }
  16550. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16551. }
  16552. return depthStencilBuffer;
  16553. };
  16554. /**
  16555. * Updates the sample count of a render target texture
  16556. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16557. * @param texture defines the texture to update
  16558. * @param samples defines the sample count to set
  16559. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16560. */
  16561. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16562. if (this.webGLVersion < 2 || !texture) {
  16563. return 1;
  16564. }
  16565. if (texture.samples === samples) {
  16566. return samples;
  16567. }
  16568. var gl = this._gl;
  16569. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16570. // Dispose previous render buffers
  16571. if (texture._depthStencilBuffer) {
  16572. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16573. texture._depthStencilBuffer = null;
  16574. }
  16575. if (texture._MSAAFramebuffer) {
  16576. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16577. texture._MSAAFramebuffer = null;
  16578. }
  16579. if (texture._MSAARenderBuffer) {
  16580. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16581. texture._MSAARenderBuffer = null;
  16582. }
  16583. if (samples > 1) {
  16584. var framebuffer = gl.createFramebuffer();
  16585. if (!framebuffer) {
  16586. throw new Error("Unable to create multi sampled framebuffer");
  16587. }
  16588. texture._MSAAFramebuffer = framebuffer;
  16589. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16590. var colorRenderbuffer = gl.createRenderbuffer();
  16591. if (!colorRenderbuffer) {
  16592. throw new Error("Unable to create multi sampled framebuffer");
  16593. }
  16594. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16595. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16596. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16597. texture._MSAARenderBuffer = colorRenderbuffer;
  16598. }
  16599. else {
  16600. this.bindUnboundFramebuffer(texture._framebuffer);
  16601. }
  16602. texture.samples = samples;
  16603. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16604. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16605. this.bindUnboundFramebuffer(null);
  16606. return samples;
  16607. };
  16608. /**
  16609. * Update the sample count for a given multiple render target texture
  16610. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16611. * @param textures defines the textures to update
  16612. * @param samples defines the sample count to set
  16613. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16614. */
  16615. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16616. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16617. return 1;
  16618. }
  16619. if (textures[0].samples === samples) {
  16620. return samples;
  16621. }
  16622. var gl = this._gl;
  16623. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16624. // Dispose previous render buffers
  16625. if (textures[0]._depthStencilBuffer) {
  16626. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16627. textures[0]._depthStencilBuffer = null;
  16628. }
  16629. if (textures[0]._MSAAFramebuffer) {
  16630. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16631. textures[0]._MSAAFramebuffer = null;
  16632. }
  16633. for (var i = 0; i < textures.length; i++) {
  16634. if (textures[i]._MSAARenderBuffer) {
  16635. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16636. textures[i]._MSAARenderBuffer = null;
  16637. }
  16638. }
  16639. if (samples > 1) {
  16640. var framebuffer = gl.createFramebuffer();
  16641. if (!framebuffer) {
  16642. throw new Error("Unable to create multi sampled framebuffer");
  16643. }
  16644. this.bindUnboundFramebuffer(framebuffer);
  16645. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16646. var attachments = [];
  16647. for (var i = 0; i < textures.length; i++) {
  16648. var texture = textures[i];
  16649. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16650. var colorRenderbuffer = gl.createRenderbuffer();
  16651. if (!colorRenderbuffer) {
  16652. throw new Error("Unable to create multi sampled framebuffer");
  16653. }
  16654. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16655. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16656. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16657. texture._MSAAFramebuffer = framebuffer;
  16658. texture._MSAARenderBuffer = colorRenderbuffer;
  16659. texture.samples = samples;
  16660. texture._depthStencilBuffer = depthStencilBuffer;
  16661. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16662. attachments.push(attachment);
  16663. }
  16664. gl.drawBuffers(attachments);
  16665. }
  16666. else {
  16667. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16668. }
  16669. this.bindUnboundFramebuffer(null);
  16670. return samples;
  16671. };
  16672. /** @hidden */
  16673. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16674. if (faceIndex === void 0) { faceIndex = 0; }
  16675. if (lod === void 0) { lod = 0; }
  16676. var gl = this._gl;
  16677. var target = gl.TEXTURE_2D;
  16678. if (texture.isCube) {
  16679. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16680. }
  16681. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16682. };
  16683. /** @hidden */
  16684. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16685. if (faceIndex === void 0) { faceIndex = 0; }
  16686. if (lod === void 0) { lod = 0; }
  16687. var gl = this._gl;
  16688. var textureType = this._getWebGLTextureType(texture.type);
  16689. var format = this._getInternalFormat(texture.format);
  16690. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16691. this._unpackFlipY(texture.invertY);
  16692. var target = gl.TEXTURE_2D;
  16693. if (texture.isCube) {
  16694. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16695. }
  16696. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16697. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16698. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16699. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16700. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16701. };
  16702. /** @hidden */
  16703. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16704. if (faceIndex === void 0) { faceIndex = 0; }
  16705. if (lod === void 0) { lod = 0; }
  16706. var gl = this._gl;
  16707. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16708. this._bindTextureDirectly(bindTarget, texture, true);
  16709. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16710. this._bindTextureDirectly(bindTarget, null, true);
  16711. };
  16712. /** @hidden */
  16713. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16714. if (faceIndex === void 0) { faceIndex = 0; }
  16715. if (lod === void 0) { lod = 0; }
  16716. var gl = this._gl;
  16717. var textureType = this._getWebGLTextureType(texture.type);
  16718. var format = this._getInternalFormat(texture.format);
  16719. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16720. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16721. this._bindTextureDirectly(bindTarget, texture, true);
  16722. this._unpackFlipY(texture.invertY);
  16723. var target = gl.TEXTURE_2D;
  16724. if (texture.isCube) {
  16725. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16726. }
  16727. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16728. this._bindTextureDirectly(bindTarget, null, true);
  16729. };
  16730. /**
  16731. * Creates a new render target cube texture
  16732. * @param size defines the size of the texture
  16733. * @param options defines the options used to create the texture
  16734. * @returns a new render target cube texture stored in an InternalTexture
  16735. */
  16736. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16737. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16738. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16739. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16740. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16741. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16742. }
  16743. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16744. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16745. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16746. }
  16747. var gl = this._gl;
  16748. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16749. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16750. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16751. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16752. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16753. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16754. }
  16755. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16756. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16757. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16758. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16759. for (var face = 0; face < 6; face++) {
  16760. 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);
  16761. }
  16762. // Create the framebuffer
  16763. var framebuffer = gl.createFramebuffer();
  16764. this.bindUnboundFramebuffer(framebuffer);
  16765. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16766. // MipMaps
  16767. if (fullOptions.generateMipMaps) {
  16768. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16769. }
  16770. // Unbind
  16771. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16772. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16773. this.bindUnboundFramebuffer(null);
  16774. texture._framebuffer = framebuffer;
  16775. texture.width = size;
  16776. texture.height = size;
  16777. texture.isReady = true;
  16778. texture.isCube = true;
  16779. texture.samples = 1;
  16780. texture.generateMipMaps = fullOptions.generateMipMaps;
  16781. texture.samplingMode = fullOptions.samplingMode;
  16782. texture.type = fullOptions.type;
  16783. texture.format = fullOptions.format;
  16784. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16785. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16786. this._internalTexturesCache.push(texture);
  16787. return texture;
  16788. };
  16789. /**
  16790. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16791. * @param rootUrl defines the url where the file to load is located
  16792. * @param scene defines the current scene
  16793. * @param lodScale defines scale to apply to the mip map selection
  16794. * @param lodOffset defines offset to apply to the mip map selection
  16795. * @param onLoad defines an optional callback raised when the texture is loaded
  16796. * @param onError defines an optional callback raised if there is an issue to load the texture
  16797. * @param format defines the format of the data
  16798. * @param forcedExtension defines the extension to use to pick the right loader
  16799. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16800. * @returns the cube texture as an InternalTexture
  16801. */
  16802. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16803. var _this = this;
  16804. if (onLoad === void 0) { onLoad = null; }
  16805. if (onError === void 0) { onError = null; }
  16806. if (forcedExtension === void 0) { forcedExtension = null; }
  16807. if (createPolynomials === void 0) { createPolynomials = true; }
  16808. var callback = function (loadData) {
  16809. if (!loadData) {
  16810. if (onLoad) {
  16811. onLoad(null);
  16812. }
  16813. return;
  16814. }
  16815. var texture = loadData.texture;
  16816. if (!createPolynomials) {
  16817. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16818. }
  16819. else if (loadData.info.sphericalPolynomial) {
  16820. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16821. }
  16822. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16823. if (_this._caps.textureLOD) {
  16824. // Do not add extra process if texture lod is supported.
  16825. if (onLoad) {
  16826. onLoad(texture);
  16827. }
  16828. return;
  16829. }
  16830. var mipSlices = 3;
  16831. var gl = _this._gl;
  16832. var width = loadData.width;
  16833. if (!width) {
  16834. return;
  16835. }
  16836. var textures = [];
  16837. for (var i = 0; i < mipSlices; i++) {
  16838. //compute LOD from even spacing in smoothness (matching shader calculation)
  16839. var smoothness = i / (mipSlices - 1);
  16840. var roughness = 1 - smoothness;
  16841. var minLODIndex = lodOffset; // roughness = 0
  16842. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16843. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16844. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16845. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16846. glTextureFromLod.type = texture.type;
  16847. glTextureFromLod.format = texture.format;
  16848. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16849. glTextureFromLod.height = glTextureFromLod.width;
  16850. glTextureFromLod.isCube = true;
  16851. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16852. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16853. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16854. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16855. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16856. if (loadData.isDDS) {
  16857. var info = loadData.info;
  16858. var data = loadData.data;
  16859. _this._unpackFlipY(info.isCompressed);
  16860. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16861. }
  16862. else {
  16863. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16864. }
  16865. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16866. // Wrap in a base texture for easy binding.
  16867. var lodTexture = new BABYLON.BaseTexture(scene);
  16868. lodTexture.isCube = true;
  16869. lodTexture._texture = glTextureFromLod;
  16870. glTextureFromLod.isReady = true;
  16871. textures.push(lodTexture);
  16872. }
  16873. texture._lodTextureHigh = textures[2];
  16874. texture._lodTextureMid = textures[1];
  16875. texture._lodTextureLow = textures[0];
  16876. if (onLoad) {
  16877. onLoad(texture);
  16878. }
  16879. };
  16880. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16881. };
  16882. /**
  16883. * Creates a cube texture
  16884. * @param rootUrl defines the url where the files to load is located
  16885. * @param scene defines the current scene
  16886. * @param files defines the list of files to load (1 per face)
  16887. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16888. * @param onLoad defines an optional callback raised when the texture is loaded
  16889. * @param onError defines an optional callback raised if there is an issue to load the texture
  16890. * @param format defines the format of the data
  16891. * @param forcedExtension defines the extension to use to pick the right loader
  16892. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16893. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16894. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16895. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16896. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16897. * @returns the cube texture as an InternalTexture
  16898. */
  16899. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16900. var _this = this;
  16901. if (onLoad === void 0) { onLoad = null; }
  16902. if (onError === void 0) { onError = null; }
  16903. if (forcedExtension === void 0) { forcedExtension = null; }
  16904. if (createPolynomials === void 0) { createPolynomials = false; }
  16905. if (lodScale === void 0) { lodScale = 0; }
  16906. if (lodOffset === void 0) { lodOffset = 0; }
  16907. if (fallback === void 0) { fallback = null; }
  16908. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16909. var gl = this._gl;
  16910. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16911. texture.isCube = true;
  16912. texture.url = rootUrl;
  16913. texture.generateMipMaps = !noMipmap;
  16914. texture._lodGenerationScale = lodScale;
  16915. texture._lodGenerationOffset = lodOffset;
  16916. if (!this._doNotHandleContextLost) {
  16917. texture._extension = forcedExtension;
  16918. texture._files = files;
  16919. }
  16920. var lastDot = rootUrl.lastIndexOf('.');
  16921. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16922. var loader = null;
  16923. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16924. var availableLoader = _a[_i];
  16925. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16926. loader = availableLoader;
  16927. break;
  16928. }
  16929. }
  16930. var onInternalError = function (request, exception) {
  16931. if (loader) {
  16932. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16933. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16934. if (fallbackUrl) {
  16935. excludeLoaders.push(loader);
  16936. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16937. return;
  16938. }
  16939. }
  16940. if (onError && request) {
  16941. onError(request.status + " " + request.statusText, exception);
  16942. }
  16943. };
  16944. if (loader) {
  16945. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16946. var onloaddata = function (data) {
  16947. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16948. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16949. };
  16950. if (files && files.length === 6) {
  16951. if (loader.supportCascades) {
  16952. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16953. }
  16954. else if (onError) {
  16955. onError("Textures type does not support cascades.");
  16956. }
  16957. }
  16958. else {
  16959. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16960. }
  16961. }
  16962. else {
  16963. if (!files) {
  16964. throw new Error("Cannot load cubemap because files were not defined");
  16965. }
  16966. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16967. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16968. var height = width;
  16969. _this._prepareWorkingCanvas();
  16970. if (!_this._workingCanvas || !_this._workingContext) {
  16971. return;
  16972. }
  16973. _this._workingCanvas.width = width;
  16974. _this._workingCanvas.height = height;
  16975. var faces = [
  16976. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16977. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16978. ];
  16979. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16980. _this._unpackFlipY(false);
  16981. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16982. for (var index = 0; index < faces.length; index++) {
  16983. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16984. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16985. }
  16986. if (!noMipmap) {
  16987. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16988. }
  16989. _this._setCubeMapTextureParams(!noMipmap);
  16990. texture.width = width;
  16991. texture.height = height;
  16992. texture.isReady = true;
  16993. if (format) {
  16994. texture.format = format;
  16995. }
  16996. texture.onLoadedObservable.notifyObservers(texture);
  16997. texture.onLoadedObservable.clear();
  16998. if (onLoad) {
  16999. onLoad();
  17000. }
  17001. }, files, onError);
  17002. }
  17003. this._internalTexturesCache.push(texture);
  17004. return texture;
  17005. };
  17006. /**
  17007. * @hidden
  17008. */
  17009. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  17010. var gl = this._gl;
  17011. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  17012. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  17013. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17014. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17015. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17016. // this.resetTextureCache();
  17017. };
  17018. /**
  17019. * Update a raw cube texture
  17020. * @param texture defines the texture to udpdate
  17021. * @param data defines the data to store
  17022. * @param format defines the data format
  17023. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  17024. * @param invertY defines if data must be stored with Y axis inverted
  17025. * @param compression defines the compression used (null by default)
  17026. * @param level defines which level of the texture to update
  17027. */
  17028. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  17029. if (compression === void 0) { compression = null; }
  17030. if (level === void 0) { level = 0; }
  17031. texture._bufferViewArray = data;
  17032. texture.format = format;
  17033. texture.type = type;
  17034. texture.invertY = invertY;
  17035. texture._compression = compression;
  17036. var gl = this._gl;
  17037. var textureType = this._getWebGLTextureType(type);
  17038. var internalFormat = this._getInternalFormat(format);
  17039. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  17040. var needConversion = false;
  17041. if (internalFormat === gl.RGB) {
  17042. internalFormat = gl.RGBA;
  17043. needConversion = true;
  17044. }
  17045. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17046. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17047. if (texture.width % 4 !== 0) {
  17048. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17049. }
  17050. // Data are known to be in +X +Y +Z -X -Y -Z
  17051. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17052. var faceData = data[faceIndex];
  17053. if (compression) {
  17054. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17055. }
  17056. else {
  17057. if (needConversion) {
  17058. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17059. }
  17060. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17061. }
  17062. }
  17063. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17064. if (isPot && texture.generateMipMaps && level === 0) {
  17065. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17066. }
  17067. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17068. // this.resetTextureCache();
  17069. texture.isReady = true;
  17070. };
  17071. /**
  17072. * Creates a new raw cube texture
  17073. * @param data defines the array of data to use to create each face
  17074. * @param size defines the size of the textures
  17075. * @param format defines the format of the data
  17076. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17077. * @param generateMipMaps defines if the engine should generate the mip levels
  17078. * @param invertY defines if data must be stored with Y axis inverted
  17079. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17080. * @param compression defines the compression used (null by default)
  17081. * @returns the cube texture as an InternalTexture
  17082. */
  17083. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17084. if (compression === void 0) { compression = null; }
  17085. var gl = this._gl;
  17086. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17087. texture.isCube = true;
  17088. texture.format = format;
  17089. texture.type = type;
  17090. if (!this._doNotHandleContextLost) {
  17091. texture._bufferViewArray = data;
  17092. }
  17093. var textureType = this._getWebGLTextureType(type);
  17094. var internalFormat = this._getInternalFormat(format);
  17095. if (internalFormat === gl.RGB) {
  17096. internalFormat = gl.RGBA;
  17097. }
  17098. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17099. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17100. generateMipMaps = false;
  17101. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17102. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17103. }
  17104. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17105. generateMipMaps = false;
  17106. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17107. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17108. }
  17109. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17110. generateMipMaps = false;
  17111. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17112. }
  17113. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17114. generateMipMaps = false;
  17115. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17116. }
  17117. var width = size;
  17118. var height = width;
  17119. texture.width = width;
  17120. texture.height = height;
  17121. // Double check on POT to generate Mips.
  17122. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17123. if (!isPot) {
  17124. generateMipMaps = false;
  17125. }
  17126. // Upload data if needed. The texture won't be ready until then.
  17127. if (data) {
  17128. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17129. }
  17130. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17131. // Filters
  17132. if (data && generateMipMaps) {
  17133. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17134. }
  17135. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17136. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17137. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17138. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17139. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17140. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17141. texture.generateMipMaps = generateMipMaps;
  17142. return texture;
  17143. };
  17144. /**
  17145. * Creates a new raw cube texture from a specified url
  17146. * @param url defines the url where the data is located
  17147. * @param scene defines the current scene
  17148. * @param size defines the size of the textures
  17149. * @param format defines the format of the data
  17150. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17151. * @param noMipmap defines if the engine should avoid generating the mip levels
  17152. * @param callback defines a callback used to extract texture data from loaded data
  17153. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17154. * @param onLoad defines a callback called when texture is loaded
  17155. * @param onError defines a callback called if there is an error
  17156. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17157. * @param invertY defines if data must be stored with Y axis inverted
  17158. * @returns the cube texture as an InternalTexture
  17159. */
  17160. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17161. var _this = this;
  17162. if (onLoad === void 0) { onLoad = null; }
  17163. if (onError === void 0) { onError = null; }
  17164. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17165. if (invertY === void 0) { invertY = false; }
  17166. var gl = this._gl;
  17167. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17168. scene._addPendingData(texture);
  17169. texture.url = url;
  17170. this._internalTexturesCache.push(texture);
  17171. var onerror = function (request, exception) {
  17172. scene._removePendingData(texture);
  17173. if (onError && request) {
  17174. onError(request.status + " " + request.statusText, exception);
  17175. }
  17176. };
  17177. var internalCallback = function (data) {
  17178. var width = texture.width;
  17179. var faceDataArrays = callback(data);
  17180. if (!faceDataArrays) {
  17181. return;
  17182. }
  17183. if (mipmapGenerator) {
  17184. var textureType = _this._getWebGLTextureType(type);
  17185. var internalFormat = _this._getInternalFormat(format);
  17186. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17187. var needConversion = false;
  17188. if (internalFormat === gl.RGB) {
  17189. internalFormat = gl.RGBA;
  17190. needConversion = true;
  17191. }
  17192. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17193. _this._unpackFlipY(false);
  17194. var mipData = mipmapGenerator(faceDataArrays);
  17195. for (var level = 0; level < mipData.length; level++) {
  17196. var mipSize = width >> level;
  17197. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17198. var mipFaceData = mipData[level][faceIndex];
  17199. if (needConversion) {
  17200. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17201. }
  17202. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17203. }
  17204. }
  17205. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17206. }
  17207. else {
  17208. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17209. }
  17210. texture.isReady = true;
  17211. // this.resetTextureCache();
  17212. scene._removePendingData(texture);
  17213. if (onLoad) {
  17214. onLoad();
  17215. }
  17216. };
  17217. this._loadFile(url, function (data) {
  17218. internalCallback(data);
  17219. }, undefined, scene.offlineProvider, true, onerror);
  17220. return texture;
  17221. };
  17222. /**
  17223. * Update a raw 3D texture
  17224. * @param texture defines the texture to update
  17225. * @param data defines the data to store
  17226. * @param format defines the data format
  17227. * @param invertY defines if data must be stored with Y axis inverted
  17228. * @param compression defines the used compression (can be null)
  17229. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17230. */
  17231. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17232. if (compression === void 0) { compression = null; }
  17233. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17234. var internalType = this._getWebGLTextureType(textureType);
  17235. var internalFormat = this._getInternalFormat(format);
  17236. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17237. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17238. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17239. if (!this._doNotHandleContextLost) {
  17240. texture._bufferView = data;
  17241. texture.format = format;
  17242. texture.invertY = invertY;
  17243. texture._compression = compression;
  17244. }
  17245. if (texture.width % 4 !== 0) {
  17246. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17247. }
  17248. if (compression && data) {
  17249. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17250. }
  17251. else {
  17252. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17253. }
  17254. if (texture.generateMipMaps) {
  17255. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17256. }
  17257. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17258. // this.resetTextureCache();
  17259. texture.isReady = true;
  17260. };
  17261. /**
  17262. * Creates a new raw 3D texture
  17263. * @param data defines the data used to create the texture
  17264. * @param width defines the width of the texture
  17265. * @param height defines the height of the texture
  17266. * @param depth defines the depth of the texture
  17267. * @param format defines the format of the texture
  17268. * @param generateMipMaps defines if the engine must generate mip levels
  17269. * @param invertY defines if data must be stored with Y axis inverted
  17270. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17271. * @param compression defines the compressed used (can be null)
  17272. * @param textureType defines the compressed used (can be null)
  17273. * @returns a new raw 3D texture (stored in an InternalTexture)
  17274. */
  17275. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17276. if (compression === void 0) { compression = null; }
  17277. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17278. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17279. texture.baseWidth = width;
  17280. texture.baseHeight = height;
  17281. texture.baseDepth = depth;
  17282. texture.width = width;
  17283. texture.height = height;
  17284. texture.depth = depth;
  17285. texture.format = format;
  17286. texture.type = textureType;
  17287. texture.generateMipMaps = generateMipMaps;
  17288. texture.samplingMode = samplingMode;
  17289. texture.is3D = true;
  17290. if (!this._doNotHandleContextLost) {
  17291. texture._bufferView = data;
  17292. }
  17293. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17294. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17295. // Filters
  17296. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17297. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17298. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17299. if (generateMipMaps) {
  17300. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17301. }
  17302. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17303. this._internalTexturesCache.push(texture);
  17304. return texture;
  17305. };
  17306. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17307. var gl = this._gl;
  17308. if (!gl) {
  17309. return;
  17310. }
  17311. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17312. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17313. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17314. if (!noMipmap && !isCompressed) {
  17315. gl.generateMipmap(gl.TEXTURE_2D);
  17316. }
  17317. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17318. // this.resetTextureCache();
  17319. if (scene) {
  17320. scene._removePendingData(texture);
  17321. }
  17322. texture.onLoadedObservable.notifyObservers(texture);
  17323. texture.onLoadedObservable.clear();
  17324. };
  17325. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17326. var _this = this;
  17327. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17328. var maxTextureSize = this.getCaps().maxTextureSize;
  17329. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17330. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17331. var gl = this._gl;
  17332. if (!gl) {
  17333. return;
  17334. }
  17335. if (!texture._webGLTexture) {
  17336. // this.resetTextureCache();
  17337. if (scene) {
  17338. scene._removePendingData(texture);
  17339. }
  17340. return;
  17341. }
  17342. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17343. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17344. texture.baseWidth = width;
  17345. texture.baseHeight = height;
  17346. texture.width = potWidth;
  17347. texture.height = potHeight;
  17348. texture.isReady = true;
  17349. if (processFunction(potWidth, potHeight, function () {
  17350. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17351. })) {
  17352. // Returning as texture needs extra async steps
  17353. return;
  17354. }
  17355. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17356. };
  17357. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17358. // Create new RGBA data container.
  17359. var rgbaData;
  17360. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17361. rgbaData = new Float32Array(width * height * 4);
  17362. }
  17363. else {
  17364. rgbaData = new Uint32Array(width * height * 4);
  17365. }
  17366. // Convert each pixel.
  17367. for (var x = 0; x < width; x++) {
  17368. for (var y = 0; y < height; y++) {
  17369. var index = (y * width + x) * 3;
  17370. var newIndex = (y * width + x) * 4;
  17371. // Map Old Value to new value.
  17372. rgbaData[newIndex + 0] = rgbData[index + 0];
  17373. rgbaData[newIndex + 1] = rgbData[index + 1];
  17374. rgbaData[newIndex + 2] = rgbData[index + 2];
  17375. // Add fully opaque alpha channel.
  17376. rgbaData[newIndex + 3] = 1;
  17377. }
  17378. }
  17379. return rgbaData;
  17380. };
  17381. /** @hidden */
  17382. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17383. var gl = this._gl;
  17384. if (texture._framebuffer) {
  17385. gl.deleteFramebuffer(texture._framebuffer);
  17386. texture._framebuffer = null;
  17387. }
  17388. if (texture._depthStencilBuffer) {
  17389. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17390. texture._depthStencilBuffer = null;
  17391. }
  17392. if (texture._MSAAFramebuffer) {
  17393. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17394. texture._MSAAFramebuffer = null;
  17395. }
  17396. if (texture._MSAARenderBuffer) {
  17397. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17398. texture._MSAARenderBuffer = null;
  17399. }
  17400. };
  17401. /** @hidden */
  17402. Engine.prototype._releaseTexture = function (texture) {
  17403. var gl = this._gl;
  17404. this._releaseFramebufferObjects(texture);
  17405. gl.deleteTexture(texture._webGLTexture);
  17406. // Unbind channels
  17407. this.unbindAllTextures();
  17408. var index = this._internalTexturesCache.indexOf(texture);
  17409. if (index !== -1) {
  17410. this._internalTexturesCache.splice(index, 1);
  17411. }
  17412. // Integrated fixed lod samplers.
  17413. if (texture._lodTextureHigh) {
  17414. texture._lodTextureHigh.dispose();
  17415. }
  17416. if (texture._lodTextureMid) {
  17417. texture._lodTextureMid.dispose();
  17418. }
  17419. if (texture._lodTextureLow) {
  17420. texture._lodTextureLow.dispose();
  17421. }
  17422. // Set output texture of post process to null if the texture has been released/disposed
  17423. this.scenes.forEach(function (scene) {
  17424. scene.postProcesses.forEach(function (postProcess) {
  17425. if (postProcess._outputTexture == texture) {
  17426. postProcess._outputTexture = null;
  17427. }
  17428. });
  17429. scene.cameras.forEach(function (camera) {
  17430. camera._postProcesses.forEach(function (postProcess) {
  17431. if (postProcess) {
  17432. if (postProcess._outputTexture == texture) {
  17433. postProcess._outputTexture = null;
  17434. }
  17435. }
  17436. });
  17437. });
  17438. });
  17439. };
  17440. Engine.prototype.setProgram = function (program) {
  17441. if (this._currentProgram !== program) {
  17442. this._gl.useProgram(program);
  17443. this._currentProgram = program;
  17444. }
  17445. };
  17446. /**
  17447. * Binds an effect to the webGL context
  17448. * @param effect defines the effect to bind
  17449. */
  17450. Engine.prototype.bindSamplers = function (effect) {
  17451. this.setProgram(effect.getProgram());
  17452. var samplers = effect.getSamplers();
  17453. for (var index = 0; index < samplers.length; index++) {
  17454. var uniform = effect.getUniform(samplers[index]);
  17455. if (uniform) {
  17456. this._boundUniforms[index] = uniform;
  17457. }
  17458. }
  17459. this._currentEffect = null;
  17460. };
  17461. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17462. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17463. return;
  17464. }
  17465. // Remove
  17466. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17467. // Bind last to it
  17468. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17469. // Bind to dummy
  17470. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17471. };
  17472. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17473. if (!internalTexture) {
  17474. return -1;
  17475. }
  17476. internalTexture._initialSlot = channel;
  17477. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17478. if (channel !== internalTexture._designatedSlot) {
  17479. this._textureCollisions.addCount(1, false);
  17480. }
  17481. }
  17482. else {
  17483. if (channel !== internalTexture._designatedSlot) {
  17484. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17485. return internalTexture._designatedSlot;
  17486. }
  17487. else {
  17488. // No slot for this texture, let's pick a new one (if we find a free slot)
  17489. if (this._nextFreeTextureSlots.length) {
  17490. return this._nextFreeTextureSlots[0];
  17491. }
  17492. // We need to recycle the oldest bound texture, sorry.
  17493. this._textureCollisions.addCount(1, false);
  17494. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17495. }
  17496. }
  17497. }
  17498. return channel;
  17499. };
  17500. Engine.prototype._linkTrackers = function (previous, next) {
  17501. previous.next = next;
  17502. next.previous = previous;
  17503. };
  17504. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17505. var currentSlot = internalTexture._designatedSlot;
  17506. if (currentSlot === -1) {
  17507. return -1;
  17508. }
  17509. internalTexture._designatedSlot = -1;
  17510. if (this.disableTextureBindingOptimization) {
  17511. return -1;
  17512. }
  17513. // Remove from bound list
  17514. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17515. // Free the slot
  17516. this._boundTexturesCache[currentSlot] = null;
  17517. this._nextFreeTextureSlots.push(currentSlot);
  17518. return currentSlot;
  17519. };
  17520. Engine.prototype._activateCurrentTexture = function () {
  17521. if (this._currentTextureChannel !== this._activeChannel) {
  17522. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17523. this._currentTextureChannel = this._activeChannel;
  17524. }
  17525. };
  17526. /** @hidden */
  17527. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17528. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17529. if (force === void 0) { force = false; }
  17530. var wasPreviouslyBound = false;
  17531. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17532. this._activeChannel = texture._designatedSlot;
  17533. }
  17534. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17535. var isTextureForRendering = texture && texture._initialSlot > -1;
  17536. if (currentTextureBound !== texture || force) {
  17537. if (currentTextureBound) {
  17538. this._removeDesignatedSlot(currentTextureBound);
  17539. }
  17540. this._activateCurrentTexture();
  17541. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17542. this._boundTexturesCache[this._activeChannel] = texture;
  17543. if (texture) {
  17544. if (!this.disableTextureBindingOptimization) {
  17545. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17546. if (slotIndex > -1) {
  17547. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17548. }
  17549. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17550. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17551. }
  17552. texture._designatedSlot = this._activeChannel;
  17553. }
  17554. }
  17555. else if (forTextureDataUpdate) {
  17556. wasPreviouslyBound = true;
  17557. this._activateCurrentTexture();
  17558. }
  17559. if (isTextureForRendering && !forTextureDataUpdate) {
  17560. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17561. }
  17562. return wasPreviouslyBound;
  17563. };
  17564. /** @hidden */
  17565. Engine.prototype._bindTexture = function (channel, texture) {
  17566. if (channel < 0) {
  17567. return;
  17568. }
  17569. if (texture) {
  17570. channel = this._getCorrectTextureChannel(channel, texture);
  17571. }
  17572. this._activeChannel = channel;
  17573. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17574. };
  17575. /**
  17576. * Sets a texture to the webGL context from a postprocess
  17577. * @param channel defines the channel to use
  17578. * @param postProcess defines the source postprocess
  17579. */
  17580. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17581. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17582. };
  17583. /**
  17584. * Binds the output of the passed in post process to the texture channel specified
  17585. * @param channel The channel the texture should be bound to
  17586. * @param postProcess The post process which's output should be bound
  17587. */
  17588. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17589. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17590. };
  17591. /**
  17592. * Unbind all textures from the webGL context
  17593. */
  17594. Engine.prototype.unbindAllTextures = function () {
  17595. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17596. this._activeChannel = channel;
  17597. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17598. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17599. if (this.webGLVersion > 1) {
  17600. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17601. }
  17602. }
  17603. };
  17604. /**
  17605. * Sets a texture to the according uniform.
  17606. * @param channel The texture channel
  17607. * @param uniform The uniform to set
  17608. * @param texture The texture to apply
  17609. */
  17610. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17611. if (channel < 0) {
  17612. return;
  17613. }
  17614. if (uniform) {
  17615. this._boundUniforms[channel] = uniform;
  17616. }
  17617. this._setTexture(channel, texture);
  17618. };
  17619. /**
  17620. * Sets a depth stencil texture from a render target to the according uniform.
  17621. * @param channel The texture channel
  17622. * @param uniform The uniform to set
  17623. * @param texture The render target texture containing the depth stencil texture to apply
  17624. */
  17625. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17626. if (channel < 0) {
  17627. return;
  17628. }
  17629. if (uniform) {
  17630. this._boundUniforms[channel] = uniform;
  17631. }
  17632. if (!texture || !texture.depthStencilTexture) {
  17633. this._setTexture(channel, null);
  17634. }
  17635. else {
  17636. this._setTexture(channel, texture, false, true);
  17637. }
  17638. };
  17639. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17640. var uniform = this._boundUniforms[sourceSlot];
  17641. if (uniform._currentState === destination) {
  17642. return;
  17643. }
  17644. this._gl.uniform1i(uniform, destination);
  17645. uniform._currentState = destination;
  17646. };
  17647. Engine.prototype._getTextureWrapMode = function (mode) {
  17648. switch (mode) {
  17649. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17650. return this._gl.REPEAT;
  17651. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17652. return this._gl.CLAMP_TO_EDGE;
  17653. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17654. return this._gl.MIRRORED_REPEAT;
  17655. }
  17656. return this._gl.REPEAT;
  17657. };
  17658. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17659. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17660. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17661. // Not ready?
  17662. if (!texture) {
  17663. if (this._boundTexturesCache[channel] != null) {
  17664. this._activeChannel = channel;
  17665. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17666. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17667. if (this.webGLVersion > 1) {
  17668. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17669. }
  17670. }
  17671. return false;
  17672. }
  17673. // Video
  17674. if (texture.video) {
  17675. this._activeChannel = channel;
  17676. texture.update();
  17677. }
  17678. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17679. texture.delayLoad();
  17680. return false;
  17681. }
  17682. var internalTexture;
  17683. if (depthStencilTexture) {
  17684. internalTexture = texture.depthStencilTexture;
  17685. }
  17686. else if (texture.isReady()) {
  17687. internalTexture = texture.getInternalTexture();
  17688. }
  17689. else if (texture.isCube) {
  17690. internalTexture = this.emptyCubeTexture;
  17691. }
  17692. else if (texture.is3D) {
  17693. internalTexture = this.emptyTexture3D;
  17694. }
  17695. else {
  17696. internalTexture = this.emptyTexture;
  17697. }
  17698. if (!isPartOfTextureArray) {
  17699. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17700. }
  17701. var needToBind = true;
  17702. if (this._boundTexturesCache[channel] === internalTexture) {
  17703. this._moveBoundTextureOnTop(internalTexture);
  17704. if (!isPartOfTextureArray) {
  17705. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17706. }
  17707. needToBind = false;
  17708. }
  17709. this._activeChannel = channel;
  17710. if (internalTexture && internalTexture.is3D) {
  17711. if (needToBind) {
  17712. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17713. }
  17714. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17715. internalTexture._cachedWrapU = texture.wrapU;
  17716. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17717. }
  17718. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17719. internalTexture._cachedWrapV = texture.wrapV;
  17720. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17721. }
  17722. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17723. internalTexture._cachedWrapR = texture.wrapR;
  17724. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17725. }
  17726. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17727. }
  17728. else if (internalTexture && internalTexture.isCube) {
  17729. if (needToBind) {
  17730. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17731. }
  17732. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17733. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17734. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17735. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17736. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17737. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17738. }
  17739. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17740. }
  17741. else {
  17742. if (needToBind) {
  17743. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17744. }
  17745. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17746. internalTexture._cachedWrapU = texture.wrapU;
  17747. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17748. }
  17749. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17750. internalTexture._cachedWrapV = texture.wrapV;
  17751. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17752. }
  17753. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17754. }
  17755. return true;
  17756. };
  17757. /**
  17758. * Sets an array of texture to the webGL context
  17759. * @param channel defines the channel where the texture array must be set
  17760. * @param uniform defines the associated uniform location
  17761. * @param textures defines the array of textures to bind
  17762. */
  17763. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17764. if (channel < 0 || !uniform) {
  17765. return;
  17766. }
  17767. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17768. this._textureUnits = new Int32Array(textures.length);
  17769. }
  17770. for (var i = 0; i < textures.length; i++) {
  17771. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17772. }
  17773. this._gl.uniform1iv(uniform, this._textureUnits);
  17774. for (var index = 0; index < textures.length; index++) {
  17775. this._setTexture(this._textureUnits[index], textures[index], true);
  17776. }
  17777. };
  17778. /** @hidden */
  17779. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17780. var internalTexture = texture.getInternalTexture();
  17781. if (!internalTexture) {
  17782. return;
  17783. }
  17784. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17785. var value = texture.anisotropicFilteringLevel;
  17786. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17787. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17788. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17789. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17790. }
  17791. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17792. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17793. internalTexture._cachedAnisotropicFilteringLevel = value;
  17794. }
  17795. };
  17796. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17797. this._bindTextureDirectly(target, texture, true, true);
  17798. this._gl.texParameterf(target, parameter, value);
  17799. };
  17800. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17801. if (texture) {
  17802. this._bindTextureDirectly(target, texture, true, true);
  17803. }
  17804. this._gl.texParameteri(target, parameter, value);
  17805. };
  17806. /**
  17807. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17808. * @param x defines the x coordinate of the rectangle where pixels must be read
  17809. * @param y defines the y coordinate of the rectangle where pixels must be read
  17810. * @param width defines the width of the rectangle where pixels must be read
  17811. * @param height defines the height of the rectangle where pixels must be read
  17812. * @returns a Uint8Array containing RGBA colors
  17813. */
  17814. Engine.prototype.readPixels = function (x, y, width, height) {
  17815. var data = new Uint8Array(height * width * 4);
  17816. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17817. return data;
  17818. };
  17819. /**
  17820. * Add an externaly attached data from its key.
  17821. * This method call will fail and return false, if such key already exists.
  17822. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17823. * @param key the unique key that identifies the data
  17824. * @param data the data object to associate to the key for this Engine instance
  17825. * @return true if no such key were already present and the data was added successfully, false otherwise
  17826. */
  17827. Engine.prototype.addExternalData = function (key, data) {
  17828. if (!this._externalData) {
  17829. this._externalData = new BABYLON.StringDictionary();
  17830. }
  17831. return this._externalData.add(key, data);
  17832. };
  17833. /**
  17834. * Get an externaly attached data from its key
  17835. * @param key the unique key that identifies the data
  17836. * @return the associated data, if present (can be null), or undefined if not present
  17837. */
  17838. Engine.prototype.getExternalData = function (key) {
  17839. if (!this._externalData) {
  17840. this._externalData = new BABYLON.StringDictionary();
  17841. }
  17842. return this._externalData.get(key);
  17843. };
  17844. /**
  17845. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17846. * @param key the unique key that identifies the data
  17847. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17848. * @return the associated data, can be null if the factory returned null.
  17849. */
  17850. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17851. if (!this._externalData) {
  17852. this._externalData = new BABYLON.StringDictionary();
  17853. }
  17854. return this._externalData.getOrAddWithFactory(key, factory);
  17855. };
  17856. /**
  17857. * Remove an externaly attached data from the Engine instance
  17858. * @param key the unique key that identifies the data
  17859. * @return true if the data was successfully removed, false if it doesn't exist
  17860. */
  17861. Engine.prototype.removeExternalData = function (key) {
  17862. if (!this._externalData) {
  17863. this._externalData = new BABYLON.StringDictionary();
  17864. }
  17865. return this._externalData.remove(key);
  17866. };
  17867. /**
  17868. * Unbind all vertex attributes from the webGL context
  17869. */
  17870. Engine.prototype.unbindAllAttributes = function () {
  17871. if (this._mustWipeVertexAttributes) {
  17872. this._mustWipeVertexAttributes = false;
  17873. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17874. this._gl.disableVertexAttribArray(i);
  17875. this._vertexAttribArraysEnabled[i] = false;
  17876. this._currentBufferPointers[i].active = false;
  17877. }
  17878. return;
  17879. }
  17880. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17881. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17882. continue;
  17883. }
  17884. this._gl.disableVertexAttribArray(i);
  17885. this._vertexAttribArraysEnabled[i] = false;
  17886. this._currentBufferPointers[i].active = false;
  17887. }
  17888. };
  17889. /**
  17890. * 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
  17891. */
  17892. Engine.prototype.releaseEffects = function () {
  17893. for (var name in this._compiledEffects) {
  17894. this._deleteProgram(this._compiledEffects[name]._program);
  17895. }
  17896. this._compiledEffects = {};
  17897. };
  17898. /**
  17899. * Dispose and release all associated resources
  17900. */
  17901. Engine.prototype.dispose = function () {
  17902. this.hideLoadingUI();
  17903. this.stopRenderLoop();
  17904. this.onNewSceneAddedObservable.clear();
  17905. // Release postProcesses
  17906. while (this.postProcesses.length) {
  17907. this.postProcesses[0].dispose();
  17908. }
  17909. // Empty texture
  17910. if (this._emptyTexture) {
  17911. this._releaseTexture(this._emptyTexture);
  17912. this._emptyTexture = null;
  17913. }
  17914. if (this._emptyCubeTexture) {
  17915. this._releaseTexture(this._emptyCubeTexture);
  17916. this._emptyCubeTexture = null;
  17917. }
  17918. // Rescale PP
  17919. if (this._rescalePostProcess) {
  17920. this._rescalePostProcess.dispose();
  17921. }
  17922. // Release scenes
  17923. while (this.scenes.length) {
  17924. this.scenes[0].dispose();
  17925. }
  17926. // Release audio engine
  17927. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17928. Engine.audioEngine.dispose();
  17929. }
  17930. // Release effects
  17931. this.releaseEffects();
  17932. // Unbind
  17933. this.unbindAllAttributes();
  17934. this._boundUniforms = [];
  17935. if (this._dummyFramebuffer) {
  17936. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17937. }
  17938. //WebVR
  17939. this.disableVR();
  17940. // Events
  17941. if (BABYLON.Tools.IsWindowObjectExist()) {
  17942. window.removeEventListener("blur", this._onBlur);
  17943. window.removeEventListener("focus", this._onFocus);
  17944. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17945. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17946. if (this._renderingCanvas) {
  17947. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17948. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17949. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17950. if (!this._doNotHandleContextLost) {
  17951. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17952. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17953. }
  17954. }
  17955. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17956. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17957. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17958. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17959. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17960. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17961. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17962. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17963. if (this._onVrDisplayConnect) {
  17964. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17965. if (this._onVrDisplayDisconnect) {
  17966. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17967. }
  17968. if (this._onVrDisplayPresentChange) {
  17969. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17970. }
  17971. this._onVrDisplayConnect = null;
  17972. this._onVrDisplayDisconnect = null;
  17973. }
  17974. }
  17975. // Remove from Instances
  17976. var index = Engine.Instances.indexOf(this);
  17977. if (index >= 0) {
  17978. Engine.Instances.splice(index, 1);
  17979. }
  17980. this._workingCanvas = null;
  17981. this._workingContext = null;
  17982. this._currentBufferPointers = [];
  17983. this._renderingCanvas = null;
  17984. this._currentProgram = null;
  17985. this._bindedRenderFunction = null;
  17986. this.onResizeObservable.clear();
  17987. this.onCanvasBlurObservable.clear();
  17988. this.onCanvasFocusObservable.clear();
  17989. this.onCanvasPointerOutObservable.clear();
  17990. this.onBeginFrameObservable.clear();
  17991. this.onEndFrameObservable.clear();
  17992. BABYLON.Effect.ResetCache();
  17993. // Abort active requests
  17994. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17995. var request = _a[_i];
  17996. request.abort();
  17997. }
  17998. };
  17999. // Loading screen
  18000. /**
  18001. * Display the loading screen
  18002. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18003. */
  18004. Engine.prototype.displayLoadingUI = function () {
  18005. if (!BABYLON.Tools.IsWindowObjectExist()) {
  18006. return;
  18007. }
  18008. var loadingScreen = this.loadingScreen;
  18009. if (loadingScreen) {
  18010. loadingScreen.displayLoadingUI();
  18011. }
  18012. };
  18013. /**
  18014. * Hide the loading screen
  18015. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18016. */
  18017. Engine.prototype.hideLoadingUI = function () {
  18018. if (!BABYLON.Tools.IsWindowObjectExist()) {
  18019. return;
  18020. }
  18021. var loadingScreen = this.loadingScreen;
  18022. if (loadingScreen) {
  18023. loadingScreen.hideLoadingUI();
  18024. }
  18025. };
  18026. Object.defineProperty(Engine.prototype, "loadingScreen", {
  18027. /**
  18028. * Gets the current loading screen object
  18029. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18030. */
  18031. get: function () {
  18032. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  18033. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  18034. }
  18035. return this._loadingScreen;
  18036. },
  18037. /**
  18038. * Sets the current loading screen object
  18039. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18040. */
  18041. set: function (loadingScreen) {
  18042. this._loadingScreen = loadingScreen;
  18043. },
  18044. enumerable: true,
  18045. configurable: true
  18046. });
  18047. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18048. /**
  18049. * Sets the current loading screen text
  18050. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18051. */
  18052. set: function (text) {
  18053. this.loadingScreen.loadingUIText = text;
  18054. },
  18055. enumerable: true,
  18056. configurable: true
  18057. });
  18058. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18059. /**
  18060. * Sets the current loading screen background color
  18061. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18062. */
  18063. set: function (color) {
  18064. this.loadingScreen.loadingUIBackgroundColor = color;
  18065. },
  18066. enumerable: true,
  18067. configurable: true
  18068. });
  18069. /**
  18070. * Attach a new callback raised when context lost event is fired
  18071. * @param callback defines the callback to call
  18072. */
  18073. Engine.prototype.attachContextLostEvent = function (callback) {
  18074. if (this._renderingCanvas) {
  18075. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18076. }
  18077. };
  18078. /**
  18079. * Attach a new callback raised when context restored event is fired
  18080. * @param callback defines the callback to call
  18081. */
  18082. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18083. if (this._renderingCanvas) {
  18084. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18085. }
  18086. };
  18087. /**
  18088. * Gets the source code of the vertex shader associated with a specific webGL program
  18089. * @param program defines the program to use
  18090. * @returns a string containing the source code of the vertex shader associated with the program
  18091. */
  18092. Engine.prototype.getVertexShaderSource = function (program) {
  18093. var shaders = this._gl.getAttachedShaders(program);
  18094. if (!shaders) {
  18095. return null;
  18096. }
  18097. return this._gl.getShaderSource(shaders[0]);
  18098. };
  18099. /**
  18100. * Gets the source code of the fragment shader associated with a specific webGL program
  18101. * @param program defines the program to use
  18102. * @returns a string containing the source code of the fragment shader associated with the program
  18103. */
  18104. Engine.prototype.getFragmentShaderSource = function (program) {
  18105. var shaders = this._gl.getAttachedShaders(program);
  18106. if (!shaders) {
  18107. return null;
  18108. }
  18109. return this._gl.getShaderSource(shaders[1]);
  18110. };
  18111. /**
  18112. * Get the current error code of the webGL context
  18113. * @returns the error code
  18114. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18115. */
  18116. Engine.prototype.getError = function () {
  18117. return this._gl.getError();
  18118. };
  18119. // FPS
  18120. /**
  18121. * Gets the current framerate
  18122. * @returns a number representing the framerate
  18123. */
  18124. Engine.prototype.getFps = function () {
  18125. return this._fps;
  18126. };
  18127. /**
  18128. * Gets the time spent between current and previous frame
  18129. * @returns a number representing the delta time in ms
  18130. */
  18131. Engine.prototype.getDeltaTime = function () {
  18132. return this._deltaTime;
  18133. };
  18134. Engine.prototype._measureFps = function () {
  18135. this._performanceMonitor.sampleFrame();
  18136. this._fps = this._performanceMonitor.averageFPS;
  18137. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18138. };
  18139. /** @hidden */
  18140. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18141. if (faceIndex === void 0) { faceIndex = -1; }
  18142. if (level === void 0) { level = 0; }
  18143. if (buffer === void 0) { buffer = null; }
  18144. var gl = this._gl;
  18145. if (!this._dummyFramebuffer) {
  18146. var dummy = gl.createFramebuffer();
  18147. if (!dummy) {
  18148. throw new Error("Unable to create dummy framebuffer");
  18149. }
  18150. this._dummyFramebuffer = dummy;
  18151. }
  18152. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18153. if (faceIndex > -1) {
  18154. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18155. }
  18156. else {
  18157. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18158. }
  18159. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18160. switch (readType) {
  18161. case gl.UNSIGNED_BYTE:
  18162. if (!buffer) {
  18163. buffer = new Uint8Array(4 * width * height);
  18164. }
  18165. readType = gl.UNSIGNED_BYTE;
  18166. break;
  18167. default:
  18168. if (!buffer) {
  18169. buffer = new Float32Array(4 * width * height);
  18170. }
  18171. readType = gl.FLOAT;
  18172. break;
  18173. }
  18174. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18175. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18176. return buffer;
  18177. };
  18178. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18179. if (this._webGLVersion > 1) {
  18180. return this._caps.colorBufferFloat;
  18181. }
  18182. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18183. };
  18184. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18185. if (this._webGLVersion > 1) {
  18186. return this._caps.colorBufferFloat;
  18187. }
  18188. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18189. };
  18190. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18191. Engine.prototype._canRenderToFramebuffer = function (type) {
  18192. var gl = this._gl;
  18193. //clear existing errors
  18194. while (gl.getError() !== gl.NO_ERROR) { }
  18195. var successful = true;
  18196. var texture = gl.createTexture();
  18197. gl.bindTexture(gl.TEXTURE_2D, texture);
  18198. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18199. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18200. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18201. var fb = gl.createFramebuffer();
  18202. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18203. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18204. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18205. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18206. successful = successful && (gl.getError() === gl.NO_ERROR);
  18207. //try render by clearing frame buffer's color buffer
  18208. if (successful) {
  18209. gl.clear(gl.COLOR_BUFFER_BIT);
  18210. successful = successful && (gl.getError() === gl.NO_ERROR);
  18211. }
  18212. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18213. if (successful) {
  18214. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18215. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18216. var readFormat = gl.RGBA;
  18217. var readType = gl.UNSIGNED_BYTE;
  18218. var buffer = new Uint8Array(4);
  18219. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18220. successful = successful && (gl.getError() === gl.NO_ERROR);
  18221. }
  18222. //clean up
  18223. gl.deleteTexture(texture);
  18224. gl.deleteFramebuffer(fb);
  18225. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18226. //clear accumulated errors
  18227. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18228. return successful;
  18229. };
  18230. /** @hidden */
  18231. Engine.prototype._getWebGLTextureType = function (type) {
  18232. if (this._webGLVersion === 1) {
  18233. switch (type) {
  18234. case Engine.TEXTURETYPE_FLOAT:
  18235. return this._gl.FLOAT;
  18236. case Engine.TEXTURETYPE_HALF_FLOAT:
  18237. return this._gl.HALF_FLOAT_OES;
  18238. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18239. return this._gl.UNSIGNED_BYTE;
  18240. }
  18241. return this._gl.UNSIGNED_BYTE;
  18242. }
  18243. switch (type) {
  18244. case Engine.TEXTURETYPE_BYTE:
  18245. return this._gl.BYTE;
  18246. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18247. return this._gl.UNSIGNED_BYTE;
  18248. case Engine.TEXTURETYPE_SHORT:
  18249. return this._gl.SHORT;
  18250. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18251. return this._gl.UNSIGNED_SHORT;
  18252. case Engine.TEXTURETYPE_INT:
  18253. return this._gl.INT;
  18254. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18255. return this._gl.UNSIGNED_INT;
  18256. case Engine.TEXTURETYPE_FLOAT:
  18257. return this._gl.FLOAT;
  18258. case Engine.TEXTURETYPE_HALF_FLOAT:
  18259. return this._gl.HALF_FLOAT;
  18260. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18261. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18262. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18263. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18264. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18265. return this._gl.UNSIGNED_SHORT_5_6_5;
  18266. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18267. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18268. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18269. return this._gl.UNSIGNED_INT_24_8;
  18270. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18271. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18272. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18273. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18274. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18275. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18276. }
  18277. return this._gl.UNSIGNED_BYTE;
  18278. };
  18279. Engine.prototype._getInternalFormat = function (format) {
  18280. var internalFormat = this._gl.RGBA;
  18281. switch (format) {
  18282. case Engine.TEXTUREFORMAT_ALPHA:
  18283. internalFormat = this._gl.ALPHA;
  18284. break;
  18285. case Engine.TEXTUREFORMAT_LUMINANCE:
  18286. internalFormat = this._gl.LUMINANCE;
  18287. break;
  18288. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18289. internalFormat = this._gl.LUMINANCE_ALPHA;
  18290. break;
  18291. case Engine.TEXTUREFORMAT_RED:
  18292. internalFormat = this._gl.RED;
  18293. break;
  18294. case Engine.TEXTUREFORMAT_RG:
  18295. internalFormat = this._gl.RG;
  18296. break;
  18297. case Engine.TEXTUREFORMAT_RGB:
  18298. internalFormat = this._gl.RGB;
  18299. break;
  18300. case Engine.TEXTUREFORMAT_RGBA:
  18301. internalFormat = this._gl.RGBA;
  18302. break;
  18303. }
  18304. if (this._webGLVersion > 1) {
  18305. switch (format) {
  18306. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18307. internalFormat = this._gl.RED_INTEGER;
  18308. break;
  18309. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18310. internalFormat = this._gl.RG_INTEGER;
  18311. break;
  18312. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18313. internalFormat = this._gl.RGB_INTEGER;
  18314. break;
  18315. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18316. internalFormat = this._gl.RGBA_INTEGER;
  18317. break;
  18318. }
  18319. }
  18320. return internalFormat;
  18321. };
  18322. /** @hidden */
  18323. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18324. if (this._webGLVersion === 1) {
  18325. if (format !== undefined) {
  18326. switch (format) {
  18327. case Engine.TEXTUREFORMAT_ALPHA:
  18328. return this._gl.ALPHA;
  18329. case Engine.TEXTUREFORMAT_LUMINANCE:
  18330. return this._gl.LUMINANCE;
  18331. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18332. return this._gl.LUMINANCE_ALPHA;
  18333. }
  18334. }
  18335. return this._gl.RGBA;
  18336. }
  18337. switch (type) {
  18338. case Engine.TEXTURETYPE_BYTE:
  18339. switch (format) {
  18340. case Engine.TEXTUREFORMAT_RED:
  18341. return this._gl.R8_SNORM;
  18342. case Engine.TEXTUREFORMAT_RG:
  18343. return this._gl.RG8_SNORM;
  18344. case Engine.TEXTUREFORMAT_RGB:
  18345. return this._gl.RGB8_SNORM;
  18346. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18347. return this._gl.R8I;
  18348. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18349. return this._gl.RG8I;
  18350. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18351. return this._gl.RGB8I;
  18352. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18353. return this._gl.RGBA8I;
  18354. default:
  18355. return this._gl.RGBA8_SNORM;
  18356. }
  18357. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18358. switch (format) {
  18359. case Engine.TEXTUREFORMAT_RED:
  18360. return this._gl.R8;
  18361. case Engine.TEXTUREFORMAT_RG:
  18362. return this._gl.RG8;
  18363. case Engine.TEXTUREFORMAT_RGB:
  18364. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18365. case Engine.TEXTUREFORMAT_RGBA:
  18366. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18367. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18368. return this._gl.R8UI;
  18369. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18370. return this._gl.RG8UI;
  18371. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18372. return this._gl.RGB8UI;
  18373. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18374. return this._gl.RGBA8UI;
  18375. default:
  18376. return this._gl.RGBA8;
  18377. }
  18378. case Engine.TEXTURETYPE_SHORT:
  18379. switch (format) {
  18380. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18381. return this._gl.R16I;
  18382. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18383. return this._gl.RG16I;
  18384. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18385. return this._gl.RGB16I;
  18386. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18387. return this._gl.RGBA16I;
  18388. default:
  18389. return this._gl.RGBA16I;
  18390. }
  18391. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18392. switch (format) {
  18393. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18394. return this._gl.R16UI;
  18395. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18396. return this._gl.RG16UI;
  18397. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18398. return this._gl.RGB16UI;
  18399. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18400. return this._gl.RGBA16UI;
  18401. default:
  18402. return this._gl.RGBA16UI;
  18403. }
  18404. case Engine.TEXTURETYPE_INT:
  18405. switch (format) {
  18406. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18407. return this._gl.R32I;
  18408. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18409. return this._gl.RG32I;
  18410. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18411. return this._gl.RGB32I;
  18412. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18413. return this._gl.RGBA32I;
  18414. default:
  18415. return this._gl.RGBA32I;
  18416. }
  18417. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18418. switch (format) {
  18419. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18420. return this._gl.R32UI;
  18421. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18422. return this._gl.RG32UI;
  18423. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18424. return this._gl.RGB32UI;
  18425. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18426. return this._gl.RGBA32UI;
  18427. default:
  18428. return this._gl.RGBA32UI;
  18429. }
  18430. case Engine.TEXTURETYPE_FLOAT:
  18431. switch (format) {
  18432. case Engine.TEXTUREFORMAT_RED:
  18433. return this._gl.R32F; // By default. Other possibility is R16F.
  18434. case Engine.TEXTUREFORMAT_RG:
  18435. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18436. case Engine.TEXTUREFORMAT_RGB:
  18437. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18438. case Engine.TEXTUREFORMAT_RGBA:
  18439. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18440. default:
  18441. return this._gl.RGBA32F;
  18442. }
  18443. case Engine.TEXTURETYPE_HALF_FLOAT:
  18444. switch (format) {
  18445. case Engine.TEXTUREFORMAT_RED:
  18446. return this._gl.R16F;
  18447. case Engine.TEXTUREFORMAT_RG:
  18448. return this._gl.RG16F;
  18449. case Engine.TEXTUREFORMAT_RGB:
  18450. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18451. case Engine.TEXTUREFORMAT_RGBA:
  18452. return this._gl.RGBA16F;
  18453. default:
  18454. return this._gl.RGBA16F;
  18455. }
  18456. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18457. return this._gl.RGB565;
  18458. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18459. return this._gl.R11F_G11F_B10F;
  18460. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18461. return this._gl.RGB9_E5;
  18462. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18463. return this._gl.RGBA4;
  18464. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18465. return this._gl.RGB5_A1;
  18466. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18467. switch (format) {
  18468. case Engine.TEXTUREFORMAT_RGBA:
  18469. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18470. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18471. return this._gl.RGB10_A2UI;
  18472. default:
  18473. return this._gl.RGB10_A2;
  18474. }
  18475. }
  18476. return this._gl.RGBA8;
  18477. };
  18478. /** @hidden */
  18479. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18480. if (type === Engine.TEXTURETYPE_FLOAT) {
  18481. return this._gl.RGBA32F;
  18482. }
  18483. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18484. return this._gl.RGBA16F;
  18485. }
  18486. return this._gl.RGBA8;
  18487. };
  18488. /** @hidden */
  18489. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18490. var _this = this;
  18491. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18492. this._activeRequests.push(request);
  18493. request.onCompleteObservable.add(function (request) {
  18494. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18495. });
  18496. return request;
  18497. };
  18498. /** @hidden */
  18499. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18500. var _this = this;
  18501. return new Promise(function (resolve, reject) {
  18502. _this._loadFile(url, function (data) {
  18503. resolve(data);
  18504. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18505. reject(exception);
  18506. });
  18507. });
  18508. };
  18509. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18510. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18511. var onload = function (data) {
  18512. loadedFiles[index] = data;
  18513. loadedFiles._internalCount++;
  18514. if (loadedFiles._internalCount === 6) {
  18515. onfinish(loadedFiles);
  18516. }
  18517. };
  18518. var onerror = function (request, exception) {
  18519. if (onErrorCallBack && request) {
  18520. onErrorCallBack(request.status + " " + request.statusText, exception);
  18521. }
  18522. };
  18523. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18524. };
  18525. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18526. if (onError === void 0) { onError = null; }
  18527. var loadedFiles = [];
  18528. loadedFiles._internalCount = 0;
  18529. for (var index = 0; index < 6; index++) {
  18530. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18531. }
  18532. };
  18533. // Statics
  18534. /**
  18535. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18536. * @returns true if the engine can be created
  18537. * @ignorenaming
  18538. */
  18539. Engine.isSupported = function () {
  18540. try {
  18541. var tempcanvas = document.createElement("canvas");
  18542. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18543. return gl != null && !!window.WebGLRenderingContext;
  18544. }
  18545. catch (e) {
  18546. return false;
  18547. }
  18548. };
  18549. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18550. Engine.ExceptionList = [
  18551. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18552. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18553. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18554. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18555. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18556. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18557. ];
  18558. /** Gets the list of created engines */
  18559. Engine.Instances = new Array();
  18560. /**
  18561. * Hidden
  18562. */
  18563. Engine._TextureLoaders = [];
  18564. // Const statics
  18565. /** Defines that alpha blending is disabled */
  18566. Engine.ALPHA_DISABLE = 0;
  18567. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18568. Engine.ALPHA_ADD = 1;
  18569. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18570. Engine.ALPHA_COMBINE = 2;
  18571. /** Defines that alpha blending to DEST - SRC * DEST */
  18572. Engine.ALPHA_SUBTRACT = 3;
  18573. /** Defines that alpha blending to SRC * DEST */
  18574. Engine.ALPHA_MULTIPLY = 4;
  18575. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18576. Engine.ALPHA_MAXIMIZED = 5;
  18577. /** Defines that alpha blending to SRC + DEST */
  18578. Engine.ALPHA_ONEONE = 6;
  18579. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18580. Engine.ALPHA_PREMULTIPLIED = 7;
  18581. /**
  18582. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18583. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18584. */
  18585. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18586. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18587. Engine.ALPHA_INTERPOLATE = 9;
  18588. /**
  18589. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18590. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18591. */
  18592. Engine.ALPHA_SCREENMODE = 10;
  18593. /** Defines that the ressource is not delayed*/
  18594. Engine.DELAYLOADSTATE_NONE = 0;
  18595. /** Defines that the ressource was successfully delay loaded */
  18596. Engine.DELAYLOADSTATE_LOADED = 1;
  18597. /** Defines that the ressource is currently delay loading */
  18598. Engine.DELAYLOADSTATE_LOADING = 2;
  18599. /** Defines that the ressource is delayed and has not started loading */
  18600. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18601. // Depht or Stencil test Constants.
  18602. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18603. Engine.NEVER = 0x0200;
  18604. /** 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 */
  18605. Engine.ALWAYS = 0x0207;
  18606. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18607. Engine.LESS = 0x0201;
  18608. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18609. Engine.EQUAL = 0x0202;
  18610. /** 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 */
  18611. Engine.LEQUAL = 0x0203;
  18612. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18613. Engine.GREATER = 0x0204;
  18614. /** 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 */
  18615. Engine.GEQUAL = 0x0206;
  18616. /** 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 */
  18617. Engine.NOTEQUAL = 0x0205;
  18618. // Stencil Actions Constants.
  18619. /** Passed to stencilOperation to specify that stencil value must be kept */
  18620. Engine.KEEP = 0x1E00;
  18621. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18622. Engine.REPLACE = 0x1E01;
  18623. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18624. Engine.INCR = 0x1E02;
  18625. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18626. Engine.DECR = 0x1E03;
  18627. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18628. Engine.INVERT = 0x150A;
  18629. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18630. Engine.INCR_WRAP = 0x8507;
  18631. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18632. Engine.DECR_WRAP = 0x8508;
  18633. /** Texture is not repeating outside of 0..1 UVs */
  18634. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18635. /** Texture is repeating outside of 0..1 UVs */
  18636. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18637. /** Texture is repeating and mirrored */
  18638. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18639. /** ALPHA */
  18640. Engine.TEXTUREFORMAT_ALPHA = 0;
  18641. /** LUMINANCE */
  18642. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18643. /** LUMINANCE_ALPHA */
  18644. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18645. /** RGB */
  18646. Engine.TEXTUREFORMAT_RGB = 4;
  18647. /** RGBA */
  18648. Engine.TEXTUREFORMAT_RGBA = 5;
  18649. /** RED */
  18650. Engine.TEXTUREFORMAT_RED = 6;
  18651. /** RED (2nd reference) */
  18652. Engine.TEXTUREFORMAT_R = 6;
  18653. /** RG */
  18654. Engine.TEXTUREFORMAT_RG = 7;
  18655. /** RED_INTEGER */
  18656. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18657. /** RED_INTEGER (2nd reference) */
  18658. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18659. /** RG_INTEGER */
  18660. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18661. /** RGB_INTEGER */
  18662. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18663. /** RGBA_INTEGER */
  18664. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18665. /** UNSIGNED_BYTE */
  18666. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18667. /** UNSIGNED_BYTE (2nd reference) */
  18668. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18669. /** FLOAT */
  18670. Engine.TEXTURETYPE_FLOAT = 1;
  18671. /** HALF_FLOAT */
  18672. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18673. /** BYTE */
  18674. Engine.TEXTURETYPE_BYTE = 3;
  18675. /** SHORT */
  18676. Engine.TEXTURETYPE_SHORT = 4;
  18677. /** UNSIGNED_SHORT */
  18678. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18679. /** INT */
  18680. Engine.TEXTURETYPE_INT = 6;
  18681. /** UNSIGNED_INT */
  18682. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18683. /** UNSIGNED_SHORT_4_4_4_4 */
  18684. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18685. /** UNSIGNED_SHORT_5_5_5_1 */
  18686. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18687. /** UNSIGNED_SHORT_5_6_5 */
  18688. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18689. /** UNSIGNED_INT_2_10_10_10_REV */
  18690. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18691. /** UNSIGNED_INT_24_8 */
  18692. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18693. /** UNSIGNED_INT_10F_11F_11F_REV */
  18694. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18695. /** UNSIGNED_INT_5_9_9_9_REV */
  18696. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18697. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18698. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18699. /** nearest is mag = nearest and min = nearest and mip = linear */
  18700. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18701. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18702. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18703. /** Trilinear is mag = linear and min = linear and mip = linear */
  18704. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18705. /** nearest is mag = nearest and min = nearest and mip = linear */
  18706. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18707. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18708. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18709. /** Trilinear is mag = linear and min = linear and mip = linear */
  18710. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18711. /** mag = nearest and min = nearest and mip = nearest */
  18712. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18713. /** mag = nearest and min = linear and mip = nearest */
  18714. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18715. /** mag = nearest and min = linear and mip = linear */
  18716. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18717. /** mag = nearest and min = linear and mip = none */
  18718. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18719. /** mag = nearest and min = nearest and mip = none */
  18720. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18721. /** mag = linear and min = nearest and mip = nearest */
  18722. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18723. /** mag = linear and min = nearest and mip = linear */
  18724. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18725. /** mag = linear and min = linear and mip = none */
  18726. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18727. /** mag = linear and min = nearest and mip = none */
  18728. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18729. /** Explicit coordinates mode */
  18730. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18731. /** Spherical coordinates mode */
  18732. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18733. /** Planar coordinates mode */
  18734. Engine.TEXTURE_PLANAR_MODE = 2;
  18735. /** Cubic coordinates mode */
  18736. Engine.TEXTURE_CUBIC_MODE = 3;
  18737. /** Projection coordinates mode */
  18738. Engine.TEXTURE_PROJECTION_MODE = 4;
  18739. /** Skybox coordinates mode */
  18740. Engine.TEXTURE_SKYBOX_MODE = 5;
  18741. /** Inverse Cubic coordinates mode */
  18742. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18743. /** Equirectangular coordinates mode */
  18744. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18745. /** Equirectangular Fixed coordinates mode */
  18746. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18747. /** Equirectangular Fixed Mirrored coordinates mode */
  18748. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18749. // Texture rescaling mode
  18750. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18751. Engine.SCALEMODE_FLOOR = 1;
  18752. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18753. Engine.SCALEMODE_NEAREST = 2;
  18754. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18755. Engine.SCALEMODE_CEILING = 3;
  18756. // Updatable statics so stick with vars here
  18757. /**
  18758. * Gets or sets the epsilon value used by collision engine
  18759. */
  18760. Engine.CollisionsEpsilon = 0.001;
  18761. /**
  18762. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18763. */
  18764. Engine.CodeRepository = "src/";
  18765. /**
  18766. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18767. */
  18768. Engine.ShadersRepository = "src/Shaders/";
  18769. return Engine;
  18770. }());
  18771. BABYLON.Engine = Engine;
  18772. })(BABYLON || (BABYLON = {}));
  18773. //# sourceMappingURL=babylon.engine.js.map
  18774. var BABYLON;
  18775. (function (BABYLON) {
  18776. /**
  18777. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18778. */
  18779. var Node = /** @class */ (function () {
  18780. /**
  18781. * Creates a new Node
  18782. * @param name the name and id to be given to this node
  18783. * @param scene the scene this node will be added to
  18784. * @param addToRootNodes the node will be added to scene.rootNodes
  18785. */
  18786. function Node(name, scene, addToRootNodes) {
  18787. if (scene === void 0) { scene = null; }
  18788. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18789. /**
  18790. * Gets or sets a string used to store user defined state for the node
  18791. */
  18792. this.state = "";
  18793. /**
  18794. * Gets or sets an object used to store user defined information for the node
  18795. */
  18796. this.metadata = null;
  18797. /**
  18798. * For internal use only. Please do not use.
  18799. */
  18800. this.reservedDataStore = null;
  18801. /**
  18802. * Gets or sets a boolean used to define if the node must be serialized
  18803. */
  18804. this.doNotSerialize = false;
  18805. /** @hidden */
  18806. this._isDisposed = false;
  18807. /**
  18808. * Gets a list of Animations associated with the node
  18809. */
  18810. this.animations = new Array();
  18811. this._ranges = {};
  18812. this._isEnabled = true;
  18813. this._isParentEnabled = true;
  18814. this._isReady = true;
  18815. /** @hidden */
  18816. this._currentRenderId = -1;
  18817. this._parentRenderId = -1;
  18818. this._childRenderId = -1;
  18819. /** @hidden */
  18820. this._worldMatrix = BABYLON.Matrix.Identity();
  18821. /** @hidden */
  18822. this._worldMatrixDeterminant = 0;
  18823. /** @hidden */
  18824. this._sceneRootNodesIndex = -1;
  18825. this._animationPropertiesOverride = null;
  18826. /**
  18827. * An event triggered when the mesh is disposed
  18828. */
  18829. this.onDisposeObservable = new BABYLON.Observable();
  18830. // Behaviors
  18831. this._behaviors = new Array();
  18832. this.name = name;
  18833. this.id = name;
  18834. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18835. this.uniqueId = this._scene.getUniqueId();
  18836. this._initCache();
  18837. if (addToRootNodes) {
  18838. this.addToSceneRootNodes();
  18839. }
  18840. }
  18841. /**
  18842. * Add a new node constructor
  18843. * @param type defines the type name of the node to construct
  18844. * @param constructorFunc defines the constructor function
  18845. */
  18846. Node.AddNodeConstructor = function (type, constructorFunc) {
  18847. this._NodeConstructors[type] = constructorFunc;
  18848. };
  18849. /**
  18850. * Returns a node constructor based on type name
  18851. * @param type defines the type name
  18852. * @param name defines the new node name
  18853. * @param scene defines the hosting scene
  18854. * @param options defines optional options to transmit to constructors
  18855. * @returns the new constructor or null
  18856. */
  18857. Node.Construct = function (type, name, scene, options) {
  18858. var constructorFunc = this._NodeConstructors[type];
  18859. if (!constructorFunc) {
  18860. return null;
  18861. }
  18862. return constructorFunc(name, scene, options);
  18863. };
  18864. /**
  18865. * Gets a boolean indicating if the node has been disposed
  18866. * @returns true if the node was disposed
  18867. */
  18868. Node.prototype.isDisposed = function () {
  18869. return this._isDisposed;
  18870. };
  18871. Object.defineProperty(Node.prototype, "parent", {
  18872. get: function () {
  18873. return this._parentNode;
  18874. },
  18875. /**
  18876. * Gets or sets the parent of the node
  18877. */
  18878. set: function (parent) {
  18879. if (this._parentNode === parent) {
  18880. return;
  18881. }
  18882. var previousParentNode = this._parentNode;
  18883. // Remove self from list of children of parent
  18884. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18885. var index = this._parentNode._children.indexOf(this);
  18886. if (index !== -1) {
  18887. this._parentNode._children.splice(index, 1);
  18888. }
  18889. if (!parent && !this._isDisposed) {
  18890. this.addToSceneRootNodes();
  18891. }
  18892. }
  18893. // Store new parent
  18894. this._parentNode = parent;
  18895. // Add as child to new parent
  18896. if (this._parentNode) {
  18897. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18898. this._parentNode._children = new Array();
  18899. }
  18900. this._parentNode._children.push(this);
  18901. if (!previousParentNode) {
  18902. this.removeFromSceneRootNodes();
  18903. }
  18904. }
  18905. // Enabled state
  18906. this._syncParentEnabledState();
  18907. },
  18908. enumerable: true,
  18909. configurable: true
  18910. });
  18911. Node.prototype.addToSceneRootNodes = function () {
  18912. if (this._sceneRootNodesIndex === -1) {
  18913. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18914. this._scene.rootNodes.push(this);
  18915. }
  18916. };
  18917. Node.prototype.removeFromSceneRootNodes = function () {
  18918. if (this._sceneRootNodesIndex !== -1) {
  18919. var rootNodes = this._scene.rootNodes;
  18920. var lastIdx = rootNodes.length - 1;
  18921. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18922. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18923. this._scene.rootNodes.pop();
  18924. this._sceneRootNodesIndex = -1;
  18925. }
  18926. };
  18927. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18928. /**
  18929. * Gets or sets the animation properties override
  18930. */
  18931. get: function () {
  18932. if (!this._animationPropertiesOverride) {
  18933. return this._scene.animationPropertiesOverride;
  18934. }
  18935. return this._animationPropertiesOverride;
  18936. },
  18937. set: function (value) {
  18938. this._animationPropertiesOverride = value;
  18939. },
  18940. enumerable: true,
  18941. configurable: true
  18942. });
  18943. /**
  18944. * Gets a string idenfifying the name of the class
  18945. * @returns "Node" string
  18946. */
  18947. Node.prototype.getClassName = function () {
  18948. return "Node";
  18949. };
  18950. Object.defineProperty(Node.prototype, "onDispose", {
  18951. /**
  18952. * Sets a callback that will be raised when the node will be disposed
  18953. */
  18954. set: function (callback) {
  18955. if (this._onDisposeObserver) {
  18956. this.onDisposeObservable.remove(this._onDisposeObserver);
  18957. }
  18958. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18959. },
  18960. enumerable: true,
  18961. configurable: true
  18962. });
  18963. /**
  18964. * Gets the scene of the node
  18965. * @returns a scene
  18966. */
  18967. Node.prototype.getScene = function () {
  18968. return this._scene;
  18969. };
  18970. /**
  18971. * Gets the engine of the node
  18972. * @returns a Engine
  18973. */
  18974. Node.prototype.getEngine = function () {
  18975. return this._scene.getEngine();
  18976. };
  18977. /**
  18978. * Attach a behavior to the node
  18979. * @see http://doc.babylonjs.com/features/behaviour
  18980. * @param behavior defines the behavior to attach
  18981. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18982. * @returns the current Node
  18983. */
  18984. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18985. var _this = this;
  18986. if (attachImmediately === void 0) { attachImmediately = false; }
  18987. var index = this._behaviors.indexOf(behavior);
  18988. if (index !== -1) {
  18989. return this;
  18990. }
  18991. behavior.init();
  18992. if (this._scene.isLoading && !attachImmediately) {
  18993. // We defer the attach when the scene will be loaded
  18994. this._scene.onDataLoadedObservable.addOnce(function () {
  18995. behavior.attach(_this);
  18996. });
  18997. }
  18998. else {
  18999. behavior.attach(this);
  19000. }
  19001. this._behaviors.push(behavior);
  19002. return this;
  19003. };
  19004. /**
  19005. * Remove an attached behavior
  19006. * @see http://doc.babylonjs.com/features/behaviour
  19007. * @param behavior defines the behavior to attach
  19008. * @returns the current Node
  19009. */
  19010. Node.prototype.removeBehavior = function (behavior) {
  19011. var index = this._behaviors.indexOf(behavior);
  19012. if (index === -1) {
  19013. return this;
  19014. }
  19015. this._behaviors[index].detach();
  19016. this._behaviors.splice(index, 1);
  19017. return this;
  19018. };
  19019. Object.defineProperty(Node.prototype, "behaviors", {
  19020. /**
  19021. * Gets the list of attached behaviors
  19022. * @see http://doc.babylonjs.com/features/behaviour
  19023. */
  19024. get: function () {
  19025. return this._behaviors;
  19026. },
  19027. enumerable: true,
  19028. configurable: true
  19029. });
  19030. /**
  19031. * Gets an attached behavior by name
  19032. * @param name defines the name of the behavior to look for
  19033. * @see http://doc.babylonjs.com/features/behaviour
  19034. * @returns null if behavior was not found else the requested behavior
  19035. */
  19036. Node.prototype.getBehaviorByName = function (name) {
  19037. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  19038. var behavior = _a[_i];
  19039. if (behavior.name === name) {
  19040. return behavior;
  19041. }
  19042. }
  19043. return null;
  19044. };
  19045. /**
  19046. * Returns the latest update of the World matrix
  19047. * @returns a Matrix
  19048. */
  19049. Node.prototype.getWorldMatrix = function () {
  19050. if (this._currentRenderId !== this._scene.getRenderId()) {
  19051. this.computeWorldMatrix();
  19052. }
  19053. return this._worldMatrix;
  19054. };
  19055. /** @hidden */
  19056. Node.prototype._getWorldMatrixDeterminant = function () {
  19057. return this._worldMatrixDeterminant;
  19058. };
  19059. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19060. /**
  19061. * Returns directly the latest state of the mesh World matrix.
  19062. * A Matrix is returned.
  19063. */
  19064. get: function () {
  19065. return this._worldMatrix;
  19066. },
  19067. enumerable: true,
  19068. configurable: true
  19069. });
  19070. // override it in derived class if you add new variables to the cache
  19071. // and call the parent class method
  19072. /** @hidden */
  19073. Node.prototype._initCache = function () {
  19074. this._cache = {};
  19075. this._cache.parent = undefined;
  19076. };
  19077. /** @hidden */
  19078. Node.prototype.updateCache = function (force) {
  19079. if (!force && this.isSynchronized()) {
  19080. return;
  19081. }
  19082. this._cache.parent = this.parent;
  19083. this._updateCache();
  19084. };
  19085. // override it in derived class if you add new variables to the cache
  19086. // and call the parent class method if !ignoreParentClass
  19087. /** @hidden */
  19088. Node.prototype._updateCache = function (ignoreParentClass) {
  19089. };
  19090. // override it in derived class if you add new variables to the cache
  19091. /** @hidden */
  19092. Node.prototype._isSynchronized = function () {
  19093. return true;
  19094. };
  19095. /** @hidden */
  19096. Node.prototype._markSyncedWithParent = function () {
  19097. if (this._parentNode) {
  19098. this._parentRenderId = this._parentNode._childRenderId;
  19099. }
  19100. };
  19101. /** @hidden */
  19102. Node.prototype.isSynchronizedWithParent = function () {
  19103. if (!this._parentNode) {
  19104. return true;
  19105. }
  19106. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19107. return false;
  19108. }
  19109. return this._parentNode.isSynchronized();
  19110. };
  19111. /** @hidden */
  19112. Node.prototype.isSynchronized = function () {
  19113. if (this._cache.parent != this._parentNode) {
  19114. this._cache.parent = this._parentNode;
  19115. return false;
  19116. }
  19117. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19118. return false;
  19119. }
  19120. return this._isSynchronized();
  19121. };
  19122. /**
  19123. * Is this node ready to be used/rendered
  19124. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19125. * @return true if the node is ready
  19126. */
  19127. Node.prototype.isReady = function (completeCheck) {
  19128. if (completeCheck === void 0) { completeCheck = false; }
  19129. return this._isReady;
  19130. };
  19131. /**
  19132. * Is this node enabled?
  19133. * 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
  19134. * @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
  19135. * @return whether this node (and its parent) is enabled
  19136. */
  19137. Node.prototype.isEnabled = function (checkAncestors) {
  19138. if (checkAncestors === void 0) { checkAncestors = true; }
  19139. if (checkAncestors === false) {
  19140. return this._isEnabled;
  19141. }
  19142. if (!this._isEnabled) {
  19143. return false;
  19144. }
  19145. return this._isParentEnabled;
  19146. };
  19147. /** @hidden */
  19148. Node.prototype._syncParentEnabledState = function () {
  19149. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19150. if (this._children) {
  19151. this._children.forEach(function (c) {
  19152. c._syncParentEnabledState(); // Force children to update accordingly
  19153. });
  19154. }
  19155. };
  19156. /**
  19157. * Set the enabled state of this node
  19158. * @param value defines the new enabled state
  19159. */
  19160. Node.prototype.setEnabled = function (value) {
  19161. this._isEnabled = value;
  19162. this._syncParentEnabledState();
  19163. };
  19164. /**
  19165. * Is this node a descendant of the given node?
  19166. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19167. * @param ancestor defines the parent node to inspect
  19168. * @returns a boolean indicating if this node is a descendant of the given node
  19169. */
  19170. Node.prototype.isDescendantOf = function (ancestor) {
  19171. if (this.parent) {
  19172. if (this.parent === ancestor) {
  19173. return true;
  19174. }
  19175. return this.parent.isDescendantOf(ancestor);
  19176. }
  19177. return false;
  19178. };
  19179. /** @hidden */
  19180. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19181. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19182. if (!this._children) {
  19183. return;
  19184. }
  19185. for (var index = 0; index < this._children.length; index++) {
  19186. var item = this._children[index];
  19187. if (!predicate || predicate(item)) {
  19188. results.push(item);
  19189. }
  19190. if (!directDescendantsOnly) {
  19191. item._getDescendants(results, false, predicate);
  19192. }
  19193. }
  19194. };
  19195. /**
  19196. * Will return all nodes that have this node as ascendant
  19197. * @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
  19198. * @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
  19199. * @return all children nodes of all types
  19200. */
  19201. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19202. var results = new Array();
  19203. this._getDescendants(results, directDescendantsOnly, predicate);
  19204. return results;
  19205. };
  19206. /**
  19207. * Get all child-meshes of this node
  19208. * @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
  19209. * @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
  19210. * @returns an array of AbstractMesh
  19211. */
  19212. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19213. var results = [];
  19214. this._getDescendants(results, directDescendantsOnly, function (node) {
  19215. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19216. });
  19217. return results;
  19218. };
  19219. /**
  19220. * Get all child-transformNodes of this node
  19221. * @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
  19222. * @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
  19223. * @returns an array of TransformNode
  19224. */
  19225. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19226. var results = [];
  19227. this._getDescendants(results, directDescendantsOnly, function (node) {
  19228. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19229. });
  19230. return results;
  19231. };
  19232. /**
  19233. * Get all direct children of this node
  19234. * @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
  19235. * @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)
  19236. * @returns an array of Node
  19237. */
  19238. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19239. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19240. return this.getDescendants(directDescendantsOnly, predicate);
  19241. };
  19242. /** @hidden */
  19243. Node.prototype._setReady = function (state) {
  19244. if (state === this._isReady) {
  19245. return;
  19246. }
  19247. if (!state) {
  19248. this._isReady = false;
  19249. return;
  19250. }
  19251. if (this.onReady) {
  19252. this.onReady(this);
  19253. }
  19254. this._isReady = true;
  19255. };
  19256. /**
  19257. * Get an animation by name
  19258. * @param name defines the name of the animation to look for
  19259. * @returns null if not found else the requested animation
  19260. */
  19261. Node.prototype.getAnimationByName = function (name) {
  19262. for (var i = 0; i < this.animations.length; i++) {
  19263. var animation = this.animations[i];
  19264. if (animation.name === name) {
  19265. return animation;
  19266. }
  19267. }
  19268. return null;
  19269. };
  19270. /**
  19271. * Creates an animation range for this node
  19272. * @param name defines the name of the range
  19273. * @param from defines the starting key
  19274. * @param to defines the end key
  19275. */
  19276. Node.prototype.createAnimationRange = function (name, from, to) {
  19277. // check name not already in use
  19278. if (!this._ranges[name]) {
  19279. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19280. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19281. if (this.animations[i]) {
  19282. this.animations[i].createRange(name, from, to);
  19283. }
  19284. }
  19285. }
  19286. };
  19287. /**
  19288. * Delete a specific animation range
  19289. * @param name defines the name of the range to delete
  19290. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19291. */
  19292. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19293. if (deleteFrames === void 0) { deleteFrames = true; }
  19294. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19295. if (this.animations[i]) {
  19296. this.animations[i].deleteRange(name, deleteFrames);
  19297. }
  19298. }
  19299. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19300. };
  19301. /**
  19302. * Get an animation range by name
  19303. * @param name defines the name of the animation range to look for
  19304. * @returns null if not found else the requested animation range
  19305. */
  19306. Node.prototype.getAnimationRange = function (name) {
  19307. return this._ranges[name];
  19308. };
  19309. /**
  19310. * Will start the animation sequence
  19311. * @param name defines the range frames for animation sequence
  19312. * @param loop defines if the animation should loop (false by default)
  19313. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19314. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19315. * @returns the object created for this animation. If range does not exist, it will return null
  19316. */
  19317. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19318. var range = this.getAnimationRange(name);
  19319. if (!range) {
  19320. return null;
  19321. }
  19322. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19323. };
  19324. /**
  19325. * Serialize animation ranges into a JSON compatible object
  19326. * @returns serialization object
  19327. */
  19328. Node.prototype.serializeAnimationRanges = function () {
  19329. var serializationRanges = [];
  19330. for (var name in this._ranges) {
  19331. var localRange = this._ranges[name];
  19332. if (!localRange) {
  19333. continue;
  19334. }
  19335. var range = {};
  19336. range.name = name;
  19337. range.from = localRange.from;
  19338. range.to = localRange.to;
  19339. serializationRanges.push(range);
  19340. }
  19341. return serializationRanges;
  19342. };
  19343. /**
  19344. * Computes the world matrix of the node
  19345. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19346. * @returns the world matrix
  19347. */
  19348. Node.prototype.computeWorldMatrix = function (force) {
  19349. if (!this._worldMatrix) {
  19350. this._worldMatrix = BABYLON.Matrix.Identity();
  19351. }
  19352. return this._worldMatrix;
  19353. };
  19354. /**
  19355. * Releases resources associated with this node.
  19356. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19357. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19358. */
  19359. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19360. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19361. this._isDisposed = true;
  19362. if (!doNotRecurse) {
  19363. var nodes = this.getDescendants(true);
  19364. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19365. var node = nodes_1[_i];
  19366. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19367. }
  19368. }
  19369. else {
  19370. var transformNodes = this.getChildTransformNodes(true);
  19371. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19372. var transformNode = transformNodes_1[_a];
  19373. transformNode.parent = null;
  19374. transformNode.computeWorldMatrix(true);
  19375. }
  19376. }
  19377. if (!this.parent) {
  19378. this.removeFromSceneRootNodes();
  19379. }
  19380. else {
  19381. this.parent = null;
  19382. }
  19383. // Callback
  19384. this.onDisposeObservable.notifyObservers(this);
  19385. this.onDisposeObservable.clear();
  19386. // Behaviors
  19387. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19388. var behavior = _c[_b];
  19389. behavior.detach();
  19390. }
  19391. this._behaviors = [];
  19392. };
  19393. /**
  19394. * Parse animation range data from a serialization object and store them into a given node
  19395. * @param node defines where to store the animation ranges
  19396. * @param parsedNode defines the serialization object to read data from
  19397. * @param scene defines the hosting scene
  19398. */
  19399. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19400. if (parsedNode.ranges) {
  19401. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19402. var data = parsedNode.ranges[index];
  19403. node.createAnimationRange(data.name, data.from, data.to);
  19404. }
  19405. }
  19406. };
  19407. Node._NodeConstructors = {};
  19408. __decorate([
  19409. BABYLON.serialize()
  19410. ], Node.prototype, "name", void 0);
  19411. __decorate([
  19412. BABYLON.serialize()
  19413. ], Node.prototype, "id", void 0);
  19414. __decorate([
  19415. BABYLON.serialize()
  19416. ], Node.prototype, "uniqueId", void 0);
  19417. __decorate([
  19418. BABYLON.serialize()
  19419. ], Node.prototype, "state", void 0);
  19420. __decorate([
  19421. BABYLON.serialize()
  19422. ], Node.prototype, "metadata", void 0);
  19423. return Node;
  19424. }());
  19425. BABYLON.Node = Node;
  19426. })(BABYLON || (BABYLON = {}));
  19427. //# sourceMappingURL=babylon.node.js.map
  19428. var BABYLON;
  19429. (function (BABYLON) {
  19430. /**
  19431. * Class used to store bounding sphere information
  19432. */
  19433. var BoundingSphere = /** @class */ (function () {
  19434. /**
  19435. * Creates a new bounding sphere
  19436. * @param min defines the minimum vector (in local space)
  19437. * @param max defines the maximum vector (in local space)
  19438. * @param worldMatrix defines the new world matrix
  19439. */
  19440. function BoundingSphere(min, max, worldMatrix) {
  19441. /**
  19442. * Gets the center of the bounding sphere in local space
  19443. */
  19444. this.center = BABYLON.Vector3.Zero();
  19445. /**
  19446. * Gets the center of the bounding sphere in world space
  19447. */
  19448. this.centerWorld = BABYLON.Vector3.Zero();
  19449. /**
  19450. * Gets the minimum vector in local space
  19451. */
  19452. this.minimum = BABYLON.Vector3.Zero();
  19453. /**
  19454. * Gets the maximum vector in local space
  19455. */
  19456. this.maximum = BABYLON.Vector3.Zero();
  19457. this.reConstruct(min, max, worldMatrix);
  19458. }
  19459. /**
  19460. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19461. * @param min defines the new minimum vector (in local space)
  19462. * @param max defines the new maximum vector (in local space)
  19463. * @param worldMatrix defines the new world matrix
  19464. */
  19465. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19466. this.minimum.copyFrom(min);
  19467. this.maximum.copyFrom(max);
  19468. var distance = BABYLON.Vector3.Distance(min, max);
  19469. max.addToRef(min, this.center).scaleInPlace(0.5);
  19470. this.radius = distance * 0.5;
  19471. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19472. };
  19473. /**
  19474. * Scale the current bounding sphere by applying a scale factor
  19475. * @param factor defines the scale factor to apply
  19476. * @returns the current bounding box
  19477. */
  19478. BoundingSphere.prototype.scale = function (factor) {
  19479. var newRadius = this.radius * factor;
  19480. var tmpVectors = BoundingSphere.TmpVector3;
  19481. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19482. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19483. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19484. this.reConstruct(min, max, this._worldMatrix);
  19485. return this;
  19486. };
  19487. /**
  19488. * Gets the world matrix of the bounding box
  19489. * @returns a matrix
  19490. */
  19491. BoundingSphere.prototype.getWorldMatrix = function () {
  19492. return this._worldMatrix;
  19493. };
  19494. // Methods
  19495. /** @hidden */
  19496. BoundingSphere.prototype._update = function (worldMatrix) {
  19497. if (!worldMatrix.isIdentity()) {
  19498. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19499. var tempVector = BoundingSphere.TmpVector3[0];
  19500. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19501. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19502. }
  19503. else {
  19504. this.centerWorld.copyFrom(this.center);
  19505. this.radiusWorld = this.radius;
  19506. }
  19507. };
  19508. /**
  19509. * Tests if the bounding sphere is intersecting the frustum planes
  19510. * @param frustumPlanes defines the frustum planes to test
  19511. * @returns true if there is an intersection
  19512. */
  19513. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19514. for (var i = 0; i < 6; i++) {
  19515. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19516. return false;
  19517. }
  19518. }
  19519. return true;
  19520. };
  19521. /**
  19522. * Tests if a point is inside the bounding sphere
  19523. * @param point defines the point to test
  19524. * @returns true if the point is inside the bounding sphere
  19525. */
  19526. BoundingSphere.prototype.intersectsPoint = function (point) {
  19527. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19528. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19529. return false;
  19530. }
  19531. return true;
  19532. };
  19533. // Statics
  19534. /**
  19535. * Checks if two sphere intersct
  19536. * @param sphere0 sphere 0
  19537. * @param sphere1 sphere 1
  19538. * @returns true if the speres intersect
  19539. */
  19540. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19541. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19542. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19543. if (radiusSum * radiusSum < squareDistance) {
  19544. return false;
  19545. }
  19546. return true;
  19547. };
  19548. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19549. return BoundingSphere;
  19550. }());
  19551. BABYLON.BoundingSphere = BoundingSphere;
  19552. })(BABYLON || (BABYLON = {}));
  19553. //# sourceMappingURL=babylon.boundingSphere.js.map
  19554. var BABYLON;
  19555. (function (BABYLON) {
  19556. /**
  19557. * Class used to store bounding box information
  19558. */
  19559. var BoundingBox = /** @class */ (function () {
  19560. /**
  19561. * Creates a new bounding box
  19562. * @param min defines the minimum vector (in local space)
  19563. * @param max defines the maximum vector (in local space)
  19564. * @param worldMatrix defines the new world matrix
  19565. */
  19566. function BoundingBox(min, max, worldMatrix) {
  19567. /**
  19568. * Gets the 8 vectors representing the bounding box in local space
  19569. */
  19570. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19571. /**
  19572. * Gets the center of the bounding box in local space
  19573. */
  19574. this.center = BABYLON.Vector3.Zero();
  19575. /**
  19576. * Gets the center of the bounding box in world space
  19577. */
  19578. this.centerWorld = BABYLON.Vector3.Zero();
  19579. /**
  19580. * Gets the extend size in local space
  19581. */
  19582. this.extendSize = BABYLON.Vector3.Zero();
  19583. /**
  19584. * Gets the extend size in world space
  19585. */
  19586. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19587. /**
  19588. * Gets the OBB (object bounding box) directions
  19589. */
  19590. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19591. /**
  19592. * Gets the 8 vectors representing the bounding box in world space
  19593. */
  19594. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19595. /**
  19596. * Gets the minimum vector in world space
  19597. */
  19598. this.minimumWorld = BABYLON.Vector3.Zero();
  19599. /**
  19600. * Gets the maximum vector in world space
  19601. */
  19602. this.maximumWorld = BABYLON.Vector3.Zero();
  19603. /**
  19604. * Gets the minimum vector in local space
  19605. */
  19606. this.minimum = BABYLON.Vector3.Zero();
  19607. /**
  19608. * Gets the maximum vector in local space
  19609. */
  19610. this.maximum = BABYLON.Vector3.Zero();
  19611. this.reConstruct(min, max, worldMatrix);
  19612. }
  19613. // Methods
  19614. /**
  19615. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19616. * @param min defines the new minimum vector (in local space)
  19617. * @param max defines the new maximum vector (in local space)
  19618. * @param worldMatrix defines the new world matrix
  19619. */
  19620. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19621. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19622. var vectors = this.vectors;
  19623. this.minimum.copyFromFloats(minX, minY, minZ);
  19624. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19625. vectors[0].copyFromFloats(minX, minY, minZ);
  19626. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19627. vectors[2].copyFromFloats(maxX, minY, minZ);
  19628. vectors[3].copyFromFloats(minX, maxY, minZ);
  19629. vectors[4].copyFromFloats(minX, minY, maxZ);
  19630. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19631. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19632. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19633. // OBB
  19634. max.addToRef(min, this.center).scaleInPlace(0.5);
  19635. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19636. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19637. };
  19638. /**
  19639. * Scale the current bounding box by applying a scale factor
  19640. * @param factor defines the scale factor to apply
  19641. * @returns the current bounding box
  19642. */
  19643. BoundingBox.prototype.scale = function (factor) {
  19644. var tmpVectors = BoundingBox.TmpVector3;
  19645. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19646. var len = diff.length();
  19647. diff.normalizeFromLength(len);
  19648. var distance = len * factor;
  19649. var newRadius = diff.scaleInPlace(distance * 0.5);
  19650. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19651. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19652. this.reConstruct(min, max, this._worldMatrix);
  19653. return this;
  19654. };
  19655. /**
  19656. * Gets the world matrix of the bounding box
  19657. * @returns a matrix
  19658. */
  19659. BoundingBox.prototype.getWorldMatrix = function () {
  19660. return this._worldMatrix;
  19661. };
  19662. /** @hidden */
  19663. BoundingBox.prototype._update = function (world) {
  19664. var minWorld = this.minimumWorld;
  19665. var maxWorld = this.maximumWorld;
  19666. var directions = this.directions;
  19667. var vectorsWorld = this.vectorsWorld;
  19668. var vectors = this.vectors;
  19669. if (!world.isIdentity()) {
  19670. minWorld.setAll(Number.MAX_VALUE);
  19671. maxWorld.setAll(-Number.MAX_VALUE);
  19672. for (var index = 0; index < 8; ++index) {
  19673. var v = vectorsWorld[index];
  19674. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19675. minWorld.minimizeInPlace(v);
  19676. maxWorld.maximizeInPlace(v);
  19677. }
  19678. // Extend
  19679. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19680. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19681. }
  19682. else {
  19683. minWorld.copyFrom(this.minimum);
  19684. maxWorld.copyFrom(this.maximum);
  19685. for (var index = 0; index < 8; ++index) {
  19686. vectorsWorld[index].copyFrom(vectors[index]);
  19687. }
  19688. // Extend
  19689. this.extendSizeWorld.copyFrom(this.extendSize);
  19690. this.centerWorld.copyFrom(this.center);
  19691. }
  19692. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19693. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19694. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19695. this._worldMatrix = world;
  19696. };
  19697. /**
  19698. * Tests if the bounding box is intersecting the frustum planes
  19699. * @param frustumPlanes defines the frustum planes to test
  19700. * @returns true if there is an intersection
  19701. */
  19702. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19703. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19704. };
  19705. /**
  19706. * Tests if the bounding box is entirely inside the frustum planes
  19707. * @param frustumPlanes defines the frustum planes to test
  19708. * @returns true if there is an inclusion
  19709. */
  19710. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19711. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19712. };
  19713. /**
  19714. * Tests if a point is inside the bounding box
  19715. * @param point defines the point to test
  19716. * @returns true if the point is inside the bounding box
  19717. */
  19718. BoundingBox.prototype.intersectsPoint = function (point) {
  19719. var min = this.minimumWorld;
  19720. var max = this.maximumWorld;
  19721. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19722. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19723. var delta = -BABYLON.Epsilon;
  19724. if (maxX - pointX < delta || delta > pointX - minX) {
  19725. return false;
  19726. }
  19727. if (maxY - pointY < delta || delta > pointY - minY) {
  19728. return false;
  19729. }
  19730. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19731. return false;
  19732. }
  19733. return true;
  19734. };
  19735. /**
  19736. * Tests if the bounding box intersects with a bounding sphere
  19737. * @param sphere defines the sphere to test
  19738. * @returns true if there is an intersection
  19739. */
  19740. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19741. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19742. };
  19743. /**
  19744. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19745. * @param min defines the min vector to use
  19746. * @param max defines the max vector to use
  19747. * @returns true if there is an intersection
  19748. */
  19749. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19750. var myMin = this.minimumWorld;
  19751. var myMax = this.maximumWorld;
  19752. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19753. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19754. if (myMaxX < minX || myMinX > maxX) {
  19755. return false;
  19756. }
  19757. if (myMaxY < minY || myMinY > maxY) {
  19758. return false;
  19759. }
  19760. if (myMaxZ < minZ || myMinZ > maxZ) {
  19761. return false;
  19762. }
  19763. return true;
  19764. };
  19765. // Statics
  19766. /**
  19767. * Tests if two bounding boxes are intersections
  19768. * @param box0 defines the first box to test
  19769. * @param box1 defines the second box to test
  19770. * @returns true if there is an intersection
  19771. */
  19772. BoundingBox.Intersects = function (box0, box1) {
  19773. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19774. };
  19775. /**
  19776. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19777. * @param minPoint defines the minimum vector of the bounding box
  19778. * @param maxPoint defines the maximum vector of the bounding box
  19779. * @param sphereCenter defines the sphere center
  19780. * @param sphereRadius defines the sphere radius
  19781. * @returns true if there is an intersection
  19782. */
  19783. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19784. var vector = BoundingBox.TmpVector3[0];
  19785. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19786. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19787. return (num <= (sphereRadius * sphereRadius));
  19788. };
  19789. /**
  19790. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19791. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19792. * @param frustumPlanes defines the frustum planes to test
  19793. * @return true if there is an inclusion
  19794. */
  19795. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19796. for (var p = 0; p < 6; ++p) {
  19797. var frustumPlane = frustumPlanes[p];
  19798. for (var i = 0; i < 8; ++i) {
  19799. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19800. return false;
  19801. }
  19802. }
  19803. }
  19804. return true;
  19805. };
  19806. /**
  19807. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19808. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19809. * @param frustumPlanes defines the frustum planes to test
  19810. * @return true if there is an intersection
  19811. */
  19812. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19813. for (var p = 0; p < 6; ++p) {
  19814. var canReturnFalse = true;
  19815. var frustumPlane = frustumPlanes[p];
  19816. for (var i = 0; i < 8; ++i) {
  19817. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19818. canReturnFalse = false;
  19819. break;
  19820. }
  19821. }
  19822. if (canReturnFalse) {
  19823. return false;
  19824. }
  19825. }
  19826. return true;
  19827. };
  19828. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19829. return BoundingBox;
  19830. }());
  19831. BABYLON.BoundingBox = BoundingBox;
  19832. })(BABYLON || (BABYLON = {}));
  19833. //# sourceMappingURL=babylon.boundingBox.js.map
  19834. var BABYLON;
  19835. (function (BABYLON) {
  19836. var _result0 = { min: 0, max: 0 };
  19837. var _result1 = { min: 0, max: 0 };
  19838. var computeBoxExtents = function (axis, box, result) {
  19839. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19840. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19841. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19842. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19843. var r = r0 + r1 + r2;
  19844. result.min = p - r;
  19845. result.max = p + r;
  19846. };
  19847. var axisOverlap = function (axis, box0, box1) {
  19848. computeBoxExtents(axis, box0, _result0);
  19849. computeBoxExtents(axis, box1, _result1);
  19850. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19851. };
  19852. /**
  19853. * Info for a bounding data of a mesh
  19854. */
  19855. var BoundingInfo = /** @class */ (function () {
  19856. /**
  19857. * Constructs bounding info
  19858. * @param minimum min vector of the bounding box/sphere
  19859. * @param maximum max vector of the bounding box/sphere
  19860. * @param worldMatrix defines the new world matrix
  19861. */
  19862. function BoundingInfo(minimum, maximum, worldMatrix) {
  19863. this._isLocked = false;
  19864. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19865. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19866. }
  19867. /**
  19868. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19869. * @param min defines the new minimum vector (in local space)
  19870. * @param max defines the new maximum vector (in local space)
  19871. * @param worldMatrix defines the new world matrix
  19872. */
  19873. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19874. this.boundingBox.reConstruct(min, max, worldMatrix);
  19875. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19876. };
  19877. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19878. /**
  19879. * min vector of the bounding box/sphere
  19880. */
  19881. get: function () {
  19882. return this.boundingBox.minimum;
  19883. },
  19884. enumerable: true,
  19885. configurable: true
  19886. });
  19887. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19888. /**
  19889. * max vector of the bounding box/sphere
  19890. */
  19891. get: function () {
  19892. return this.boundingBox.maximum;
  19893. },
  19894. enumerable: true,
  19895. configurable: true
  19896. });
  19897. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19898. /**
  19899. * If the info is locked and won't be updated to avoid perf overhead
  19900. */
  19901. get: function () {
  19902. return this._isLocked;
  19903. },
  19904. set: function (value) {
  19905. this._isLocked = value;
  19906. },
  19907. enumerable: true,
  19908. configurable: true
  19909. });
  19910. // Methods
  19911. /**
  19912. * Updates the bounding sphere and box
  19913. * @param world world matrix to be used to update
  19914. */
  19915. BoundingInfo.prototype.update = function (world) {
  19916. if (this._isLocked) {
  19917. return;
  19918. }
  19919. this.boundingBox._update(world);
  19920. this.boundingSphere._update(world);
  19921. };
  19922. /**
  19923. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19924. * @param center New center of the bounding info
  19925. * @param extend New extend of the bounding info
  19926. * @returns the current bounding info
  19927. */
  19928. BoundingInfo.prototype.centerOn = function (center, extend) {
  19929. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19930. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19931. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19932. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19933. return this;
  19934. };
  19935. /**
  19936. * Scale the current bounding info by applying a scale factor
  19937. * @param factor defines the scale factor to apply
  19938. * @returns the current bounding info
  19939. */
  19940. BoundingInfo.prototype.scale = function (factor) {
  19941. this.boundingBox.scale(factor);
  19942. this.boundingSphere.scale(factor);
  19943. return this;
  19944. };
  19945. /**
  19946. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19947. * @param frustumPlanes defines the frustum to test
  19948. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19949. * @returns true if the bounding info is in the frustum planes
  19950. */
  19951. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19952. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19953. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19954. return false;
  19955. }
  19956. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19957. return true;
  19958. }
  19959. return this.boundingBox.isInFrustum(frustumPlanes);
  19960. };
  19961. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19962. /**
  19963. * Gets the world distance between the min and max points of the bounding box
  19964. */
  19965. get: function () {
  19966. var boundingBox = this.boundingBox;
  19967. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19968. return diag.length();
  19969. },
  19970. enumerable: true,
  19971. configurable: true
  19972. });
  19973. /**
  19974. * Checks if a cullable object (mesh...) is in the camera frustum
  19975. * Unlike isInFrustum this cheks the full bounding box
  19976. * @param frustumPlanes Camera near/planes
  19977. * @returns true if the object is in frustum otherwise false
  19978. */
  19979. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19980. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19981. };
  19982. /** @hidden */
  19983. BoundingInfo.prototype._checkCollision = function (collider) {
  19984. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19985. };
  19986. /**
  19987. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19988. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19989. * @param point the point to check intersection with
  19990. * @returns if the point intersects
  19991. */
  19992. BoundingInfo.prototype.intersectsPoint = function (point) {
  19993. if (!this.boundingSphere.centerWorld) {
  19994. return false;
  19995. }
  19996. if (!this.boundingSphere.intersectsPoint(point)) {
  19997. return false;
  19998. }
  19999. if (!this.boundingBox.intersectsPoint(point)) {
  20000. return false;
  20001. }
  20002. return true;
  20003. };
  20004. /**
  20005. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  20006. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  20007. * @param boundingInfo the bounding info to check intersection with
  20008. * @param precise if the intersection should be done using OBB
  20009. * @returns if the bounding info intersects
  20010. */
  20011. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  20012. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  20013. return false;
  20014. }
  20015. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  20016. return false;
  20017. }
  20018. if (!precise) {
  20019. return true;
  20020. }
  20021. var box0 = this.boundingBox;
  20022. var box1 = boundingInfo.boundingBox;
  20023. if (!axisOverlap(box0.directions[0], box0, box1)) {
  20024. return false;
  20025. }
  20026. if (!axisOverlap(box0.directions[1], box0, box1)) {
  20027. return false;
  20028. }
  20029. if (!axisOverlap(box0.directions[2], box0, box1)) {
  20030. return false;
  20031. }
  20032. if (!axisOverlap(box1.directions[0], box0, box1)) {
  20033. return false;
  20034. }
  20035. if (!axisOverlap(box1.directions[1], box0, box1)) {
  20036. return false;
  20037. }
  20038. if (!axisOverlap(box1.directions[2], box0, box1)) {
  20039. return false;
  20040. }
  20041. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  20042. return false;
  20043. }
  20044. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  20045. return false;
  20046. }
  20047. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20048. return false;
  20049. }
  20050. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20051. return false;
  20052. }
  20053. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20054. return false;
  20055. }
  20056. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20057. return false;
  20058. }
  20059. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20060. return false;
  20061. }
  20062. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20063. return false;
  20064. }
  20065. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20066. return false;
  20067. }
  20068. return true;
  20069. };
  20070. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20071. return BoundingInfo;
  20072. }());
  20073. BABYLON.BoundingInfo = BoundingInfo;
  20074. })(BABYLON || (BABYLON = {}));
  20075. //# sourceMappingURL=babylon.boundingInfo.js.map
  20076. var BABYLON;
  20077. (function (BABYLON) {
  20078. /**
  20079. * 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.
  20080. * @see https://doc.babylonjs.com/how_to/transformnode
  20081. */
  20082. var TransformNode = /** @class */ (function (_super) {
  20083. __extends(TransformNode, _super);
  20084. function TransformNode(name, scene, isPure) {
  20085. if (scene === void 0) { scene = null; }
  20086. if (isPure === void 0) { isPure = true; }
  20087. var _this = _super.call(this, name, scene) || this;
  20088. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20089. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20090. _this._up = new BABYLON.Vector3(0, 1, 0);
  20091. _this._right = new BABYLON.Vector3(1, 0, 0);
  20092. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20093. // Properties
  20094. _this._position = BABYLON.Vector3.Zero();
  20095. _this._rotation = BABYLON.Vector3.Zero();
  20096. _this._scaling = BABYLON.Vector3.One();
  20097. _this._isDirty = false;
  20098. /**
  20099. * Set the billboard mode. Default is 0.
  20100. *
  20101. * | Value | Type | Description |
  20102. * | --- | --- | --- |
  20103. * | 0 | BILLBOARDMODE_NONE | |
  20104. * | 1 | BILLBOARDMODE_X | |
  20105. * | 2 | BILLBOARDMODE_Y | |
  20106. * | 4 | BILLBOARDMODE_Z | |
  20107. * | 7 | BILLBOARDMODE_ALL | |
  20108. *
  20109. */
  20110. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20111. /**
  20112. * 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
  20113. */
  20114. _this.scalingDeterminant = 1;
  20115. /**
  20116. * Sets the distance of the object to max, often used by skybox
  20117. */
  20118. _this.infiniteDistance = false;
  20119. /**
  20120. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20121. * By default the system will update normals to compensate
  20122. */
  20123. _this.ignoreNonUniformScaling = false;
  20124. /** @hidden */
  20125. _this._localMatrix = BABYLON.Matrix.Zero();
  20126. _this._absolutePosition = BABYLON.Vector3.Zero();
  20127. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20128. _this._postMultiplyPivotMatrix = false;
  20129. _this._isWorldMatrixFrozen = false;
  20130. /** @hidden */
  20131. _this._indexInSceneTransformNodesArray = -1;
  20132. /**
  20133. * An event triggered after the world matrix is updated
  20134. */
  20135. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20136. _this._nonUniformScaling = false;
  20137. if (isPure) {
  20138. _this.getScene().addTransformNode(_this);
  20139. }
  20140. return _this;
  20141. }
  20142. /**
  20143. * Gets a string identifying the name of the class
  20144. * @returns "TransformNode" string
  20145. */
  20146. TransformNode.prototype.getClassName = function () {
  20147. return "TransformNode";
  20148. };
  20149. Object.defineProperty(TransformNode.prototype, "position", {
  20150. /**
  20151. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20152. */
  20153. get: function () {
  20154. return this._position;
  20155. },
  20156. set: function (newPosition) {
  20157. this._position = newPosition;
  20158. this._isDirty = true;
  20159. },
  20160. enumerable: true,
  20161. configurable: true
  20162. });
  20163. Object.defineProperty(TransformNode.prototype, "rotation", {
  20164. /**
  20165. * 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)).
  20166. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20167. */
  20168. get: function () {
  20169. return this._rotation;
  20170. },
  20171. set: function (newRotation) {
  20172. this._rotation = newRotation;
  20173. this._isDirty = true;
  20174. },
  20175. enumerable: true,
  20176. configurable: true
  20177. });
  20178. Object.defineProperty(TransformNode.prototype, "scaling", {
  20179. /**
  20180. * 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)).
  20181. */
  20182. get: function () {
  20183. return this._scaling;
  20184. },
  20185. set: function (newScaling) {
  20186. this._scaling = newScaling;
  20187. this._isDirty = true;
  20188. },
  20189. enumerable: true,
  20190. configurable: true
  20191. });
  20192. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20193. /**
  20194. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20195. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20196. */
  20197. get: function () {
  20198. return this._rotationQuaternion;
  20199. },
  20200. set: function (quaternion) {
  20201. this._rotationQuaternion = quaternion;
  20202. //reset the rotation vector.
  20203. if (quaternion) {
  20204. this.rotation.setAll(0.0);
  20205. }
  20206. },
  20207. enumerable: true,
  20208. configurable: true
  20209. });
  20210. Object.defineProperty(TransformNode.prototype, "forward", {
  20211. /**
  20212. * The forward direction of that transform in world space.
  20213. */
  20214. get: function () {
  20215. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20216. },
  20217. enumerable: true,
  20218. configurable: true
  20219. });
  20220. Object.defineProperty(TransformNode.prototype, "up", {
  20221. /**
  20222. * The up direction of that transform in world space.
  20223. */
  20224. get: function () {
  20225. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20226. },
  20227. enumerable: true,
  20228. configurable: true
  20229. });
  20230. Object.defineProperty(TransformNode.prototype, "right", {
  20231. /**
  20232. * The right direction of that transform in world space.
  20233. */
  20234. get: function () {
  20235. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20236. },
  20237. enumerable: true,
  20238. configurable: true
  20239. });
  20240. /**
  20241. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20242. * @param matrix the matrix to copy the pose from
  20243. * @returns this TransformNode.
  20244. */
  20245. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20246. this._poseMatrix.copyFrom(matrix);
  20247. return this;
  20248. };
  20249. /**
  20250. * Returns the mesh Pose matrix.
  20251. * @returns the pose matrix
  20252. */
  20253. TransformNode.prototype.getPoseMatrix = function () {
  20254. return this._poseMatrix;
  20255. };
  20256. /** @hidden */
  20257. TransformNode.prototype._isSynchronized = function () {
  20258. if (this._isDirty) {
  20259. return false;
  20260. }
  20261. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20262. return false;
  20263. }
  20264. if (this._cache.pivotMatrixUpdated) {
  20265. return false;
  20266. }
  20267. if (this.infiniteDistance) {
  20268. return false;
  20269. }
  20270. if (!this._cache.position.equals(this._position)) {
  20271. return false;
  20272. }
  20273. if (this._rotationQuaternion) {
  20274. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20275. return false;
  20276. }
  20277. }
  20278. if (!this._cache.rotation.equals(this._rotation)) {
  20279. return false;
  20280. }
  20281. if (!this._cache.scaling.equals(this._scaling)) {
  20282. return false;
  20283. }
  20284. return true;
  20285. };
  20286. /** @hidden */
  20287. TransformNode.prototype._initCache = function () {
  20288. _super.prototype._initCache.call(this);
  20289. this._cache.localMatrixUpdated = false;
  20290. this._cache.position = BABYLON.Vector3.Zero();
  20291. this._cache.scaling = BABYLON.Vector3.Zero();
  20292. this._cache.rotation = BABYLON.Vector3.Zero();
  20293. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20294. this._cache.billboardMode = -1;
  20295. this._cache.infiniteDistance = false;
  20296. };
  20297. /**
  20298. * Flag the transform node as dirty (Forcing it to update everything)
  20299. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20300. * @returns this transform node
  20301. */
  20302. TransformNode.prototype.markAsDirty = function (property) {
  20303. if (property === "rotation") {
  20304. this.rotationQuaternion = null;
  20305. }
  20306. this._currentRenderId = Number.MAX_VALUE;
  20307. this._isDirty = true;
  20308. return this;
  20309. };
  20310. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20311. /**
  20312. * Returns the current mesh absolute position.
  20313. * Returns a Vector3.
  20314. */
  20315. get: function () {
  20316. return this._absolutePosition;
  20317. },
  20318. enumerable: true,
  20319. configurable: true
  20320. });
  20321. /**
  20322. * Sets a new matrix to apply before all other transformation
  20323. * @param matrix defines the transform matrix
  20324. * @returns the current TransformNode
  20325. */
  20326. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20327. return this.setPivotMatrix(matrix, false);
  20328. };
  20329. /**
  20330. * Sets a new pivot matrix to the current node
  20331. * @param matrix defines the new pivot matrix to use
  20332. * @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
  20333. * @returns the current TransformNode
  20334. */
  20335. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20336. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20337. this._pivotMatrix.copyFrom(matrix);
  20338. this._cache.pivotMatrixUpdated = true;
  20339. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20340. if (this._postMultiplyPivotMatrix) {
  20341. if (!this._pivotMatrixInverse) {
  20342. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20343. }
  20344. else {
  20345. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20346. }
  20347. }
  20348. return this;
  20349. };
  20350. /**
  20351. * Returns the mesh pivot matrix.
  20352. * Default : Identity.
  20353. * @returns the matrix
  20354. */
  20355. TransformNode.prototype.getPivotMatrix = function () {
  20356. return this._pivotMatrix;
  20357. };
  20358. /**
  20359. * Prevents the World matrix to be computed any longer.
  20360. * @returns the TransformNode.
  20361. */
  20362. TransformNode.prototype.freezeWorldMatrix = function () {
  20363. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20364. this.computeWorldMatrix(true);
  20365. this._isWorldMatrixFrozen = true;
  20366. return this;
  20367. };
  20368. /**
  20369. * Allows back the World matrix computation.
  20370. * @returns the TransformNode.
  20371. */
  20372. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20373. this._isWorldMatrixFrozen = false;
  20374. this.computeWorldMatrix(true);
  20375. return this;
  20376. };
  20377. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20378. /**
  20379. * True if the World matrix has been frozen.
  20380. */
  20381. get: function () {
  20382. return this._isWorldMatrixFrozen;
  20383. },
  20384. enumerable: true,
  20385. configurable: true
  20386. });
  20387. /**
  20388. * Retuns the mesh absolute position in the World.
  20389. * @returns a Vector3.
  20390. */
  20391. TransformNode.prototype.getAbsolutePosition = function () {
  20392. this.computeWorldMatrix();
  20393. return this._absolutePosition;
  20394. };
  20395. /**
  20396. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20397. * @param absolutePosition the absolute position to set
  20398. * @returns the TransformNode.
  20399. */
  20400. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20401. if (!absolutePosition) {
  20402. return this;
  20403. }
  20404. var absolutePositionX;
  20405. var absolutePositionY;
  20406. var absolutePositionZ;
  20407. if (absolutePosition.x === undefined) {
  20408. if (arguments.length < 3) {
  20409. return this;
  20410. }
  20411. absolutePositionX = arguments[0];
  20412. absolutePositionY = arguments[1];
  20413. absolutePositionZ = arguments[2];
  20414. }
  20415. else {
  20416. absolutePositionX = absolutePosition.x;
  20417. absolutePositionY = absolutePosition.y;
  20418. absolutePositionZ = absolutePosition.z;
  20419. }
  20420. if (this.parent) {
  20421. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20422. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20423. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20424. }
  20425. else {
  20426. this.position.x = absolutePositionX;
  20427. this.position.y = absolutePositionY;
  20428. this.position.z = absolutePositionZ;
  20429. }
  20430. return this;
  20431. };
  20432. /**
  20433. * Sets the mesh position in its local space.
  20434. * @param vector3 the position to set in localspace
  20435. * @returns the TransformNode.
  20436. */
  20437. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20438. this.computeWorldMatrix();
  20439. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localMatrix);
  20440. return this;
  20441. };
  20442. /**
  20443. * Returns the mesh position in the local space from the current World matrix values.
  20444. * @returns a new Vector3.
  20445. */
  20446. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20447. this.computeWorldMatrix();
  20448. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20449. this._localMatrix.invertToRef(invLocalWorldMatrix);
  20450. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20451. };
  20452. /**
  20453. * Translates the mesh along the passed Vector3 in its local space.
  20454. * @param vector3 the distance to translate in localspace
  20455. * @returns the TransformNode.
  20456. */
  20457. TransformNode.prototype.locallyTranslate = function (vector3) {
  20458. this.computeWorldMatrix(true);
  20459. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localMatrix);
  20460. return this;
  20461. };
  20462. /**
  20463. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20464. * @param targetPoint the position (must be in same space as current mesh) to look at
  20465. * @param yawCor optional yaw (y-axis) correction in radians
  20466. * @param pitchCor optional pitch (x-axis) correction in radians
  20467. * @param rollCor optional roll (z-axis) correction in radians
  20468. * @param space the choosen space of the target
  20469. * @returns the TransformNode.
  20470. */
  20471. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20472. if (yawCor === void 0) { yawCor = 0; }
  20473. if (pitchCor === void 0) { pitchCor = 0; }
  20474. if (rollCor === void 0) { rollCor = 0; }
  20475. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20476. var dv = TransformNode._lookAtVectorCache;
  20477. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20478. targetPoint.subtractToRef(pos, dv);
  20479. this.setDirection(dv, yawCor, pitchCor, rollCor);
  20480. // Correct for parent's rotation offset
  20481. if (space === BABYLON.Space.WORLD && this.parent) {
  20482. if (this.rotationQuaternion) {
  20483. // Get local rotation matrix of the looking object
  20484. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20485. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20486. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20487. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20488. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20489. parentRotationMatrix.invert();
  20490. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20491. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20492. }
  20493. else {
  20494. // Get local rotation matrix of the looking object
  20495. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20496. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20497. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20498. quaternionRotation.toRotationMatrix(rotationMatrix);
  20499. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20500. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20501. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20502. parentRotationMatrix.invert();
  20503. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20504. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20505. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20506. }
  20507. }
  20508. return this;
  20509. };
  20510. /**
  20511. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20512. * This Vector3 is expressed in the World space.
  20513. * @param localAxis axis to rotate
  20514. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20515. */
  20516. TransformNode.prototype.getDirection = function (localAxis) {
  20517. var result = BABYLON.Vector3.Zero();
  20518. this.getDirectionToRef(localAxis, result);
  20519. return result;
  20520. };
  20521. /**
  20522. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20523. * localAxis is expressed in the mesh local space.
  20524. * result is computed in the Wordl space from the mesh World matrix.
  20525. * @param localAxis axis to rotate
  20526. * @param result the resulting transformnode
  20527. * @returns this TransformNode.
  20528. */
  20529. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20530. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20531. return this;
  20532. };
  20533. /**
  20534. * Sets this transform node rotation to the given local axis.
  20535. * @param localAxis the axis in local space
  20536. * @param yawCor optional yaw (y-axis) correction in radians
  20537. * @param pitchCor optional pitch (x-axis) correction in radians
  20538. * @param rollCor optional roll (z-axis) correction in radians
  20539. * @returns this TransformNode
  20540. */
  20541. TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {
  20542. if (yawCor === void 0) { yawCor = 0; }
  20543. if (pitchCor === void 0) { pitchCor = 0; }
  20544. if (rollCor === void 0) { rollCor = 0; }
  20545. var yaw = -Math.atan2(localAxis.z, localAxis.x) - Math.PI / 2;
  20546. var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);
  20547. var pitch = Math.atan2(localAxis.y, len);
  20548. if (this.rotationQuaternion) {
  20549. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20550. }
  20551. else {
  20552. this.rotation.x = pitch + pitchCor;
  20553. this.rotation.y = yaw + yawCor;
  20554. this.rotation.z = rollCor;
  20555. }
  20556. return this;
  20557. };
  20558. /**
  20559. * Sets a new pivot point to the current node
  20560. * @param point defines the new pivot point to use
  20561. * @param space defines if the point is in world or local space (local by default)
  20562. * @returns the current TransformNode
  20563. */
  20564. TransformNode.prototype.setPivotPoint = function (point, space) {
  20565. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20566. if (this.getScene().getRenderId() == 0) {
  20567. this.computeWorldMatrix(true);
  20568. }
  20569. var wm = this.getWorldMatrix();
  20570. if (space == BABYLON.Space.WORLD) {
  20571. var tmat = BABYLON.Tmp.Matrix[0];
  20572. wm.invertToRef(tmat);
  20573. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20574. }
  20575. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20576. };
  20577. /**
  20578. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20579. * @returns the pivot point
  20580. */
  20581. TransformNode.prototype.getPivotPoint = function () {
  20582. var point = BABYLON.Vector3.Zero();
  20583. this.getPivotPointToRef(point);
  20584. return point;
  20585. };
  20586. /**
  20587. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20588. * @param result the vector3 to store the result
  20589. * @returns this TransformNode.
  20590. */
  20591. TransformNode.prototype.getPivotPointToRef = function (result) {
  20592. result.x = -this._pivotMatrix.m[12];
  20593. result.y = -this._pivotMatrix.m[13];
  20594. result.z = -this._pivotMatrix.m[14];
  20595. return this;
  20596. };
  20597. /**
  20598. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20599. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20600. */
  20601. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20602. var point = BABYLON.Vector3.Zero();
  20603. this.getAbsolutePivotPointToRef(point);
  20604. return point;
  20605. };
  20606. /**
  20607. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20608. * @param result vector3 to store the result
  20609. * @returns this TransformNode.
  20610. */
  20611. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20612. result.x = this._pivotMatrix.m[12];
  20613. result.y = this._pivotMatrix.m[13];
  20614. result.z = this._pivotMatrix.m[14];
  20615. this.getPivotPointToRef(result);
  20616. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20617. return this;
  20618. };
  20619. /**
  20620. * Defines the passed node as the parent of the current node.
  20621. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20622. * @param node the node ot set as the parent
  20623. * @returns this TransformNode.
  20624. */
  20625. TransformNode.prototype.setParent = function (node) {
  20626. if (!node && !this.parent) {
  20627. return this;
  20628. }
  20629. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20630. var position = BABYLON.Tmp.Vector3[0];
  20631. var scale = BABYLON.Tmp.Vector3[1];
  20632. if (!node) {
  20633. if (this.parent && this.parent.computeWorldMatrix) {
  20634. this.parent.computeWorldMatrix(true);
  20635. }
  20636. this.computeWorldMatrix(true);
  20637. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20638. }
  20639. else {
  20640. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20641. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20642. this.computeWorldMatrix(true);
  20643. node.computeWorldMatrix(true);
  20644. node.getWorldMatrix().invertToRef(invParentMatrix);
  20645. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20646. diffMatrix.decompose(scale, quatRotation, position);
  20647. }
  20648. if (this.rotationQuaternion) {
  20649. this.rotationQuaternion.copyFrom(quatRotation);
  20650. }
  20651. else {
  20652. quatRotation.toEulerAnglesToRef(this.rotation);
  20653. }
  20654. this.scaling.copyFrom(scale);
  20655. this.position.copyFrom(position);
  20656. this.parent = node;
  20657. return this;
  20658. };
  20659. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20660. /**
  20661. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20662. */
  20663. get: function () {
  20664. return this._nonUniformScaling;
  20665. },
  20666. enumerable: true,
  20667. configurable: true
  20668. });
  20669. /** @hidden */
  20670. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20671. if (this._nonUniformScaling === value) {
  20672. return false;
  20673. }
  20674. this._nonUniformScaling = value;
  20675. return true;
  20676. };
  20677. /**
  20678. * Attach the current TransformNode to another TransformNode associated with a bone
  20679. * @param bone Bone affecting the TransformNode
  20680. * @param affectedTransformNode TransformNode associated with the bone
  20681. * @returns this object
  20682. */
  20683. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20684. this._transformToBoneReferal = affectedTransformNode;
  20685. this.parent = bone;
  20686. if (bone.getWorldMatrix().determinant() < 0) {
  20687. this.scalingDeterminant *= -1;
  20688. }
  20689. return this;
  20690. };
  20691. /**
  20692. * Detach the transform node if its associated with a bone
  20693. * @returns this object
  20694. */
  20695. TransformNode.prototype.detachFromBone = function () {
  20696. if (!this.parent) {
  20697. return this;
  20698. }
  20699. if (this.parent.getWorldMatrix().determinant() < 0) {
  20700. this.scalingDeterminant *= -1;
  20701. }
  20702. this._transformToBoneReferal = null;
  20703. this.parent = null;
  20704. return this;
  20705. };
  20706. /**
  20707. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20708. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20709. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20710. * The passed axis is also normalized.
  20711. * @param axis the axis to rotate around
  20712. * @param amount the amount to rotate in radians
  20713. * @param space Space to rotate in (Default: local)
  20714. * @returns the TransformNode.
  20715. */
  20716. TransformNode.prototype.rotate = function (axis, amount, space) {
  20717. axis.normalize();
  20718. if (!this.rotationQuaternion) {
  20719. this.rotationQuaternion = this.rotation.toQuaternion();
  20720. this.rotation.setAll(0);
  20721. }
  20722. var rotationQuaternion;
  20723. if (!space || space === BABYLON.Space.LOCAL) {
  20724. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20725. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20726. }
  20727. else {
  20728. if (this.parent) {
  20729. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20730. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20731. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20732. }
  20733. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20734. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20735. }
  20736. return this;
  20737. };
  20738. /**
  20739. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20740. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20741. * The passed axis is also normalized. .
  20742. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20743. * @param point the point to rotate around
  20744. * @param axis the axis to rotate around
  20745. * @param amount the amount to rotate in radians
  20746. * @returns the TransformNode
  20747. */
  20748. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20749. axis.normalize();
  20750. if (!this.rotationQuaternion) {
  20751. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20752. this.rotation.setAll(0);
  20753. }
  20754. var tmpVector = BABYLON.Tmp.Vector3[0];
  20755. var finalScale = BABYLON.Tmp.Vector3[1];
  20756. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20757. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20758. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20759. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20760. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20761. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20762. point.subtractToRef(this.position, tmpVector);
  20763. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20764. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20765. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20766. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20767. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20768. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20769. this.position.addInPlace(finalTranslation);
  20770. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20771. return this;
  20772. };
  20773. /**
  20774. * Translates the mesh along the axis vector for the passed distance in the given space.
  20775. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20776. * @param axis the axis to translate in
  20777. * @param distance the distance to translate
  20778. * @param space Space to rotate in (Default: local)
  20779. * @returns the TransformNode.
  20780. */
  20781. TransformNode.prototype.translate = function (axis, distance, space) {
  20782. var displacementVector = axis.scale(distance);
  20783. if (!space || space === BABYLON.Space.LOCAL) {
  20784. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20785. this.setPositionWithLocalVector(tempV3);
  20786. }
  20787. else {
  20788. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20789. }
  20790. return this;
  20791. };
  20792. /**
  20793. * Adds a rotation step to the mesh current rotation.
  20794. * x, y, z are Euler angles expressed in radians.
  20795. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20796. * This means this rotation is made in the mesh local space only.
  20797. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20798. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20799. * ```javascript
  20800. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20801. * ```
  20802. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20803. * 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.
  20804. * @param x Rotation to add
  20805. * @param y Rotation to add
  20806. * @param z Rotation to add
  20807. * @returns the TransformNode.
  20808. */
  20809. TransformNode.prototype.addRotation = function (x, y, z) {
  20810. var rotationQuaternion;
  20811. if (this.rotationQuaternion) {
  20812. rotationQuaternion = this.rotationQuaternion;
  20813. }
  20814. else {
  20815. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20816. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20817. }
  20818. var accumulation = BABYLON.Tmp.Quaternion[0];
  20819. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20820. rotationQuaternion.multiplyInPlace(accumulation);
  20821. if (!this.rotationQuaternion) {
  20822. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20823. }
  20824. return this;
  20825. };
  20826. /**
  20827. * Computes the world matrix of the node
  20828. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20829. * @returns the world matrix
  20830. */
  20831. TransformNode.prototype.computeWorldMatrix = function (force) {
  20832. if (this._isWorldMatrixFrozen) {
  20833. return this._worldMatrix;
  20834. }
  20835. if (!force && this.isSynchronized()) {
  20836. this._currentRenderId = this.getScene().getRenderId();
  20837. return this._worldMatrix;
  20838. }
  20839. this._updateCache();
  20840. this._cache.position.copyFrom(this.position);
  20841. this._cache.scaling.copyFrom(this.scaling);
  20842. this._cache.pivotMatrixUpdated = false;
  20843. this._cache.billboardMode = this.billboardMode;
  20844. this._cache.infiniteDistance = this.infiniteDistance;
  20845. this._currentRenderId = this.getScene().getRenderId();
  20846. this._childRenderId = this.getScene().getRenderId();
  20847. this._isDirty = false;
  20848. // Scaling
  20849. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20850. // Rotation
  20851. //rotate, if quaternion is set and rotation was used
  20852. if (this.rotationQuaternion) {
  20853. var len = this.rotation.length();
  20854. if (len) {
  20855. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20856. this.rotation.copyFromFloats(0, 0, 0);
  20857. }
  20858. }
  20859. if (this.rotationQuaternion) {
  20860. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20861. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20862. }
  20863. else {
  20864. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20865. this._cache.rotation.copyFrom(this.rotation);
  20866. }
  20867. // Translation
  20868. var camera = this.getScene().activeCamera;
  20869. if (this.infiniteDistance && !this.parent && camera) {
  20870. var cameraWorldMatrix = camera.getWorldMatrix();
  20871. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20872. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20873. }
  20874. else {
  20875. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20876. }
  20877. // Composing transformations
  20878. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20879. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20880. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20881. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20882. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20883. // Need to decompose each rotation here
  20884. var currentPosition = BABYLON.Tmp.Vector3[3];
  20885. if (this.parent && this.parent.getWorldMatrix) {
  20886. if (this._transformToBoneReferal) {
  20887. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20888. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20889. }
  20890. else {
  20891. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20892. }
  20893. }
  20894. else {
  20895. currentPosition.copyFrom(this.position);
  20896. }
  20897. currentPosition.subtractInPlace(camera.globalPosition);
  20898. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20899. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20900. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20901. }
  20902. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20903. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20904. }
  20905. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20906. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20907. }
  20908. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20909. }
  20910. else {
  20911. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20912. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20913. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20914. }
  20915. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20916. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20917. }
  20918. // Post multiply inverse of pivotMatrix
  20919. if (this._postMultiplyPivotMatrix) {
  20920. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20921. }
  20922. // Local world
  20923. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localMatrix);
  20924. // Parent
  20925. if (this.parent && this.parent.getWorldMatrix) {
  20926. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20927. if (this._transformToBoneReferal) {
  20928. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20929. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20930. }
  20931. else {
  20932. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20933. }
  20934. this._localMatrix.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20935. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20936. this._worldMatrix.copyFrom(this._localMatrix);
  20937. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20938. }
  20939. else {
  20940. if (this._transformToBoneReferal) {
  20941. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20942. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20943. }
  20944. else {
  20945. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20946. }
  20947. }
  20948. this._markSyncedWithParent();
  20949. }
  20950. else {
  20951. this._worldMatrix.copyFrom(this._localMatrix);
  20952. }
  20953. // Normal matrix
  20954. if (!this.ignoreNonUniformScaling) {
  20955. if (this.scaling.isNonUniform) {
  20956. this._updateNonUniformScalingState(true);
  20957. }
  20958. else if (this.parent && this.parent._nonUniformScaling) {
  20959. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20960. }
  20961. else {
  20962. this._updateNonUniformScalingState(false);
  20963. }
  20964. }
  20965. else {
  20966. this._updateNonUniformScalingState(false);
  20967. }
  20968. this._afterComputeWorldMatrix();
  20969. // Absolute position
  20970. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20971. // Callbacks
  20972. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20973. if (!this._poseMatrix) {
  20974. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20975. }
  20976. // Cache the determinant
  20977. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20978. return this._worldMatrix;
  20979. };
  20980. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20981. };
  20982. /**
  20983. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20984. * @param func callback function to add
  20985. *
  20986. * @returns the TransformNode.
  20987. */
  20988. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20989. this.onAfterWorldMatrixUpdateObservable.add(func);
  20990. return this;
  20991. };
  20992. /**
  20993. * Removes a registered callback function.
  20994. * @param func callback function to remove
  20995. * @returns the TransformNode.
  20996. */
  20997. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20998. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20999. return this;
  21000. };
  21001. /**
  21002. * Gets the position of the current mesh in camera space
  21003. * @param camera defines the camera to use
  21004. * @returns a position
  21005. */
  21006. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  21007. if (camera === void 0) { camera = null; }
  21008. if (!camera) {
  21009. camera = this.getScene().activeCamera;
  21010. }
  21011. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  21012. };
  21013. /**
  21014. * Returns the distance from the mesh to the active camera
  21015. * @param camera defines the camera to use
  21016. * @returns the distance
  21017. */
  21018. TransformNode.prototype.getDistanceToCamera = function (camera) {
  21019. if (camera === void 0) { camera = null; }
  21020. if (!camera) {
  21021. camera = this.getScene().activeCamera;
  21022. }
  21023. return this.absolutePosition.subtract(camera.position).length();
  21024. };
  21025. /**
  21026. * Clone the current transform node
  21027. * @param name Name of the new clone
  21028. * @param newParent New parent for the clone
  21029. * @param doNotCloneChildren Do not clone children hierarchy
  21030. * @returns the new transform node
  21031. */
  21032. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  21033. var _this = this;
  21034. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  21035. result.name = name;
  21036. result.id = name;
  21037. if (newParent) {
  21038. result.parent = newParent;
  21039. }
  21040. if (!doNotCloneChildren) {
  21041. // Children
  21042. var directDescendants = this.getDescendants(true);
  21043. for (var index = 0; index < directDescendants.length; index++) {
  21044. var child = directDescendants[index];
  21045. if (child.clone) {
  21046. child.clone(name + "." + child.name, result);
  21047. }
  21048. }
  21049. }
  21050. return result;
  21051. };
  21052. /**
  21053. * Serializes the objects information.
  21054. * @param currentSerializationObject defines the object to serialize in
  21055. * @returns the serialized object
  21056. */
  21057. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21058. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21059. serializationObject.type = this.getClassName();
  21060. // Parent
  21061. if (this.parent) {
  21062. serializationObject.parentId = this.parent.id;
  21063. }
  21064. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21065. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21066. }
  21067. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21068. serializationObject.isEnabled = this.isEnabled();
  21069. // Parent
  21070. if (this.parent) {
  21071. serializationObject.parentId = this.parent.id;
  21072. }
  21073. return serializationObject;
  21074. };
  21075. // Statics
  21076. /**
  21077. * Returns a new TransformNode object parsed from the source provided.
  21078. * @param parsedTransformNode is the source.
  21079. * @param scene the scne the object belongs to
  21080. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21081. * @returns a new TransformNode object parsed from the source provided.
  21082. */
  21083. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21084. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21085. if (BABYLON.Tags) {
  21086. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21087. }
  21088. if (parsedTransformNode.localMatrix) {
  21089. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21090. }
  21091. else if (parsedTransformNode.pivotMatrix) {
  21092. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21093. }
  21094. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21095. // Parent
  21096. if (parsedTransformNode.parentId) {
  21097. transformNode._waitingParentId = parsedTransformNode.parentId;
  21098. }
  21099. return transformNode;
  21100. };
  21101. /**
  21102. * Releases resources associated with this transform node.
  21103. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21104. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21105. */
  21106. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21107. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21108. // Animations
  21109. this.getScene().stopAnimation(this);
  21110. // Remove from scene
  21111. this.getScene().removeTransformNode(this);
  21112. this.onAfterWorldMatrixUpdateObservable.clear();
  21113. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21114. };
  21115. // Statics
  21116. /**
  21117. * Object will not rotate to face the camera
  21118. */
  21119. TransformNode.BILLBOARDMODE_NONE = 0;
  21120. /**
  21121. * Object will rotate to face the camera but only on the x axis
  21122. */
  21123. TransformNode.BILLBOARDMODE_X = 1;
  21124. /**
  21125. * Object will rotate to face the camera but only on the y axis
  21126. */
  21127. TransformNode.BILLBOARDMODE_Y = 2;
  21128. /**
  21129. * Object will rotate to face the camera but only on the z axis
  21130. */
  21131. TransformNode.BILLBOARDMODE_Z = 4;
  21132. /**
  21133. * Object will rotate to face the camera
  21134. */
  21135. TransformNode.BILLBOARDMODE_ALL = 7;
  21136. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21137. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21138. __decorate([
  21139. BABYLON.serializeAsVector3("position")
  21140. ], TransformNode.prototype, "_position", void 0);
  21141. __decorate([
  21142. BABYLON.serializeAsVector3("rotation")
  21143. ], TransformNode.prototype, "_rotation", void 0);
  21144. __decorate([
  21145. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21146. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21147. __decorate([
  21148. BABYLON.serializeAsVector3("scaling")
  21149. ], TransformNode.prototype, "_scaling", void 0);
  21150. __decorate([
  21151. BABYLON.serialize()
  21152. ], TransformNode.prototype, "billboardMode", void 0);
  21153. __decorate([
  21154. BABYLON.serialize()
  21155. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21156. __decorate([
  21157. BABYLON.serialize()
  21158. ], TransformNode.prototype, "infiniteDistance", void 0);
  21159. __decorate([
  21160. BABYLON.serialize()
  21161. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21162. return TransformNode;
  21163. }(BABYLON.Node));
  21164. BABYLON.TransformNode = TransformNode;
  21165. })(BABYLON || (BABYLON = {}));
  21166. //# sourceMappingURL=babylon.transformNode.js.map
  21167. var BABYLON;
  21168. (function (BABYLON) {
  21169. /** @hidden */
  21170. var _FacetDataStorage = /** @class */ (function () {
  21171. function _FacetDataStorage() {
  21172. this.facetNb = 0; // facet number
  21173. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21174. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21175. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21176. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21177. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21178. this.subDiv = {
  21179. max: 1,
  21180. X: 1,
  21181. Y: 1,
  21182. Z: 1
  21183. };
  21184. this.facetDepthSort = false; // is the facet depth sort to be computed
  21185. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21186. }
  21187. return _FacetDataStorage;
  21188. }());
  21189. /**
  21190. * Class used to store all common mesh properties
  21191. */
  21192. var AbstractMesh = /** @class */ (function (_super) {
  21193. __extends(AbstractMesh, _super);
  21194. // Constructor
  21195. /**
  21196. * Creates a new AbstractMesh
  21197. * @param name defines the name of the mesh
  21198. * @param scene defines the hosting scene
  21199. */
  21200. function AbstractMesh(name, scene) {
  21201. if (scene === void 0) { scene = null; }
  21202. var _this = _super.call(this, name, scene, false) || this;
  21203. _this._facetData = new _FacetDataStorage();
  21204. /** Gets ot sets the culling strategy to use to find visible meshes */
  21205. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21206. // Events
  21207. /**
  21208. * An event triggered when this mesh collides with another one
  21209. */
  21210. _this.onCollideObservable = new BABYLON.Observable();
  21211. /**
  21212. * An event triggered when the collision's position changes
  21213. */
  21214. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21215. /**
  21216. * An event triggered when material is changed
  21217. */
  21218. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21219. // Properties
  21220. /**
  21221. * Gets or sets the orientation for POV movement & rotation
  21222. */
  21223. _this.definedFacingForward = true;
  21224. _this._visibility = 1.0;
  21225. /** Gets or sets the alpha index used to sort transparent meshes
  21226. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21227. */
  21228. _this.alphaIndex = Number.MAX_VALUE;
  21229. /**
  21230. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21231. */
  21232. _this.isVisible = true;
  21233. /**
  21234. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21235. */
  21236. _this.isPickable = true;
  21237. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21238. _this.showSubMeshesBoundingBox = false;
  21239. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21240. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21241. */
  21242. _this.isBlocker = false;
  21243. /**
  21244. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21245. */
  21246. _this.enablePointerMoveEvents = false;
  21247. /**
  21248. * Specifies the rendering group id for this mesh (0 by default)
  21249. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21250. */
  21251. _this.renderingGroupId = 0;
  21252. _this._receiveShadows = false;
  21253. /** Defines color to use when rendering outline */
  21254. _this.outlineColor = BABYLON.Color3.Red();
  21255. /** Define width to use when rendering outline */
  21256. _this.outlineWidth = 0.02;
  21257. /** Defines color to use when rendering overlay */
  21258. _this.overlayColor = BABYLON.Color3.Red();
  21259. /** Defines alpha to use when rendering overlay */
  21260. _this.overlayAlpha = 0.5;
  21261. _this._hasVertexAlpha = false;
  21262. _this._useVertexColors = true;
  21263. _this._computeBonesUsingShaders = true;
  21264. _this._numBoneInfluencers = 4;
  21265. _this._applyFog = true;
  21266. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21267. _this.useOctreeForRenderingSelection = true;
  21268. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21269. _this.useOctreeForPicking = true;
  21270. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21271. _this.useOctreeForCollisions = true;
  21272. _this._layerMask = 0x0FFFFFFF;
  21273. /**
  21274. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21275. */
  21276. _this.alwaysSelectAsActiveMesh = false;
  21277. /**
  21278. * Gets or sets the current action manager
  21279. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21280. */
  21281. _this.actionManager = null;
  21282. // Collisions
  21283. _this._checkCollisions = false;
  21284. _this._collisionMask = -1;
  21285. _this._collisionGroup = -1;
  21286. /**
  21287. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21288. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21289. */
  21290. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21291. /**
  21292. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21293. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21294. */
  21295. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21296. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21297. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21298. // Edges
  21299. /**
  21300. * Defines edge width used when edgesRenderer is enabled
  21301. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21302. */
  21303. _this.edgesWidth = 1;
  21304. /**
  21305. * Defines edge color used when edgesRenderer is enabled
  21306. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21307. */
  21308. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21309. /** @hidden */
  21310. _this._renderId = 0;
  21311. /** @hidden */
  21312. _this._intersectionsInProgress = new Array();
  21313. /** @hidden */
  21314. _this._unIndexed = false;
  21315. /** @hidden */
  21316. _this._lightSources = new Array();
  21317. /**
  21318. * An event triggered when the mesh is rebuilt.
  21319. */
  21320. _this.onRebuildObservable = new BABYLON.Observable();
  21321. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21322. if (collidedMesh === void 0) { collidedMesh = null; }
  21323. //TODO move this to the collision coordinator!
  21324. if (_this.getScene().workerCollisions) {
  21325. newPosition.multiplyInPlace(_this._collider._radius);
  21326. }
  21327. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21328. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21329. _this.position.addInPlace(_this._diffPositionForCollisions);
  21330. }
  21331. if (collidedMesh) {
  21332. _this.onCollideObservable.notifyObservers(collidedMesh);
  21333. }
  21334. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21335. };
  21336. _this.getScene().addMesh(_this);
  21337. _this._resyncLightSources();
  21338. return _this;
  21339. }
  21340. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21341. /**
  21342. * No billboard
  21343. */
  21344. get: function () {
  21345. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21346. },
  21347. enumerable: true,
  21348. configurable: true
  21349. });
  21350. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21351. /** Billboard on X axis */
  21352. get: function () {
  21353. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21354. },
  21355. enumerable: true,
  21356. configurable: true
  21357. });
  21358. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21359. /** Billboard on Y axis */
  21360. get: function () {
  21361. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21362. },
  21363. enumerable: true,
  21364. configurable: true
  21365. });
  21366. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21367. /** Billboard on Z axis */
  21368. get: function () {
  21369. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21370. },
  21371. enumerable: true,
  21372. configurable: true
  21373. });
  21374. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21375. /** Billboard on all axes */
  21376. get: function () {
  21377. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21378. },
  21379. enumerable: true,
  21380. configurable: true
  21381. });
  21382. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21383. /**
  21384. * Gets the number of facets in the mesh
  21385. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21386. */
  21387. get: function () {
  21388. return this._facetData.facetNb;
  21389. },
  21390. enumerable: true,
  21391. configurable: true
  21392. });
  21393. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21394. /**
  21395. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21396. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21397. */
  21398. get: function () {
  21399. return this._facetData.partitioningSubdivisions;
  21400. },
  21401. set: function (nb) {
  21402. this._facetData.partitioningSubdivisions = nb;
  21403. },
  21404. enumerable: true,
  21405. configurable: true
  21406. });
  21407. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21408. /**
  21409. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21410. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21411. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21412. */
  21413. get: function () {
  21414. return this._facetData.partitioningBBoxRatio;
  21415. },
  21416. set: function (ratio) {
  21417. this._facetData.partitioningBBoxRatio = ratio;
  21418. },
  21419. enumerable: true,
  21420. configurable: true
  21421. });
  21422. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21423. /**
  21424. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21425. * Works only for updatable meshes.
  21426. * Doesn't work with multi-materials
  21427. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21428. */
  21429. get: function () {
  21430. return this._facetData.facetDepthSort;
  21431. },
  21432. set: function (sort) {
  21433. this._facetData.facetDepthSort = sort;
  21434. },
  21435. enumerable: true,
  21436. configurable: true
  21437. });
  21438. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21439. /**
  21440. * The location (Vector3) where the facet depth sort must be computed from.
  21441. * By default, the active camera position.
  21442. * Used only when facet depth sort is enabled
  21443. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21444. */
  21445. get: function () {
  21446. return this._facetData.facetDepthSortFrom;
  21447. },
  21448. set: function (location) {
  21449. this._facetData.facetDepthSortFrom = location;
  21450. },
  21451. enumerable: true,
  21452. configurable: true
  21453. });
  21454. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21455. /**
  21456. * gets a boolean indicating if facetData is enabled
  21457. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21458. */
  21459. get: function () {
  21460. return this._facetData.facetDataEnabled;
  21461. },
  21462. enumerable: true,
  21463. configurable: true
  21464. });
  21465. /** @hidden */
  21466. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21467. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21468. return false;
  21469. }
  21470. this._markSubMeshesAsMiscDirty();
  21471. return true;
  21472. };
  21473. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21474. /** Set a function to call when this mesh collides with another one */
  21475. set: function (callback) {
  21476. if (this._onCollideObserver) {
  21477. this.onCollideObservable.remove(this._onCollideObserver);
  21478. }
  21479. this._onCollideObserver = this.onCollideObservable.add(callback);
  21480. },
  21481. enumerable: true,
  21482. configurable: true
  21483. });
  21484. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21485. /** Set a function to call when the collision's position changes */
  21486. set: function (callback) {
  21487. if (this._onCollisionPositionChangeObserver) {
  21488. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21489. }
  21490. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21491. },
  21492. enumerable: true,
  21493. configurable: true
  21494. });
  21495. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21496. /**
  21497. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21498. */
  21499. get: function () {
  21500. return this._visibility;
  21501. },
  21502. /**
  21503. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21504. */
  21505. set: function (value) {
  21506. if (this._visibility === value) {
  21507. return;
  21508. }
  21509. this._visibility = value;
  21510. this._markSubMeshesAsMiscDirty();
  21511. },
  21512. enumerable: true,
  21513. configurable: true
  21514. });
  21515. Object.defineProperty(AbstractMesh.prototype, "material", {
  21516. /** Gets or sets current material */
  21517. get: function () {
  21518. return this._material;
  21519. },
  21520. set: function (value) {
  21521. if (this._material === value) {
  21522. return;
  21523. }
  21524. // remove from material mesh map id needed
  21525. if (this._material && this._material.meshMap) {
  21526. this._material.meshMap[this.uniqueId] = undefined;
  21527. }
  21528. this._material = value;
  21529. if (value && value.meshMap) {
  21530. value.meshMap[this.uniqueId] = this;
  21531. }
  21532. if (this.onMaterialChangedObservable.hasObservers) {
  21533. this.onMaterialChangedObservable.notifyObservers(this);
  21534. }
  21535. if (!this.subMeshes) {
  21536. return;
  21537. }
  21538. this._unBindEffect();
  21539. },
  21540. enumerable: true,
  21541. configurable: true
  21542. });
  21543. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21544. /**
  21545. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21546. * @see http://doc.babylonjs.com/babylon101/shadows
  21547. */
  21548. get: function () {
  21549. return this._receiveShadows;
  21550. },
  21551. set: function (value) {
  21552. if (this._receiveShadows === value) {
  21553. return;
  21554. }
  21555. this._receiveShadows = value;
  21556. this._markSubMeshesAsLightDirty();
  21557. },
  21558. enumerable: true,
  21559. configurable: true
  21560. });
  21561. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21562. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21563. get: function () {
  21564. return this._hasVertexAlpha;
  21565. },
  21566. set: function (value) {
  21567. if (this._hasVertexAlpha === value) {
  21568. return;
  21569. }
  21570. this._hasVertexAlpha = value;
  21571. this._markSubMeshesAsAttributesDirty();
  21572. this._markSubMeshesAsMiscDirty();
  21573. },
  21574. enumerable: true,
  21575. configurable: true
  21576. });
  21577. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21578. /** 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) */
  21579. get: function () {
  21580. return this._useVertexColors;
  21581. },
  21582. set: function (value) {
  21583. if (this._useVertexColors === value) {
  21584. return;
  21585. }
  21586. this._useVertexColors = value;
  21587. this._markSubMeshesAsAttributesDirty();
  21588. },
  21589. enumerable: true,
  21590. configurable: true
  21591. });
  21592. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21593. /**
  21594. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21595. */
  21596. get: function () {
  21597. return this._computeBonesUsingShaders;
  21598. },
  21599. set: function (value) {
  21600. if (this._computeBonesUsingShaders === value) {
  21601. return;
  21602. }
  21603. this._computeBonesUsingShaders = value;
  21604. this._markSubMeshesAsAttributesDirty();
  21605. },
  21606. enumerable: true,
  21607. configurable: true
  21608. });
  21609. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21610. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21611. get: function () {
  21612. return this._numBoneInfluencers;
  21613. },
  21614. set: function (value) {
  21615. if (this._numBoneInfluencers === value) {
  21616. return;
  21617. }
  21618. this._numBoneInfluencers = value;
  21619. this._markSubMeshesAsAttributesDirty();
  21620. },
  21621. enumerable: true,
  21622. configurable: true
  21623. });
  21624. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21625. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21626. get: function () {
  21627. return this._applyFog;
  21628. },
  21629. set: function (value) {
  21630. if (this._applyFog === value) {
  21631. return;
  21632. }
  21633. this._applyFog = value;
  21634. this._markSubMeshesAsMiscDirty();
  21635. },
  21636. enumerable: true,
  21637. configurable: true
  21638. });
  21639. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21640. /**
  21641. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21642. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21643. */
  21644. get: function () {
  21645. return this._layerMask;
  21646. },
  21647. set: function (value) {
  21648. if (value === this._layerMask) {
  21649. return;
  21650. }
  21651. this._layerMask = value;
  21652. this._resyncLightSources();
  21653. },
  21654. enumerable: true,
  21655. configurable: true
  21656. });
  21657. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21658. /**
  21659. * Gets or sets a collision mask used to mask collisions (default is -1).
  21660. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21661. */
  21662. get: function () {
  21663. return this._collisionMask;
  21664. },
  21665. set: function (mask) {
  21666. this._collisionMask = !isNaN(mask) ? mask : -1;
  21667. },
  21668. enumerable: true,
  21669. configurable: true
  21670. });
  21671. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21672. /**
  21673. * Gets or sets the current collision group mask (-1 by default).
  21674. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21675. */
  21676. get: function () {
  21677. return this._collisionGroup;
  21678. },
  21679. set: function (mask) {
  21680. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21681. },
  21682. enumerable: true,
  21683. configurable: true
  21684. });
  21685. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21686. /** @hidden */
  21687. get: function () {
  21688. return null;
  21689. },
  21690. enumerable: true,
  21691. configurable: true
  21692. });
  21693. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21694. get: function () {
  21695. return this._skeleton;
  21696. },
  21697. /**
  21698. * Gets or sets a skeleton to apply skining transformations
  21699. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21700. */
  21701. set: function (value) {
  21702. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21703. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21704. }
  21705. if (value && value.needInitialSkinMatrix) {
  21706. value._registerMeshWithPoseMatrix(this);
  21707. }
  21708. this._skeleton = value;
  21709. if (!this._skeleton) {
  21710. this._bonesTransformMatrices = null;
  21711. }
  21712. this._markSubMeshesAsAttributesDirty();
  21713. },
  21714. enumerable: true,
  21715. configurable: true
  21716. });
  21717. /**
  21718. * Returns the string "AbstractMesh"
  21719. * @returns "AbstractMesh"
  21720. */
  21721. AbstractMesh.prototype.getClassName = function () {
  21722. return "AbstractMesh";
  21723. };
  21724. /**
  21725. * Gets a string representation of the current mesh
  21726. * @param fullDetails defines a boolean indicating if full details must be included
  21727. * @returns a string representation of the current mesh
  21728. */
  21729. AbstractMesh.prototype.toString = function (fullDetails) {
  21730. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21731. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21732. if (this._skeleton) {
  21733. ret += ", skeleton: " + this._skeleton.name;
  21734. }
  21735. if (fullDetails) {
  21736. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21737. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21738. }
  21739. return ret;
  21740. };
  21741. /** @hidden */
  21742. AbstractMesh.prototype._rebuild = function () {
  21743. this.onRebuildObservable.notifyObservers(this);
  21744. if (this._occlusionQuery) {
  21745. this._occlusionQuery = null;
  21746. }
  21747. if (!this.subMeshes) {
  21748. return;
  21749. }
  21750. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21751. var subMesh = _a[_i];
  21752. subMesh._rebuild();
  21753. }
  21754. };
  21755. /** @hidden */
  21756. AbstractMesh.prototype._resyncLightSources = function () {
  21757. this._lightSources.length = 0;
  21758. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21759. var light = _a[_i];
  21760. if (!light.isEnabled()) {
  21761. continue;
  21762. }
  21763. if (light.canAffectMesh(this)) {
  21764. this._lightSources.push(light);
  21765. }
  21766. }
  21767. this._markSubMeshesAsLightDirty();
  21768. };
  21769. /** @hidden */
  21770. AbstractMesh.prototype._resyncLighSource = function (light) {
  21771. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21772. var index = this._lightSources.indexOf(light);
  21773. if (index === -1) {
  21774. if (!isIn) {
  21775. return;
  21776. }
  21777. this._lightSources.push(light);
  21778. }
  21779. else {
  21780. if (isIn) {
  21781. return;
  21782. }
  21783. this._lightSources.splice(index, 1);
  21784. }
  21785. this._markSubMeshesAsLightDirty();
  21786. };
  21787. /** @hidden */
  21788. AbstractMesh.prototype._unBindEffect = function () {
  21789. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21790. var subMesh = _a[_i];
  21791. subMesh.setEffect(null);
  21792. }
  21793. };
  21794. /** @hidden */
  21795. AbstractMesh.prototype._removeLightSource = function (light) {
  21796. var index = this._lightSources.indexOf(light);
  21797. if (index === -1) {
  21798. return;
  21799. }
  21800. this._lightSources.splice(index, 1);
  21801. this._markSubMeshesAsLightDirty();
  21802. };
  21803. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21804. if (!this.subMeshes) {
  21805. return;
  21806. }
  21807. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21808. var subMesh = _a[_i];
  21809. if (subMesh._materialDefines) {
  21810. func(subMesh._materialDefines);
  21811. }
  21812. }
  21813. };
  21814. /** @hidden */
  21815. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21816. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21817. };
  21818. /** @hidden */
  21819. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21820. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21821. };
  21822. /** @hidden */
  21823. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21824. if (!this.subMeshes) {
  21825. return;
  21826. }
  21827. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21828. var subMesh = _a[_i];
  21829. var material = subMesh.getMaterial();
  21830. if (material) {
  21831. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21832. }
  21833. }
  21834. };
  21835. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21836. /**
  21837. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21838. */
  21839. get: function () {
  21840. return this._scaling;
  21841. },
  21842. set: function (newScaling) {
  21843. this._scaling = newScaling;
  21844. if (this.physicsImpostor) {
  21845. this.physicsImpostor.forceUpdate();
  21846. }
  21847. },
  21848. enumerable: true,
  21849. configurable: true
  21850. });
  21851. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21852. // Methods
  21853. /**
  21854. * Returns true if the mesh is blocked. Implemented by child classes
  21855. */
  21856. get: function () {
  21857. return false;
  21858. },
  21859. enumerable: true,
  21860. configurable: true
  21861. });
  21862. /**
  21863. * Returns the mesh itself by default. Implemented by child classes
  21864. * @param camera defines the camera to use to pick the right LOD level
  21865. * @returns the currentAbstractMesh
  21866. */
  21867. AbstractMesh.prototype.getLOD = function (camera) {
  21868. return this;
  21869. };
  21870. /**
  21871. * Returns 0 by default. Implemented by child classes
  21872. * @returns an integer
  21873. */
  21874. AbstractMesh.prototype.getTotalVertices = function () {
  21875. return 0;
  21876. };
  21877. /**
  21878. * Returns a positive integer : the total number of indices in this mesh geometry.
  21879. * @returns the numner of indices or zero if the mesh has no geometry.
  21880. */
  21881. AbstractMesh.prototype.getTotalIndices = function () {
  21882. return 0;
  21883. };
  21884. /**
  21885. * Returns null by default. Implemented by child classes
  21886. * @returns null
  21887. */
  21888. AbstractMesh.prototype.getIndices = function () {
  21889. return null;
  21890. };
  21891. /**
  21892. * Returns the array of the requested vertex data kind. Implemented by child classes
  21893. * @param kind defines the vertex data kind to use
  21894. * @returns null
  21895. */
  21896. AbstractMesh.prototype.getVerticesData = function (kind) {
  21897. return null;
  21898. };
  21899. /**
  21900. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21901. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21902. * Note that a new underlying VertexBuffer object is created each call.
  21903. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21904. * @param kind defines vertex data kind:
  21905. * * BABYLON.VertexBuffer.PositionKind
  21906. * * BABYLON.VertexBuffer.UVKind
  21907. * * BABYLON.VertexBuffer.UV2Kind
  21908. * * BABYLON.VertexBuffer.UV3Kind
  21909. * * BABYLON.VertexBuffer.UV4Kind
  21910. * * BABYLON.VertexBuffer.UV5Kind
  21911. * * BABYLON.VertexBuffer.UV6Kind
  21912. * * BABYLON.VertexBuffer.ColorKind
  21913. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21914. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21915. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21916. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21917. * @param data defines the data source
  21918. * @param updatable defines if the data must be flagged as updatable (or static)
  21919. * @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
  21920. * @returns the current mesh
  21921. */
  21922. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21923. return this;
  21924. };
  21925. /**
  21926. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21927. * If the mesh has no geometry, it is simply returned as it is.
  21928. * @param kind defines vertex data kind:
  21929. * * BABYLON.VertexBuffer.PositionKind
  21930. * * BABYLON.VertexBuffer.UVKind
  21931. * * BABYLON.VertexBuffer.UV2Kind
  21932. * * BABYLON.VertexBuffer.UV3Kind
  21933. * * BABYLON.VertexBuffer.UV4Kind
  21934. * * BABYLON.VertexBuffer.UV5Kind
  21935. * * BABYLON.VertexBuffer.UV6Kind
  21936. * * BABYLON.VertexBuffer.ColorKind
  21937. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21938. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21939. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21940. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21941. * @param data defines the data source
  21942. * @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
  21943. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21944. * @returns the current mesh
  21945. */
  21946. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21947. return this;
  21948. };
  21949. /**
  21950. * Sets the mesh indices,
  21951. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21952. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21953. * @param totalVertices Defines the total number of vertices
  21954. * @returns the current mesh
  21955. */
  21956. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21957. return this;
  21958. };
  21959. /**
  21960. * Gets a boolean indicating if specific vertex data is present
  21961. * @param kind defines the vertex data kind to use
  21962. * @returns true is data kind is present
  21963. */
  21964. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21965. return false;
  21966. };
  21967. /**
  21968. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21969. * @returns a BoundingInfo
  21970. */
  21971. AbstractMesh.prototype.getBoundingInfo = function () {
  21972. if (this._masterMesh) {
  21973. return this._masterMesh.getBoundingInfo();
  21974. }
  21975. if (!this._boundingInfo) {
  21976. // this._boundingInfo is being created here
  21977. this._updateBoundingInfo();
  21978. }
  21979. // cannot be null.
  21980. return this._boundingInfo;
  21981. };
  21982. /**
  21983. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21984. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21985. * @returns the current mesh
  21986. */
  21987. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21988. if (includeDescendants === void 0) { includeDescendants = true; }
  21989. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21990. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21991. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21992. if (maxDimension === 0) {
  21993. return this;
  21994. }
  21995. var scale = 1 / maxDimension;
  21996. this.scaling.scaleInPlace(scale);
  21997. return this;
  21998. };
  21999. /**
  22000. * Overwrite the current bounding info
  22001. * @param boundingInfo defines the new bounding info
  22002. * @returns the current mesh
  22003. */
  22004. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  22005. this._boundingInfo = boundingInfo;
  22006. return this;
  22007. };
  22008. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  22009. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  22010. get: function () {
  22011. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  22012. },
  22013. enumerable: true,
  22014. configurable: true
  22015. });
  22016. /** @hidden */
  22017. AbstractMesh.prototype._preActivate = function () {
  22018. };
  22019. /** @hidden */
  22020. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  22021. };
  22022. /** @hidden */
  22023. AbstractMesh.prototype._activate = function (renderId) {
  22024. this._renderId = renderId;
  22025. };
  22026. /**
  22027. * Gets the current world matrix
  22028. * @returns a Matrix
  22029. */
  22030. AbstractMesh.prototype.getWorldMatrix = function () {
  22031. if (this._masterMesh) {
  22032. return this._masterMesh.getWorldMatrix();
  22033. }
  22034. return _super.prototype.getWorldMatrix.call(this);
  22035. };
  22036. /** @hidden */
  22037. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  22038. if (this._masterMesh) {
  22039. return this._masterMesh._getWorldMatrixDeterminant();
  22040. }
  22041. return _super.prototype._getWorldMatrixDeterminant.call(this);
  22042. };
  22043. // ================================== Point of View Movement =================================
  22044. /**
  22045. * Perform relative position change from the point of view of behind the front of the mesh.
  22046. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22047. * Supports definition of mesh facing forward or backward
  22048. * @param amountRight defines the distance on the right axis
  22049. * @param amountUp defines the distance on the up axis
  22050. * @param amountForward defines the distance on the forward axis
  22051. * @returns the current mesh
  22052. */
  22053. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22054. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22055. return this;
  22056. };
  22057. /**
  22058. * Calculate relative position change from the point of view of behind the front of the mesh.
  22059. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22060. * Supports definition of mesh facing forward or backward
  22061. * @param amountRight defines the distance on the right axis
  22062. * @param amountUp defines the distance on the up axis
  22063. * @param amountForward defines the distance on the forward axis
  22064. * @returns the new displacement vector
  22065. */
  22066. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22067. var rotMatrix = new BABYLON.Matrix();
  22068. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22069. rotQuaternion.toRotationMatrix(rotMatrix);
  22070. var translationDelta = BABYLON.Vector3.Zero();
  22071. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22072. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22073. return translationDelta;
  22074. };
  22075. // ================================== Point of View Rotation =================================
  22076. /**
  22077. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22078. * Supports definition of mesh facing forward or backward
  22079. * @param flipBack defines the flip
  22080. * @param twirlClockwise defines the twirl
  22081. * @param tiltRight defines the tilt
  22082. * @returns the current mesh
  22083. */
  22084. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22085. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22086. return this;
  22087. };
  22088. /**
  22089. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22090. * Supports definition of mesh facing forward or backward.
  22091. * @param flipBack defines the flip
  22092. * @param twirlClockwise defines the twirl
  22093. * @param tiltRight defines the tilt
  22094. * @returns the new rotation vector
  22095. */
  22096. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22097. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22098. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22099. };
  22100. /**
  22101. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22102. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22103. * @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
  22104. * @returns the new bounding vectors
  22105. */
  22106. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22107. if (includeDescendants === void 0) { includeDescendants = true; }
  22108. if (predicate === void 0) { predicate = null; }
  22109. // Ensures that all world matrix will be recomputed.
  22110. this.getScene().incrementRenderId();
  22111. this.computeWorldMatrix(true);
  22112. var min;
  22113. var max;
  22114. var boundingInfo = this.getBoundingInfo();
  22115. if (!this.subMeshes) {
  22116. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22117. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22118. }
  22119. else {
  22120. min = boundingInfo.boundingBox.minimumWorld;
  22121. max = boundingInfo.boundingBox.maximumWorld;
  22122. }
  22123. if (includeDescendants) {
  22124. var descendants = this.getDescendants(false);
  22125. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22126. var descendant = descendants_1[_i];
  22127. var childMesh = descendant;
  22128. childMesh.computeWorldMatrix(true);
  22129. // Filters meshes based on custom predicate function.
  22130. if (predicate && !predicate(childMesh)) {
  22131. continue;
  22132. }
  22133. //make sure we have the needed params to get mix and max
  22134. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22135. continue;
  22136. }
  22137. var childBoundingInfo = childMesh.getBoundingInfo();
  22138. var boundingBox = childBoundingInfo.boundingBox;
  22139. var minBox = boundingBox.minimumWorld;
  22140. var maxBox = boundingBox.maximumWorld;
  22141. BABYLON.Tools.CheckExtends(minBox, min, max);
  22142. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22143. }
  22144. }
  22145. return {
  22146. min: min,
  22147. max: max
  22148. };
  22149. };
  22150. /**
  22151. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22152. * This means the mesh underlying bounding box and sphere are recomputed.
  22153. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22154. * @returns the current mesh
  22155. */
  22156. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22157. if (applySkeleton === void 0) { applySkeleton = false; }
  22158. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22159. return this;
  22160. }
  22161. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22162. return this;
  22163. };
  22164. /** @hidden */
  22165. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22166. if (data) {
  22167. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22168. if (this._boundingInfo) {
  22169. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22170. }
  22171. else {
  22172. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22173. }
  22174. }
  22175. if (this.subMeshes) {
  22176. for (var index = 0; index < this.subMeshes.length; index++) {
  22177. this.subMeshes[index].refreshBoundingInfo();
  22178. }
  22179. }
  22180. this._updateBoundingInfo();
  22181. };
  22182. /** @hidden */
  22183. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22184. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22185. if (data && applySkeleton && this.skeleton) {
  22186. data = BABYLON.Tools.Slice(data);
  22187. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22188. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22189. if (matricesWeightsData && matricesIndicesData) {
  22190. var needExtras = this.numBoneInfluencers > 4;
  22191. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22192. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22193. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22194. var tempVector = BABYLON.Tmp.Vector3[0];
  22195. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22196. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22197. var matWeightIdx = 0;
  22198. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22199. finalMatrix.reset();
  22200. var inf;
  22201. var weight;
  22202. for (inf = 0; inf < 4; inf++) {
  22203. weight = matricesWeightsData[matWeightIdx + inf];
  22204. if (weight > 0) {
  22205. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22206. finalMatrix.addToSelf(tempMatrix);
  22207. }
  22208. }
  22209. if (needExtras) {
  22210. for (inf = 0; inf < 4; inf++) {
  22211. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22212. if (weight > 0) {
  22213. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22214. finalMatrix.addToSelf(tempMatrix);
  22215. }
  22216. }
  22217. }
  22218. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22219. tempVector.toArray(data, index);
  22220. }
  22221. }
  22222. }
  22223. return data;
  22224. };
  22225. /** @hidden */
  22226. AbstractMesh.prototype._updateBoundingInfo = function () {
  22227. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  22228. if (this._boundingInfo) {
  22229. this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);
  22230. }
  22231. else {
  22232. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);
  22233. }
  22234. this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);
  22235. return this;
  22236. };
  22237. /** @hidden */
  22238. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22239. if (!this.subMeshes) {
  22240. return this;
  22241. }
  22242. var count = this.subMeshes.length;
  22243. for (var subIndex = 0; subIndex < count; subIndex++) {
  22244. var subMesh = this.subMeshes[subIndex];
  22245. if (count > 1 || !subMesh.IsGlobal) {
  22246. subMesh.updateBoundingInfo(matrix);
  22247. }
  22248. }
  22249. return this;
  22250. };
  22251. /** @hidden */
  22252. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22253. // Bounding info
  22254. this._updateBoundingInfo();
  22255. };
  22256. /**
  22257. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22258. * A mesh is in the frustum if its bounding box intersects the frustum
  22259. * @param frustumPlanes defines the frustum to test
  22260. * @returns true if the mesh is in the frustum planes
  22261. */
  22262. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22263. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22264. };
  22265. /**
  22266. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22267. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22268. * @param frustumPlanes defines the frustum to test
  22269. * @returns true if the mesh is completely in the frustum planes
  22270. */
  22271. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22272. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22273. };
  22274. /**
  22275. * True if the mesh intersects another mesh or a SolidParticle object
  22276. * @param mesh defines a target mesh or SolidParticle to test
  22277. * @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)
  22278. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22279. * @returns true if there is an intersection
  22280. */
  22281. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22282. if (precise === void 0) { precise = false; }
  22283. if (!this._boundingInfo || !mesh._boundingInfo) {
  22284. return false;
  22285. }
  22286. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22287. return true;
  22288. }
  22289. if (includeDescendants) {
  22290. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22291. var child = _a[_i];
  22292. if (child.intersectsMesh(mesh, precise, true)) {
  22293. return true;
  22294. }
  22295. }
  22296. }
  22297. return false;
  22298. };
  22299. /**
  22300. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22301. * @param point defines the point to test
  22302. * @returns true if there is an intersection
  22303. */
  22304. AbstractMesh.prototype.intersectsPoint = function (point) {
  22305. if (!this._boundingInfo) {
  22306. return false;
  22307. }
  22308. return this._boundingInfo.intersectsPoint(point);
  22309. };
  22310. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22311. // Collisions
  22312. /**
  22313. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22314. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22315. */
  22316. get: function () {
  22317. return this._checkCollisions;
  22318. },
  22319. set: function (collisionEnabled) {
  22320. this._checkCollisions = collisionEnabled;
  22321. if (this.getScene().workerCollisions) {
  22322. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22323. }
  22324. },
  22325. enumerable: true,
  22326. configurable: true
  22327. });
  22328. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22329. /**
  22330. * Gets Collider object used to compute collisions (not physics)
  22331. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22332. */
  22333. get: function () {
  22334. return this._collider;
  22335. },
  22336. enumerable: true,
  22337. configurable: true
  22338. });
  22339. /**
  22340. * Move the mesh using collision engine
  22341. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22342. * @param displacement defines the requested displacement vector
  22343. * @returns the current mesh
  22344. */
  22345. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22346. var globalPosition = this.getAbsolutePosition();
  22347. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22348. if (!this._collider) {
  22349. this._collider = new BABYLON.Collider();
  22350. }
  22351. this._collider._radius = this.ellipsoid;
  22352. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22353. return this;
  22354. };
  22355. // Collisions
  22356. /** @hidden */
  22357. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22358. this._generatePointsArray();
  22359. if (!this._positions) {
  22360. return this;
  22361. }
  22362. // Transformation
  22363. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22364. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22365. subMesh._lastColliderWorldVertices = [];
  22366. subMesh._trianglePlanes = [];
  22367. var start = subMesh.verticesStart;
  22368. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22369. for (var i = start; i < end; i++) {
  22370. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22371. }
  22372. }
  22373. // Collide
  22374. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22375. if (collider.collisionFound) {
  22376. collider.collidedMesh = this;
  22377. }
  22378. return this;
  22379. };
  22380. /** @hidden */
  22381. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22382. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22383. var len = subMeshes.length;
  22384. for (var index = 0; index < len; index++) {
  22385. var subMesh = subMeshes.data[index];
  22386. // Bounding test
  22387. if (len > 1 && !subMesh._checkCollision(collider)) {
  22388. continue;
  22389. }
  22390. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22391. }
  22392. return this;
  22393. };
  22394. /** @hidden */
  22395. AbstractMesh.prototype._checkCollision = function (collider) {
  22396. // Bounding box test
  22397. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22398. return this;
  22399. }
  22400. // Transformation matrix
  22401. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22402. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22403. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22404. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22405. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22406. return this;
  22407. };
  22408. // Picking
  22409. /** @hidden */
  22410. AbstractMesh.prototype._generatePointsArray = function () {
  22411. return false;
  22412. };
  22413. /**
  22414. * Checks if the passed Ray intersects with the mesh
  22415. * @param ray defines the ray to use
  22416. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22417. * @returns the picking info
  22418. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22419. */
  22420. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22421. var pickingInfo = new BABYLON.PickingInfo();
  22422. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22423. var boundingInfo = this._boundingInfo;
  22424. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22425. return pickingInfo;
  22426. }
  22427. if (!this._generatePointsArray()) {
  22428. return pickingInfo;
  22429. }
  22430. var intersectInfo = null;
  22431. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22432. var len = subMeshes.length;
  22433. for (var index = 0; index < len; index++) {
  22434. var subMesh = subMeshes.data[index];
  22435. // Bounding test
  22436. if (len > 1 && !subMesh.canIntersects(ray)) {
  22437. continue;
  22438. }
  22439. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22440. if (currentIntersectInfo) {
  22441. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22442. intersectInfo = currentIntersectInfo;
  22443. intersectInfo.subMeshId = index;
  22444. if (fastCheck) {
  22445. break;
  22446. }
  22447. }
  22448. }
  22449. }
  22450. if (intersectInfo) {
  22451. // Get picked point
  22452. var world = this.getWorldMatrix();
  22453. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22454. var direction = BABYLON.Tmp.Vector3[1];
  22455. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22456. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22457. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22458. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22459. // Return result
  22460. pickingInfo.hit = true;
  22461. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22462. pickingInfo.pickedPoint = pickedPoint;
  22463. pickingInfo.pickedMesh = this;
  22464. pickingInfo.bu = intersectInfo.bu || 0;
  22465. pickingInfo.bv = intersectInfo.bv || 0;
  22466. pickingInfo.faceId = intersectInfo.faceId;
  22467. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22468. return pickingInfo;
  22469. }
  22470. return pickingInfo;
  22471. };
  22472. /**
  22473. * Clones the current mesh
  22474. * @param name defines the mesh name
  22475. * @param newParent defines the new mesh parent
  22476. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22477. * @returns the new mesh
  22478. */
  22479. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22480. return null;
  22481. };
  22482. /**
  22483. * Disposes all the submeshes of the current meshnp
  22484. * @returns the current mesh
  22485. */
  22486. AbstractMesh.prototype.releaseSubMeshes = function () {
  22487. if (this.subMeshes) {
  22488. while (this.subMeshes.length) {
  22489. this.subMeshes[0].dispose();
  22490. }
  22491. }
  22492. else {
  22493. this.subMeshes = new Array();
  22494. }
  22495. return this;
  22496. };
  22497. /**
  22498. * Releases resources associated with this abstract mesh.
  22499. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22500. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22501. */
  22502. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22503. var _this = this;
  22504. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22505. var index;
  22506. // Smart Array Retainers.
  22507. this.getScene().freeActiveMeshes();
  22508. this.getScene().freeRenderingGroups();
  22509. // Action manager
  22510. if (this.actionManager !== undefined && this.actionManager !== null) {
  22511. this.actionManager.dispose();
  22512. this.actionManager = null;
  22513. }
  22514. // Skeleton
  22515. this._skeleton = null;
  22516. // Intersections in progress
  22517. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22518. var other = this._intersectionsInProgress[index];
  22519. var pos = other._intersectionsInProgress.indexOf(this);
  22520. other._intersectionsInProgress.splice(pos, 1);
  22521. }
  22522. this._intersectionsInProgress = [];
  22523. // Lights
  22524. var lights = this.getScene().lights;
  22525. lights.forEach(function (light) {
  22526. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22527. if (meshIndex !== -1) {
  22528. light.includedOnlyMeshes.splice(meshIndex, 1);
  22529. }
  22530. meshIndex = light.excludedMeshes.indexOf(_this);
  22531. if (meshIndex !== -1) {
  22532. light.excludedMeshes.splice(meshIndex, 1);
  22533. }
  22534. // Shadow generators
  22535. var generator = light.getShadowGenerator();
  22536. if (generator) {
  22537. var shadowMap = generator.getShadowMap();
  22538. if (shadowMap && shadowMap.renderList) {
  22539. meshIndex = shadowMap.renderList.indexOf(_this);
  22540. if (meshIndex !== -1) {
  22541. shadowMap.renderList.splice(meshIndex, 1);
  22542. }
  22543. }
  22544. }
  22545. });
  22546. // SubMeshes
  22547. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22548. this.releaseSubMeshes();
  22549. }
  22550. // Query
  22551. var engine = this.getScene().getEngine();
  22552. if (this._occlusionQuery) {
  22553. this.isOcclusionQueryInProgress = false;
  22554. engine.deleteQuery(this._occlusionQuery);
  22555. this._occlusionQuery = null;
  22556. }
  22557. // Engine
  22558. engine.wipeCaches();
  22559. // Remove from scene
  22560. this.getScene().removeMesh(this);
  22561. if (disposeMaterialAndTextures) {
  22562. if (this.material) {
  22563. this.material.dispose(false, true);
  22564. }
  22565. }
  22566. if (!doNotRecurse) {
  22567. // Particles
  22568. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22569. if (this.getScene().particleSystems[index].emitter === this) {
  22570. this.getScene().particleSystems[index].dispose();
  22571. index--;
  22572. }
  22573. }
  22574. }
  22575. // facet data
  22576. if (this._facetData.facetDataEnabled) {
  22577. this.disableFacetData();
  22578. }
  22579. this.onAfterWorldMatrixUpdateObservable.clear();
  22580. this.onCollideObservable.clear();
  22581. this.onCollisionPositionChangeObservable.clear();
  22582. this.onRebuildObservable.clear();
  22583. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22584. };
  22585. /**
  22586. * Adds the passed mesh as a child to the current mesh
  22587. * @param mesh defines the child mesh
  22588. * @returns the current mesh
  22589. */
  22590. AbstractMesh.prototype.addChild = function (mesh) {
  22591. mesh.setParent(this);
  22592. return this;
  22593. };
  22594. /**
  22595. * Removes the passed mesh from the current mesh children list
  22596. * @param mesh defines the child mesh
  22597. * @returns the current mesh
  22598. */
  22599. AbstractMesh.prototype.removeChild = function (mesh) {
  22600. mesh.setParent(null);
  22601. return this;
  22602. };
  22603. // Facet data
  22604. /** @hidden */
  22605. AbstractMesh.prototype._initFacetData = function () {
  22606. var data = this._facetData;
  22607. if (!data.facetNormals) {
  22608. data.facetNormals = new Array();
  22609. }
  22610. if (!data.facetPositions) {
  22611. data.facetPositions = new Array();
  22612. }
  22613. if (!data.facetPartitioning) {
  22614. data.facetPartitioning = new Array();
  22615. }
  22616. data.facetNb = (this.getIndices().length / 3) | 0;
  22617. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22618. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22619. for (var f = 0; f < data.facetNb; f++) {
  22620. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22621. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22622. }
  22623. data.facetDataEnabled = true;
  22624. return this;
  22625. };
  22626. /**
  22627. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22628. * This method can be called within the render loop.
  22629. * 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
  22630. * @returns the current mesh
  22631. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22632. */
  22633. AbstractMesh.prototype.updateFacetData = function () {
  22634. var data = this._facetData;
  22635. if (!data.facetDataEnabled) {
  22636. this._initFacetData();
  22637. }
  22638. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22639. var indices = this.getIndices();
  22640. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22641. var bInfo = this.getBoundingInfo();
  22642. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22643. // init arrays, matrix and sort function on first call
  22644. data.facetDepthSortEnabled = true;
  22645. if (indices instanceof Uint16Array) {
  22646. data.depthSortedIndices = new Uint16Array(indices);
  22647. }
  22648. else if (indices instanceof Uint32Array) {
  22649. data.depthSortedIndices = new Uint32Array(indices);
  22650. }
  22651. else {
  22652. var needs32bits = false;
  22653. for (var i = 0; i < indices.length; i++) {
  22654. if (indices[i] > 65535) {
  22655. needs32bits = true;
  22656. break;
  22657. }
  22658. }
  22659. if (needs32bits) {
  22660. data.depthSortedIndices = new Uint32Array(indices);
  22661. }
  22662. else {
  22663. data.depthSortedIndices = new Uint16Array(indices);
  22664. }
  22665. }
  22666. data.facetDepthSortFunction = function (f1, f2) {
  22667. return (f2.sqDistance - f1.sqDistance);
  22668. };
  22669. if (!data.facetDepthSortFrom) {
  22670. var camera = this.getScene().activeCamera;
  22671. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22672. }
  22673. data.depthSortedFacets = [];
  22674. for (var f = 0; f < data.facetNb; f++) {
  22675. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22676. data.depthSortedFacets.push(depthSortedFacet);
  22677. }
  22678. data.invertedMatrix = BABYLON.Matrix.Identity();
  22679. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22680. }
  22681. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22682. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22683. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22684. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22685. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22686. data.subDiv.max = data.partitioningSubdivisions;
  22687. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22688. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22689. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22690. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22691. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22692. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22693. // set the parameters for ComputeNormals()
  22694. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22695. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22696. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22697. data.facetParameters.bInfo = bInfo;
  22698. data.facetParameters.bbSize = data.bbSize;
  22699. data.facetParameters.subDiv = data.subDiv;
  22700. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22701. data.facetParameters.depthSort = data.facetDepthSort;
  22702. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22703. this.computeWorldMatrix(true);
  22704. this._worldMatrix.invertToRef(data.invertedMatrix);
  22705. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22706. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22707. }
  22708. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22709. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22710. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22711. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22712. var l = (data.depthSortedIndices.length / 3) | 0;
  22713. for (var f = 0; f < l; f++) {
  22714. var sind = data.depthSortedFacets[f].ind;
  22715. data.depthSortedIndices[f * 3] = indices[sind];
  22716. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22717. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22718. }
  22719. this.updateIndices(data.depthSortedIndices);
  22720. }
  22721. return this;
  22722. };
  22723. /**
  22724. * Returns the facetLocalNormals array.
  22725. * The normals are expressed in the mesh local spac
  22726. * @returns an array of Vector3
  22727. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22728. */
  22729. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22730. if (!this._facetData.facetNormals) {
  22731. this.updateFacetData();
  22732. }
  22733. return this._facetData.facetNormals;
  22734. };
  22735. /**
  22736. * Returns the facetLocalPositions array.
  22737. * The facet positions are expressed in the mesh local space
  22738. * @returns an array of Vector3
  22739. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22740. */
  22741. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22742. if (!this._facetData.facetPositions) {
  22743. this.updateFacetData();
  22744. }
  22745. return this._facetData.facetPositions;
  22746. };
  22747. /**
  22748. * Returns the facetLocalPartioning array
  22749. * @returns an array of array of numbers
  22750. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22751. */
  22752. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22753. if (!this._facetData.facetPartitioning) {
  22754. this.updateFacetData();
  22755. }
  22756. return this._facetData.facetPartitioning;
  22757. };
  22758. /**
  22759. * Returns the i-th facet position in the world system.
  22760. * This method allocates a new Vector3 per call
  22761. * @param i defines the facet index
  22762. * @returns a new Vector3
  22763. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22764. */
  22765. AbstractMesh.prototype.getFacetPosition = function (i) {
  22766. var pos = BABYLON.Vector3.Zero();
  22767. this.getFacetPositionToRef(i, pos);
  22768. return pos;
  22769. };
  22770. /**
  22771. * Sets the reference Vector3 with the i-th facet position in the world system
  22772. * @param i defines the facet index
  22773. * @param ref defines the target vector
  22774. * @returns the current mesh
  22775. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22776. */
  22777. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22778. var localPos = (this.getFacetLocalPositions())[i];
  22779. var world = this.getWorldMatrix();
  22780. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22781. return this;
  22782. };
  22783. /**
  22784. * Returns the i-th facet normal in the world system.
  22785. * This method allocates a new Vector3 per call
  22786. * @param i defines the facet index
  22787. * @returns a new Vector3
  22788. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22789. */
  22790. AbstractMesh.prototype.getFacetNormal = function (i) {
  22791. var norm = BABYLON.Vector3.Zero();
  22792. this.getFacetNormalToRef(i, norm);
  22793. return norm;
  22794. };
  22795. /**
  22796. * Sets the reference Vector3 with the i-th facet normal in the world system
  22797. * @param i defines the facet index
  22798. * @param ref defines the target vector
  22799. * @returns the current mesh
  22800. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22801. */
  22802. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22803. var localNorm = (this.getFacetLocalNormals())[i];
  22804. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22805. return this;
  22806. };
  22807. /**
  22808. * 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)
  22809. * @param x defines x coordinate
  22810. * @param y defines y coordinate
  22811. * @param z defines z coordinate
  22812. * @returns the array of facet indexes
  22813. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22814. */
  22815. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22816. var bInfo = this.getBoundingInfo();
  22817. var data = this._facetData;
  22818. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22819. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22820. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22821. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22822. return null;
  22823. }
  22824. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22825. };
  22826. /**
  22827. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22828. * @param projected sets as the (x,y,z) world projection on the facet
  22829. * @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
  22830. * @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
  22831. * @param x defines x coordinate
  22832. * @param y defines y coordinate
  22833. * @param z defines z coordinate
  22834. * @returns the face index if found (or null instead)
  22835. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22836. */
  22837. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22838. if (checkFace === void 0) { checkFace = false; }
  22839. if (facing === void 0) { facing = true; }
  22840. var world = this.getWorldMatrix();
  22841. var invMat = BABYLON.Tmp.Matrix[5];
  22842. world.invertToRef(invMat);
  22843. var invVect = BABYLON.Tmp.Vector3[8];
  22844. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22845. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22846. if (projected) {
  22847. // tranform the local computed projected vector to world coordinates
  22848. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22849. }
  22850. return closest;
  22851. };
  22852. /**
  22853. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22854. * @param projected sets as the (x,y,z) local projection on the facet
  22855. * @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
  22856. * @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
  22857. * @param x defines x coordinate
  22858. * @param y defines y coordinate
  22859. * @param z defines z coordinate
  22860. * @returns the face index if found (or null instead)
  22861. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22862. */
  22863. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22864. if (checkFace === void 0) { checkFace = false; }
  22865. if (facing === void 0) { facing = true; }
  22866. var closest = null;
  22867. var tmpx = 0.0;
  22868. var tmpy = 0.0;
  22869. var tmpz = 0.0;
  22870. var d = 0.0; // tmp dot facet normal * facet position
  22871. var t0 = 0.0;
  22872. var projx = 0.0;
  22873. var projy = 0.0;
  22874. var projz = 0.0;
  22875. // Get all the facets in the same partitioning block than (x, y, z)
  22876. var facetPositions = this.getFacetLocalPositions();
  22877. var facetNormals = this.getFacetLocalNormals();
  22878. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22879. if (!facetsInBlock) {
  22880. return null;
  22881. }
  22882. // Get the closest facet to (x, y, z)
  22883. var shortest = Number.MAX_VALUE; // init distance vars
  22884. var tmpDistance = shortest;
  22885. var fib; // current facet in the block
  22886. var norm; // current facet normal
  22887. var p0; // current facet barycenter position
  22888. // loop on all the facets in the current partitioning block
  22889. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22890. fib = facetsInBlock[idx];
  22891. norm = facetNormals[fib];
  22892. p0 = facetPositions[fib];
  22893. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22894. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22895. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22896. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22897. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22898. projx = x + norm.x * t0;
  22899. projy = y + norm.y * t0;
  22900. projz = z + norm.z * t0;
  22901. tmpx = projx - x;
  22902. tmpy = projy - y;
  22903. tmpz = projz - z;
  22904. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22905. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22906. shortest = tmpDistance;
  22907. closest = fib;
  22908. if (projected) {
  22909. projected.x = projx;
  22910. projected.y = projy;
  22911. projected.z = projz;
  22912. }
  22913. }
  22914. }
  22915. }
  22916. return closest;
  22917. };
  22918. /**
  22919. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22920. * @returns the parameters
  22921. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22922. */
  22923. AbstractMesh.prototype.getFacetDataParameters = function () {
  22924. return this._facetData.facetParameters;
  22925. };
  22926. /**
  22927. * Disables the feature FacetData and frees the related memory
  22928. * @returns the current mesh
  22929. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22930. */
  22931. AbstractMesh.prototype.disableFacetData = function () {
  22932. if (this._facetData.facetDataEnabled) {
  22933. this._facetData.facetDataEnabled = false;
  22934. this._facetData.facetPositions = new Array();
  22935. this._facetData.facetNormals = new Array();
  22936. this._facetData.facetPartitioning = new Array();
  22937. this._facetData.facetParameters = null;
  22938. this._facetData.depthSortedIndices = new Uint32Array(0);
  22939. }
  22940. return this;
  22941. };
  22942. /**
  22943. * Updates the AbstractMesh indices array
  22944. * @param indices defines the data source
  22945. * @returns the current mesh
  22946. */
  22947. AbstractMesh.prototype.updateIndices = function (indices) {
  22948. return this;
  22949. };
  22950. /**
  22951. * Creates new normals data for the mesh
  22952. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22953. * @returns the current mesh
  22954. */
  22955. AbstractMesh.prototype.createNormals = function (updatable) {
  22956. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22957. var indices = this.getIndices();
  22958. var normals;
  22959. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22960. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22961. }
  22962. else {
  22963. normals = [];
  22964. }
  22965. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22966. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22967. return this;
  22968. };
  22969. /**
  22970. * Align the mesh with a normal
  22971. * @param normal defines the normal to use
  22972. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22973. * @returns the current mesh
  22974. */
  22975. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22976. if (!upDirection) {
  22977. upDirection = BABYLON.Axis.Y;
  22978. }
  22979. var axisX = BABYLON.Tmp.Vector3[0];
  22980. var axisZ = BABYLON.Tmp.Vector3[1];
  22981. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22982. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22983. if (this.rotationQuaternion) {
  22984. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22985. }
  22986. else {
  22987. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22988. }
  22989. return this;
  22990. };
  22991. /** @hidden */
  22992. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22993. return false;
  22994. };
  22995. /** No occlusion */
  22996. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22997. /** Occlusion set to optimisitic */
  22998. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22999. /** Occlusion set to strict */
  23000. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  23001. /** Use an accurante occlusion algorithm */
  23002. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  23003. /** Use a conservative occlusion algorithm */
  23004. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  23005. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  23006. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  23007. /** Culling strategy with bounding sphere only and then frustum culling */
  23008. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  23009. return AbstractMesh;
  23010. }(BABYLON.TransformNode));
  23011. BABYLON.AbstractMesh = AbstractMesh;
  23012. })(BABYLON || (BABYLON = {}));
  23013. //# sourceMappingURL=babylon.abstractMesh.js.map
  23014. var BABYLON;
  23015. (function (BABYLON) {
  23016. /**
  23017. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  23018. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  23019. * 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.
  23020. */
  23021. var Light = /** @class */ (function (_super) {
  23022. __extends(Light, _super);
  23023. /**
  23024. * Creates a Light object in the scene.
  23025. * Documentation : https://doc.babylonjs.com/babylon101/lights
  23026. * @param name The firendly name of the light
  23027. * @param scene The scene the light belongs too
  23028. */
  23029. function Light(name, scene) {
  23030. var _this = _super.call(this, name, scene) || this;
  23031. /**
  23032. * Diffuse gives the basic color to an object.
  23033. */
  23034. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  23035. /**
  23036. * Specular produces a highlight color on an object.
  23037. * Note: This is note affecting PBR materials.
  23038. */
  23039. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  23040. /**
  23041. * Defines the falloff type for this light. This lets overrriding how punctual light are
  23042. * falling off base on range or angle.
  23043. * This can be set to any values in Light.FALLOFF_x.
  23044. *
  23045. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  23046. * other types of materials.
  23047. */
  23048. _this.falloffType = Light.FALLOFF_DEFAULT;
  23049. /**
  23050. * Strength of the light.
  23051. * Note: By default it is define in the framework own unit.
  23052. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  23053. */
  23054. _this.intensity = 1.0;
  23055. _this._range = Number.MAX_VALUE;
  23056. _this._inverseSquaredRange = 0;
  23057. /**
  23058. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23059. * of light.
  23060. */
  23061. _this._photometricScale = 1.0;
  23062. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23063. _this._radius = 0.00001;
  23064. /**
  23065. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23066. * exceeding the number allowed of the materials.
  23067. */
  23068. _this.renderPriority = 0;
  23069. _this._shadowEnabled = true;
  23070. _this._excludeWithLayerMask = 0;
  23071. _this._includeOnlyWithLayerMask = 0;
  23072. _this._lightmapMode = 0;
  23073. /**
  23074. * @hidden Internal use only.
  23075. */
  23076. _this._excludedMeshesIds = new Array();
  23077. /**
  23078. * @hidden Internal use only.
  23079. */
  23080. _this._includedOnlyMeshesIds = new Array();
  23081. _this.getScene().addLight(_this);
  23082. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23083. _this._buildUniformLayout();
  23084. _this.includedOnlyMeshes = new Array();
  23085. _this.excludedMeshes = new Array();
  23086. _this._resyncMeshes();
  23087. return _this;
  23088. }
  23089. Object.defineProperty(Light.prototype, "range", {
  23090. /**
  23091. * Defines how far from the source the light is impacting in scene units.
  23092. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23093. */
  23094. get: function () {
  23095. return this._range;
  23096. },
  23097. /**
  23098. * Defines how far from the source the light is impacting in scene units.
  23099. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23100. */
  23101. set: function (value) {
  23102. this._range = value;
  23103. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23104. },
  23105. enumerable: true,
  23106. configurable: true
  23107. });
  23108. Object.defineProperty(Light.prototype, "intensityMode", {
  23109. /**
  23110. * Gets the photometric scale used to interpret the intensity.
  23111. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23112. */
  23113. get: function () {
  23114. return this._intensityMode;
  23115. },
  23116. /**
  23117. * Sets the photometric scale used to interpret the intensity.
  23118. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23119. */
  23120. set: function (value) {
  23121. this._intensityMode = value;
  23122. this._computePhotometricScale();
  23123. },
  23124. enumerable: true,
  23125. configurable: true
  23126. });
  23127. Object.defineProperty(Light.prototype, "radius", {
  23128. /**
  23129. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23130. */
  23131. get: function () {
  23132. return this._radius;
  23133. },
  23134. /**
  23135. * sets the light radius used by PBR Materials to simulate soft area lights.
  23136. */
  23137. set: function (value) {
  23138. this._radius = value;
  23139. this._computePhotometricScale();
  23140. },
  23141. enumerable: true,
  23142. configurable: true
  23143. });
  23144. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23145. /**
  23146. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23147. * the current shadow generator.
  23148. */
  23149. get: function () {
  23150. return this._shadowEnabled;
  23151. },
  23152. /**
  23153. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23154. * the current shadow generator.
  23155. */
  23156. set: function (value) {
  23157. if (this._shadowEnabled === value) {
  23158. return;
  23159. }
  23160. this._shadowEnabled = value;
  23161. this._markMeshesAsLightDirty();
  23162. },
  23163. enumerable: true,
  23164. configurable: true
  23165. });
  23166. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23167. /**
  23168. * Gets the only meshes impacted by this light.
  23169. */
  23170. get: function () {
  23171. return this._includedOnlyMeshes;
  23172. },
  23173. /**
  23174. * Sets the only meshes impacted by this light.
  23175. */
  23176. set: function (value) {
  23177. this._includedOnlyMeshes = value;
  23178. this._hookArrayForIncludedOnly(value);
  23179. },
  23180. enumerable: true,
  23181. configurable: true
  23182. });
  23183. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23184. /**
  23185. * Gets the meshes not impacted by this light.
  23186. */
  23187. get: function () {
  23188. return this._excludedMeshes;
  23189. },
  23190. /**
  23191. * Sets the meshes not impacted by this light.
  23192. */
  23193. set: function (value) {
  23194. this._excludedMeshes = value;
  23195. this._hookArrayForExcluded(value);
  23196. },
  23197. enumerable: true,
  23198. configurable: true
  23199. });
  23200. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23201. /**
  23202. * Gets the layer id use to find what meshes are not impacted by the light.
  23203. * Inactive if 0
  23204. */
  23205. get: function () {
  23206. return this._excludeWithLayerMask;
  23207. },
  23208. /**
  23209. * Sets the layer id use to find what meshes are not impacted by the light.
  23210. * Inactive if 0
  23211. */
  23212. set: function (value) {
  23213. this._excludeWithLayerMask = value;
  23214. this._resyncMeshes();
  23215. },
  23216. enumerable: true,
  23217. configurable: true
  23218. });
  23219. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23220. /**
  23221. * Gets the layer id use to find what meshes are impacted by the light.
  23222. * Inactive if 0
  23223. */
  23224. get: function () {
  23225. return this._includeOnlyWithLayerMask;
  23226. },
  23227. /**
  23228. * Sets the layer id use to find what meshes are impacted by the light.
  23229. * Inactive if 0
  23230. */
  23231. set: function (value) {
  23232. this._includeOnlyWithLayerMask = value;
  23233. this._resyncMeshes();
  23234. },
  23235. enumerable: true,
  23236. configurable: true
  23237. });
  23238. Object.defineProperty(Light.prototype, "lightmapMode", {
  23239. /**
  23240. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23241. */
  23242. get: function () {
  23243. return this._lightmapMode;
  23244. },
  23245. /**
  23246. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23247. */
  23248. set: function (value) {
  23249. if (this._lightmapMode === value) {
  23250. return;
  23251. }
  23252. this._lightmapMode = value;
  23253. this._markMeshesAsLightDirty();
  23254. },
  23255. enumerable: true,
  23256. configurable: true
  23257. });
  23258. /**
  23259. * Returns the string "Light".
  23260. * @returns the class name
  23261. */
  23262. Light.prototype.getClassName = function () {
  23263. return "Light";
  23264. };
  23265. /**
  23266. * Converts the light information to a readable string for debug purpose.
  23267. * @param fullDetails Supports for multiple levels of logging within scene loading
  23268. * @returns the human readable light info
  23269. */
  23270. Light.prototype.toString = function (fullDetails) {
  23271. var ret = "Name: " + this.name;
  23272. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23273. if (this.animations) {
  23274. for (var i = 0; i < this.animations.length; i++) {
  23275. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23276. }
  23277. }
  23278. if (fullDetails) {
  23279. }
  23280. return ret;
  23281. };
  23282. /** @hidden */
  23283. Light.prototype._syncParentEnabledState = function () {
  23284. _super.prototype._syncParentEnabledState.call(this);
  23285. this._resyncMeshes();
  23286. };
  23287. /**
  23288. * Set the enabled state of this node.
  23289. * @param value - the new enabled state
  23290. */
  23291. Light.prototype.setEnabled = function (value) {
  23292. _super.prototype.setEnabled.call(this, value);
  23293. this._resyncMeshes();
  23294. };
  23295. /**
  23296. * Returns the Light associated shadow generator if any.
  23297. * @return the associated shadow generator.
  23298. */
  23299. Light.prototype.getShadowGenerator = function () {
  23300. return this._shadowGenerator;
  23301. };
  23302. /**
  23303. * Returns a Vector3, the absolute light position in the World.
  23304. * @returns the world space position of the light
  23305. */
  23306. Light.prototype.getAbsolutePosition = function () {
  23307. return BABYLON.Vector3.Zero();
  23308. };
  23309. /**
  23310. * Specifies if the light will affect the passed mesh.
  23311. * @param mesh The mesh to test against the light
  23312. * @return true the mesh is affected otherwise, false.
  23313. */
  23314. Light.prototype.canAffectMesh = function (mesh) {
  23315. if (!mesh) {
  23316. return true;
  23317. }
  23318. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23319. return false;
  23320. }
  23321. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23322. return false;
  23323. }
  23324. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23325. return false;
  23326. }
  23327. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23328. return false;
  23329. }
  23330. return true;
  23331. };
  23332. /**
  23333. * Sort function to order lights for rendering.
  23334. * @param a First Light object to compare to second.
  23335. * @param b Second Light object to compare first.
  23336. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23337. */
  23338. Light.CompareLightsPriority = function (a, b) {
  23339. //shadow-casting lights have priority over non-shadow-casting lights
  23340. //the renderPrioirty is a secondary sort criterion
  23341. if (a.shadowEnabled !== b.shadowEnabled) {
  23342. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23343. }
  23344. return b.renderPriority - a.renderPriority;
  23345. };
  23346. /**
  23347. * Releases resources associated with this node.
  23348. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23349. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23350. */
  23351. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23352. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23353. if (this._shadowGenerator) {
  23354. this._shadowGenerator.dispose();
  23355. this._shadowGenerator = null;
  23356. }
  23357. // Animations
  23358. this.getScene().stopAnimation(this);
  23359. // Remove from meshes
  23360. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23361. var mesh = _a[_i];
  23362. mesh._removeLightSource(this);
  23363. }
  23364. this._uniformBuffer.dispose();
  23365. // Remove from scene
  23366. this.getScene().removeLight(this);
  23367. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23368. };
  23369. /**
  23370. * Returns the light type ID (integer).
  23371. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23372. */
  23373. Light.prototype.getTypeID = function () {
  23374. return 0;
  23375. };
  23376. /**
  23377. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23378. * @returns the scaled intensity in intensity mode unit
  23379. */
  23380. Light.prototype.getScaledIntensity = function () {
  23381. return this._photometricScale * this.intensity;
  23382. };
  23383. /**
  23384. * Returns a new Light object, named "name", from the current one.
  23385. * @param name The name of the cloned light
  23386. * @returns the new created light
  23387. */
  23388. Light.prototype.clone = function (name) {
  23389. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23390. if (!constructor) {
  23391. return null;
  23392. }
  23393. return BABYLON.SerializationHelper.Clone(constructor, this);
  23394. };
  23395. /**
  23396. * Serializes the current light into a Serialization object.
  23397. * @returns the serialized object.
  23398. */
  23399. Light.prototype.serialize = function () {
  23400. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23401. // Type
  23402. serializationObject.type = this.getTypeID();
  23403. // Parent
  23404. if (this.parent) {
  23405. serializationObject.parentId = this.parent.id;
  23406. }
  23407. // Inclusion / exclusions
  23408. if (this.excludedMeshes.length > 0) {
  23409. serializationObject.excludedMeshesIds = [];
  23410. this.excludedMeshes.forEach(function (mesh) {
  23411. serializationObject.excludedMeshesIds.push(mesh.id);
  23412. });
  23413. }
  23414. if (this.includedOnlyMeshes.length > 0) {
  23415. serializationObject.includedOnlyMeshesIds = [];
  23416. this.includedOnlyMeshes.forEach(function (mesh) {
  23417. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23418. });
  23419. }
  23420. // Animations
  23421. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23422. serializationObject.ranges = this.serializeAnimationRanges();
  23423. return serializationObject;
  23424. };
  23425. /**
  23426. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23427. * This new light is named "name" and added to the passed scene.
  23428. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23429. * @param name The friendly name of the light
  23430. * @param scene The scene the new light will belong to
  23431. * @returns the constructor function
  23432. */
  23433. Light.GetConstructorFromName = function (type, name, scene) {
  23434. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23435. if (constructorFunc) {
  23436. return constructorFunc;
  23437. }
  23438. // Default to no light for none present once.
  23439. return null;
  23440. };
  23441. /**
  23442. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23443. * @param parsedLight The JSON representation of the light
  23444. * @param scene The scene to create the parsed light in
  23445. * @returns the created light after parsing
  23446. */
  23447. Light.Parse = function (parsedLight, scene) {
  23448. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23449. if (!constructor) {
  23450. return null;
  23451. }
  23452. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23453. // Inclusion / exclusions
  23454. if (parsedLight.excludedMeshesIds) {
  23455. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23456. }
  23457. if (parsedLight.includedOnlyMeshesIds) {
  23458. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23459. }
  23460. // Parent
  23461. if (parsedLight.parentId) {
  23462. light._waitingParentId = parsedLight.parentId;
  23463. }
  23464. // Animations
  23465. if (parsedLight.animations) {
  23466. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23467. var parsedAnimation = parsedLight.animations[animationIndex];
  23468. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23469. }
  23470. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23471. }
  23472. if (parsedLight.autoAnimate) {
  23473. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23474. }
  23475. return light;
  23476. };
  23477. Light.prototype._hookArrayForExcluded = function (array) {
  23478. var _this = this;
  23479. var oldPush = array.push;
  23480. array.push = function () {
  23481. var items = [];
  23482. for (var _i = 0; _i < arguments.length; _i++) {
  23483. items[_i] = arguments[_i];
  23484. }
  23485. var result = oldPush.apply(array, items);
  23486. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23487. var item = items_1[_a];
  23488. item._resyncLighSource(_this);
  23489. }
  23490. return result;
  23491. };
  23492. var oldSplice = array.splice;
  23493. array.splice = function (index, deleteCount) {
  23494. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23495. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23496. var item = deleted_1[_i];
  23497. item._resyncLighSource(_this);
  23498. }
  23499. return deleted;
  23500. };
  23501. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23502. var item = array_1[_i];
  23503. item._resyncLighSource(this);
  23504. }
  23505. };
  23506. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23507. var _this = this;
  23508. var oldPush = array.push;
  23509. array.push = function () {
  23510. var items = [];
  23511. for (var _i = 0; _i < arguments.length; _i++) {
  23512. items[_i] = arguments[_i];
  23513. }
  23514. var result = oldPush.apply(array, items);
  23515. _this._resyncMeshes();
  23516. return result;
  23517. };
  23518. var oldSplice = array.splice;
  23519. array.splice = function (index, deleteCount) {
  23520. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23521. _this._resyncMeshes();
  23522. return deleted;
  23523. };
  23524. this._resyncMeshes();
  23525. };
  23526. Light.prototype._resyncMeshes = function () {
  23527. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23528. var mesh = _a[_i];
  23529. mesh._resyncLighSource(this);
  23530. }
  23531. };
  23532. /**
  23533. * Forces the meshes to update their light related information in their rendering used effects
  23534. * @hidden Internal Use Only
  23535. */
  23536. Light.prototype._markMeshesAsLightDirty = function () {
  23537. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23538. var mesh = _a[_i];
  23539. if (mesh._lightSources.indexOf(this) !== -1) {
  23540. mesh._markSubMeshesAsLightDirty();
  23541. }
  23542. }
  23543. };
  23544. /**
  23545. * Recomputes the cached photometric scale if needed.
  23546. */
  23547. Light.prototype._computePhotometricScale = function () {
  23548. this._photometricScale = this._getPhotometricScale();
  23549. this.getScene().resetCachedMaterial();
  23550. };
  23551. /**
  23552. * Returns the Photometric Scale according to the light type and intensity mode.
  23553. */
  23554. Light.prototype._getPhotometricScale = function () {
  23555. var photometricScale = 0.0;
  23556. var lightTypeID = this.getTypeID();
  23557. //get photometric mode
  23558. var photometricMode = this.intensityMode;
  23559. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23560. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23561. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23562. }
  23563. else {
  23564. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23565. }
  23566. }
  23567. //compute photometric scale
  23568. switch (lightTypeID) {
  23569. case Light.LIGHTTYPEID_POINTLIGHT:
  23570. case Light.LIGHTTYPEID_SPOTLIGHT:
  23571. switch (photometricMode) {
  23572. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23573. photometricScale = 1.0 / (4.0 * Math.PI);
  23574. break;
  23575. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23576. photometricScale = 1.0;
  23577. break;
  23578. case Light.INTENSITYMODE_LUMINANCE:
  23579. photometricScale = this.radius * this.radius;
  23580. break;
  23581. }
  23582. break;
  23583. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23584. switch (photometricMode) {
  23585. case Light.INTENSITYMODE_ILLUMINANCE:
  23586. photometricScale = 1.0;
  23587. break;
  23588. case Light.INTENSITYMODE_LUMINANCE:
  23589. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23590. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23591. var apexAngleRadians = this.radius;
  23592. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23593. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23594. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23595. photometricScale = solidAngle;
  23596. break;
  23597. }
  23598. break;
  23599. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23600. // No fall off in hemisperic light.
  23601. photometricScale = 1.0;
  23602. break;
  23603. }
  23604. return photometricScale;
  23605. };
  23606. /**
  23607. * Reorder the light in the scene according to their defined priority.
  23608. * @hidden Internal Use Only
  23609. */
  23610. Light.prototype._reorderLightsInScene = function () {
  23611. var scene = this.getScene();
  23612. if (this._renderPriority != 0) {
  23613. scene.requireLightSorting = true;
  23614. }
  23615. this.getScene().sortLightsByPriority();
  23616. };
  23617. /**
  23618. * Falloff Default: light is falling off following the material specification:
  23619. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23620. */
  23621. Light.FALLOFF_DEFAULT = 0;
  23622. /**
  23623. * Falloff Physical: light is falling off following the inverse squared distance law.
  23624. */
  23625. Light.FALLOFF_PHYSICAL = 1;
  23626. /**
  23627. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23628. * to enhance interoperability with other engines.
  23629. */
  23630. Light.FALLOFF_GLTF = 2;
  23631. /**
  23632. * Falloff Standard: light is falling off like in the standard material
  23633. * to enhance interoperability with other materials.
  23634. */
  23635. Light.FALLOFF_STANDARD = 3;
  23636. //lightmapMode Consts
  23637. /**
  23638. * If every light affecting the material is in this lightmapMode,
  23639. * material.lightmapTexture adds or multiplies
  23640. * (depends on material.useLightmapAsShadowmap)
  23641. * after every other light calculations.
  23642. */
  23643. Light.LIGHTMAP_DEFAULT = 0;
  23644. /**
  23645. * material.lightmapTexture as only diffuse lighting from this light
  23646. * adds only specular lighting from this light
  23647. * adds dynamic shadows
  23648. */
  23649. Light.LIGHTMAP_SPECULAR = 1;
  23650. /**
  23651. * material.lightmapTexture as only lighting
  23652. * no light calculation from this light
  23653. * only adds dynamic shadows from this light
  23654. */
  23655. Light.LIGHTMAP_SHADOWSONLY = 2;
  23656. // Intensity Mode Consts
  23657. /**
  23658. * Each light type uses the default quantity according to its type:
  23659. * point/spot lights use luminous intensity
  23660. * directional lights use illuminance
  23661. */
  23662. Light.INTENSITYMODE_AUTOMATIC = 0;
  23663. /**
  23664. * lumen (lm)
  23665. */
  23666. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23667. /**
  23668. * candela (lm/sr)
  23669. */
  23670. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23671. /**
  23672. * lux (lm/m^2)
  23673. */
  23674. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23675. /**
  23676. * nit (cd/m^2)
  23677. */
  23678. Light.INTENSITYMODE_LUMINANCE = 4;
  23679. // Light types ids const.
  23680. /**
  23681. * Light type const id of the point light.
  23682. */
  23683. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23684. /**
  23685. * Light type const id of the directional light.
  23686. */
  23687. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23688. /**
  23689. * Light type const id of the spot light.
  23690. */
  23691. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23692. /**
  23693. * Light type const id of the hemispheric light.
  23694. */
  23695. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23696. __decorate([
  23697. BABYLON.serializeAsColor3()
  23698. ], Light.prototype, "diffuse", void 0);
  23699. __decorate([
  23700. BABYLON.serializeAsColor3()
  23701. ], Light.prototype, "specular", void 0);
  23702. __decorate([
  23703. BABYLON.serialize()
  23704. ], Light.prototype, "falloffType", void 0);
  23705. __decorate([
  23706. BABYLON.serialize()
  23707. ], Light.prototype, "intensity", void 0);
  23708. __decorate([
  23709. BABYLON.serialize()
  23710. ], Light.prototype, "range", null);
  23711. __decorate([
  23712. BABYLON.serialize()
  23713. ], Light.prototype, "intensityMode", null);
  23714. __decorate([
  23715. BABYLON.serialize()
  23716. ], Light.prototype, "radius", null);
  23717. __decorate([
  23718. BABYLON.serialize()
  23719. ], Light.prototype, "_renderPriority", void 0);
  23720. __decorate([
  23721. BABYLON.expandToProperty("_reorderLightsInScene")
  23722. ], Light.prototype, "renderPriority", void 0);
  23723. __decorate([
  23724. BABYLON.serialize("shadowEnabled")
  23725. ], Light.prototype, "_shadowEnabled", void 0);
  23726. __decorate([
  23727. BABYLON.serialize("excludeWithLayerMask")
  23728. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23729. __decorate([
  23730. BABYLON.serialize("includeOnlyWithLayerMask")
  23731. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23732. __decorate([
  23733. BABYLON.serialize("lightmapMode")
  23734. ], Light.prototype, "_lightmapMode", void 0);
  23735. return Light;
  23736. }(BABYLON.Node));
  23737. BABYLON.Light = Light;
  23738. })(BABYLON || (BABYLON = {}));
  23739. //# sourceMappingURL=babylon.light.js.map
  23740. var BABYLON;
  23741. (function (BABYLON) {
  23742. /**
  23743. * This is the base class of all the camera used in the application.
  23744. * @see http://doc.babylonjs.com/features/cameras
  23745. */
  23746. var Camera = /** @class */ (function (_super) {
  23747. __extends(Camera, _super);
  23748. /**
  23749. * Instantiates a new camera object.
  23750. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23751. * @see http://doc.babylonjs.com/features/cameras
  23752. * @param name Defines the name of the camera in the scene
  23753. * @param position Defines the position of the camera
  23754. * @param scene Defines the scene the camera belongs too
  23755. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23756. */
  23757. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23758. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23759. var _this = _super.call(this, name, scene) || this;
  23760. /**
  23761. * The vector the camera should consider as up.
  23762. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23763. */
  23764. _this.upVector = BABYLON.Vector3.Up();
  23765. /**
  23766. * Define the current limit on the left side for an orthographic camera
  23767. * In scene unit
  23768. */
  23769. _this.orthoLeft = null;
  23770. /**
  23771. * Define the current limit on the right side for an orthographic camera
  23772. * In scene unit
  23773. */
  23774. _this.orthoRight = null;
  23775. /**
  23776. * Define the current limit on the bottom side for an orthographic camera
  23777. * In scene unit
  23778. */
  23779. _this.orthoBottom = null;
  23780. /**
  23781. * Define the current limit on the top side for an orthographic camera
  23782. * In scene unit
  23783. */
  23784. _this.orthoTop = null;
  23785. /**
  23786. * Field Of View is set in Radians. (default is 0.8)
  23787. */
  23788. _this.fov = 0.8;
  23789. /**
  23790. * Define the minimum distance the camera can see from.
  23791. * This is important to note that the depth buffer are not infinite and the closer it starts
  23792. * the more your scene might encounter depth fighting issue.
  23793. */
  23794. _this.minZ = 1;
  23795. /**
  23796. * Define the maximum distance the camera can see to.
  23797. * This is important to note that the depth buffer are not infinite and the further it end
  23798. * the more your scene might encounter depth fighting issue.
  23799. */
  23800. _this.maxZ = 10000.0;
  23801. /**
  23802. * Define the default inertia of the camera.
  23803. * This helps giving a smooth feeling to the camera movement.
  23804. */
  23805. _this.inertia = 0.9;
  23806. /**
  23807. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23808. */
  23809. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23810. /**
  23811. * Define wether the camera is intermediate.
  23812. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23813. */
  23814. _this.isIntermediate = false;
  23815. /**
  23816. * Define the viewport of the camera.
  23817. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23818. */
  23819. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23820. /**
  23821. * Restricts the camera to viewing objects with the same layerMask.
  23822. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23823. */
  23824. _this.layerMask = 0x0FFFFFFF;
  23825. /**
  23826. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23827. */
  23828. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23829. /**
  23830. * Rig mode of the camera.
  23831. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23832. * This is normally controlled byt the camera themselves as internal use.
  23833. */
  23834. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23835. /**
  23836. * 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
  23837. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23838. * else in the scene.
  23839. */
  23840. _this.customRenderTargets = new Array();
  23841. /**
  23842. * When set, the camera will render to this render target instead of the default canvas
  23843. */
  23844. _this.outputRenderTarget = null;
  23845. /**
  23846. * Observable triggered when the camera view matrix has changed.
  23847. */
  23848. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23849. /**
  23850. * Observable triggered when the camera Projection matrix has changed.
  23851. */
  23852. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23853. /**
  23854. * Observable triggered when the inputs have been processed.
  23855. */
  23856. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23857. /**
  23858. * Observable triggered when reset has been called and applied to the camera.
  23859. */
  23860. _this.onRestoreStateObservable = new BABYLON.Observable();
  23861. /** @hidden */
  23862. _this._rigCameras = new Array();
  23863. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23864. /** @hidden */
  23865. _this._skipRendering = false;
  23866. /** @hidden */
  23867. _this._projectionMatrix = new BABYLON.Matrix();
  23868. /** @hidden */
  23869. _this._postProcesses = new Array();
  23870. /** @hidden */
  23871. _this._activeMeshes = new BABYLON.SmartArray(256);
  23872. _this._globalPosition = BABYLON.Vector3.Zero();
  23873. /** hidden */
  23874. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23875. _this._doNotComputeProjectionMatrix = false;
  23876. _this._transformMatrix = BABYLON.Matrix.Zero();
  23877. _this._refreshFrustumPlanes = true;
  23878. _this.getScene().addCamera(_this);
  23879. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23880. _this.getScene().activeCamera = _this;
  23881. }
  23882. _this.position = position;
  23883. return _this;
  23884. }
  23885. /**
  23886. * Store current camera state (fov, position, etc..)
  23887. * @returns the camera
  23888. */
  23889. Camera.prototype.storeState = function () {
  23890. this._stateStored = true;
  23891. this._storedFov = this.fov;
  23892. return this;
  23893. };
  23894. /**
  23895. * Restores the camera state values if it has been stored. You must call storeState() first
  23896. */
  23897. Camera.prototype._restoreStateValues = function () {
  23898. if (!this._stateStored) {
  23899. return false;
  23900. }
  23901. this.fov = this._storedFov;
  23902. return true;
  23903. };
  23904. /**
  23905. * Restored camera state. You must call storeState() first.
  23906. * @returns true if restored and false otherwise
  23907. */
  23908. Camera.prototype.restoreState = function () {
  23909. if (this._restoreStateValues()) {
  23910. this.onRestoreStateObservable.notifyObservers(this);
  23911. return true;
  23912. }
  23913. return false;
  23914. };
  23915. /**
  23916. * Gets the class name of the camera.
  23917. * @returns the class name
  23918. */
  23919. Camera.prototype.getClassName = function () {
  23920. return "Camera";
  23921. };
  23922. /**
  23923. * Gets a string representation of the camera useful for debug purpose.
  23924. * @param fullDetails Defines that a more verboe level of logging is required
  23925. * @returns the string representation
  23926. */
  23927. Camera.prototype.toString = function (fullDetails) {
  23928. var ret = "Name: " + this.name;
  23929. ret += ", type: " + this.getClassName();
  23930. if (this.animations) {
  23931. for (var i = 0; i < this.animations.length; i++) {
  23932. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23933. }
  23934. }
  23935. if (fullDetails) {
  23936. }
  23937. return ret;
  23938. };
  23939. Object.defineProperty(Camera.prototype, "globalPosition", {
  23940. /**
  23941. * Gets the current world space position of the camera.
  23942. */
  23943. get: function () {
  23944. return this._globalPosition;
  23945. },
  23946. enumerable: true,
  23947. configurable: true
  23948. });
  23949. /**
  23950. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23951. * @returns the active meshe list
  23952. */
  23953. Camera.prototype.getActiveMeshes = function () {
  23954. return this._activeMeshes;
  23955. };
  23956. /**
  23957. * Check wether a mesh is part of the current active mesh list of the camera
  23958. * @param mesh Defines the mesh to check
  23959. * @returns true if active, false otherwise
  23960. */
  23961. Camera.prototype.isActiveMesh = function (mesh) {
  23962. return (this._activeMeshes.indexOf(mesh) !== -1);
  23963. };
  23964. /**
  23965. * Is this camera ready to be used/rendered
  23966. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23967. * @return true if the camera is ready
  23968. */
  23969. Camera.prototype.isReady = function (completeCheck) {
  23970. if (completeCheck === void 0) { completeCheck = false; }
  23971. if (completeCheck) {
  23972. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23973. var pp = _a[_i];
  23974. if (pp && !pp.isReady()) {
  23975. return false;
  23976. }
  23977. }
  23978. }
  23979. return _super.prototype.isReady.call(this, completeCheck);
  23980. };
  23981. /** @hidden */
  23982. Camera.prototype._initCache = function () {
  23983. _super.prototype._initCache.call(this);
  23984. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23985. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23986. this._cache.mode = undefined;
  23987. this._cache.minZ = undefined;
  23988. this._cache.maxZ = undefined;
  23989. this._cache.fov = undefined;
  23990. this._cache.fovMode = undefined;
  23991. this._cache.aspectRatio = undefined;
  23992. this._cache.orthoLeft = undefined;
  23993. this._cache.orthoRight = undefined;
  23994. this._cache.orthoBottom = undefined;
  23995. this._cache.orthoTop = undefined;
  23996. this._cache.renderWidth = undefined;
  23997. this._cache.renderHeight = undefined;
  23998. };
  23999. /** @hidden */
  24000. Camera.prototype._updateCache = function (ignoreParentClass) {
  24001. if (!ignoreParentClass) {
  24002. _super.prototype._updateCache.call(this);
  24003. }
  24004. this._cache.position.copyFrom(this.position);
  24005. this._cache.upVector.copyFrom(this.upVector);
  24006. };
  24007. /** @hidden */
  24008. Camera.prototype._isSynchronized = function () {
  24009. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  24010. };
  24011. /** @hidden */
  24012. Camera.prototype._isSynchronizedViewMatrix = function () {
  24013. if (!_super.prototype._isSynchronized.call(this)) {
  24014. return false;
  24015. }
  24016. return this._cache.position.equals(this.position)
  24017. && this._cache.upVector.equals(this.upVector)
  24018. && this.isSynchronizedWithParent();
  24019. };
  24020. /** @hidden */
  24021. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  24022. var check = this._cache.mode === this.mode
  24023. && this._cache.minZ === this.minZ
  24024. && this._cache.maxZ === this.maxZ;
  24025. if (!check) {
  24026. return false;
  24027. }
  24028. var engine = this.getEngine();
  24029. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24030. check = this._cache.fov === this.fov
  24031. && this._cache.fovMode === this.fovMode
  24032. && this._cache.aspectRatio === engine.getAspectRatio(this);
  24033. }
  24034. else {
  24035. check = this._cache.orthoLeft === this.orthoLeft
  24036. && this._cache.orthoRight === this.orthoRight
  24037. && this._cache.orthoBottom === this.orthoBottom
  24038. && this._cache.orthoTop === this.orthoTop
  24039. && this._cache.renderWidth === engine.getRenderWidth()
  24040. && this._cache.renderHeight === engine.getRenderHeight();
  24041. }
  24042. return check;
  24043. };
  24044. /**
  24045. * Attach the input controls to a specific dom element to get the input from.
  24046. * @param element Defines the element the controls should be listened from
  24047. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  24048. */
  24049. Camera.prototype.attachControl = function (element, noPreventDefault) {
  24050. };
  24051. /**
  24052. * Detach the current controls from the specified dom element.
  24053. * @param element Defines the element to stop listening the inputs from
  24054. */
  24055. Camera.prototype.detachControl = function (element) {
  24056. };
  24057. /**
  24058. * Update the camera state according to the different inputs gathered during the frame.
  24059. */
  24060. Camera.prototype.update = function () {
  24061. this._checkInputs();
  24062. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24063. this._updateRigCameras();
  24064. }
  24065. };
  24066. /** @hidden */
  24067. Camera.prototype._checkInputs = function () {
  24068. this.onAfterCheckInputsObservable.notifyObservers(this);
  24069. };
  24070. Object.defineProperty(Camera.prototype, "rigCameras", {
  24071. /** @hidden */
  24072. get: function () {
  24073. return this._rigCameras;
  24074. },
  24075. enumerable: true,
  24076. configurable: true
  24077. });
  24078. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24079. /**
  24080. * Gets the post process used by the rig cameras
  24081. */
  24082. get: function () {
  24083. return this._rigPostProcess;
  24084. },
  24085. enumerable: true,
  24086. configurable: true
  24087. });
  24088. /**
  24089. * Internal, gets the first post proces.
  24090. * @returns the first post process to be run on this camera.
  24091. */
  24092. Camera.prototype._getFirstPostProcess = function () {
  24093. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24094. if (this._postProcesses[ppIndex] !== null) {
  24095. return this._postProcesses[ppIndex];
  24096. }
  24097. }
  24098. return null;
  24099. };
  24100. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24101. // invalidate framebuffer
  24102. var firstPostProcess = this._getFirstPostProcess();
  24103. if (firstPostProcess) {
  24104. firstPostProcess.markTextureDirty();
  24105. }
  24106. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24107. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24108. var cam = this._rigCameras[i];
  24109. var rigPostProcess = cam._rigPostProcess;
  24110. // for VR rig, there does not have to be a post process
  24111. if (rigPostProcess) {
  24112. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24113. if (isPass) {
  24114. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24115. cam.isIntermediate = this._postProcesses.length === 0;
  24116. }
  24117. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24118. rigPostProcess.markTextureDirty();
  24119. }
  24120. else {
  24121. cam._postProcesses = this._postProcesses.slice(0);
  24122. }
  24123. }
  24124. };
  24125. /**
  24126. * Attach a post process to the camera.
  24127. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24128. * @param postProcess The post process to attach to the camera
  24129. * @param insertAt The position of the post process in case several of them are in use in the scene
  24130. * @returns the position the post process has been inserted at
  24131. */
  24132. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24133. if (insertAt === void 0) { insertAt = null; }
  24134. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24135. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24136. return 0;
  24137. }
  24138. if (insertAt == null || insertAt < 0) {
  24139. this._postProcesses.push(postProcess);
  24140. }
  24141. else if (this._postProcesses[insertAt] === null) {
  24142. this._postProcesses[insertAt] = postProcess;
  24143. }
  24144. else {
  24145. this._postProcesses.splice(insertAt, 0, postProcess);
  24146. }
  24147. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24148. return this._postProcesses.indexOf(postProcess);
  24149. };
  24150. /**
  24151. * Detach a post process to the camera.
  24152. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24153. * @param postProcess The post process to detach from the camera
  24154. */
  24155. Camera.prototype.detachPostProcess = function (postProcess) {
  24156. var idx = this._postProcesses.indexOf(postProcess);
  24157. if (idx !== -1) {
  24158. this._postProcesses[idx] = null;
  24159. }
  24160. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24161. };
  24162. /**
  24163. * Gets the current world matrix of the camera
  24164. */
  24165. Camera.prototype.getWorldMatrix = function () {
  24166. if (this._isSynchronizedViewMatrix()) {
  24167. return this._worldMatrix;
  24168. }
  24169. // Getting the the view matrix will also compute the world matrix.
  24170. this.getViewMatrix();
  24171. return this._worldMatrix;
  24172. };
  24173. /** @hidden */
  24174. Camera.prototype._getViewMatrix = function () {
  24175. return BABYLON.Matrix.Identity();
  24176. };
  24177. /**
  24178. * Gets the current view matrix of the camera.
  24179. * @param force forces the camera to recompute the matrix without looking at the cached state
  24180. * @returns the view matrix
  24181. */
  24182. Camera.prototype.getViewMatrix = function (force) {
  24183. if (!force && this._isSynchronizedViewMatrix()) {
  24184. return this._computedViewMatrix;
  24185. }
  24186. this.updateCache();
  24187. this._computedViewMatrix = this._getViewMatrix();
  24188. this._currentRenderId = this.getScene().getRenderId();
  24189. this._childRenderId = this._currentRenderId;
  24190. this._refreshFrustumPlanes = true;
  24191. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24192. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24193. }
  24194. this.onViewMatrixChangedObservable.notifyObservers(this);
  24195. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24196. return this._computedViewMatrix;
  24197. };
  24198. /**
  24199. * Freeze the projection matrix.
  24200. * It will prevent the cache check of the camera projection compute and can speed up perf
  24201. * if no parameter of the camera are meant to change
  24202. * @param projection Defines manually a projection if necessary
  24203. */
  24204. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24205. this._doNotComputeProjectionMatrix = true;
  24206. if (projection !== undefined) {
  24207. this._projectionMatrix = projection;
  24208. }
  24209. };
  24210. /**
  24211. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24212. */
  24213. Camera.prototype.unfreezeProjectionMatrix = function () {
  24214. this._doNotComputeProjectionMatrix = false;
  24215. };
  24216. /**
  24217. * Gets the current projection matrix of the camera.
  24218. * @param force forces the camera to recompute the matrix without looking at the cached state
  24219. * @returns the projection matrix
  24220. */
  24221. Camera.prototype.getProjectionMatrix = function (force) {
  24222. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24223. return this._projectionMatrix;
  24224. }
  24225. // Cache
  24226. this._cache.mode = this.mode;
  24227. this._cache.minZ = this.minZ;
  24228. this._cache.maxZ = this.maxZ;
  24229. // Matrix
  24230. this._refreshFrustumPlanes = true;
  24231. var engine = this.getEngine();
  24232. var scene = this.getScene();
  24233. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24234. this._cache.fov = this.fov;
  24235. this._cache.fovMode = this.fovMode;
  24236. this._cache.aspectRatio = engine.getAspectRatio(this);
  24237. if (this.minZ <= 0) {
  24238. this.minZ = 0.1;
  24239. }
  24240. if (scene.useRightHandedSystem) {
  24241. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24242. }
  24243. else {
  24244. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24245. }
  24246. }
  24247. else {
  24248. var halfWidth = engine.getRenderWidth() / 2.0;
  24249. var halfHeight = engine.getRenderHeight() / 2.0;
  24250. if (scene.useRightHandedSystem) {
  24251. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24252. }
  24253. else {
  24254. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24255. }
  24256. this._cache.orthoLeft = this.orthoLeft;
  24257. this._cache.orthoRight = this.orthoRight;
  24258. this._cache.orthoBottom = this.orthoBottom;
  24259. this._cache.orthoTop = this.orthoTop;
  24260. this._cache.renderWidth = engine.getRenderWidth();
  24261. this._cache.renderHeight = engine.getRenderHeight();
  24262. }
  24263. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24264. return this._projectionMatrix;
  24265. };
  24266. /**
  24267. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24268. * @returns a Matrix
  24269. */
  24270. Camera.prototype.getTransformationMatrix = function () {
  24271. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24272. return this._transformMatrix;
  24273. };
  24274. Camera.prototype._updateFrustumPlanes = function () {
  24275. if (!this._refreshFrustumPlanes) {
  24276. return;
  24277. }
  24278. this.getTransformationMatrix();
  24279. if (!this._frustumPlanes) {
  24280. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24281. }
  24282. else {
  24283. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24284. }
  24285. this._refreshFrustumPlanes = false;
  24286. };
  24287. /**
  24288. * Checks if a cullable object (mesh...) is in the camera frustum
  24289. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24290. * @param target The object to check
  24291. * @returns true if the object is in frustum otherwise false
  24292. */
  24293. Camera.prototype.isInFrustum = function (target) {
  24294. this._updateFrustumPlanes();
  24295. return target.isInFrustum(this._frustumPlanes);
  24296. };
  24297. /**
  24298. * Checks if a cullable object (mesh...) is in the camera frustum
  24299. * Unlike isInFrustum this cheks the full bounding box
  24300. * @param target The object to check
  24301. * @returns true if the object is in frustum otherwise false
  24302. */
  24303. Camera.prototype.isCompletelyInFrustum = function (target) {
  24304. this._updateFrustumPlanes();
  24305. return target.isCompletelyInFrustum(this._frustumPlanes);
  24306. };
  24307. /**
  24308. * Gets a ray in the forward direction from the camera.
  24309. * @param length Defines the length of the ray to create
  24310. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24311. * @param origin Defines the start point of the ray which defaults to the camera position
  24312. * @returns the forward ray
  24313. */
  24314. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24315. if (length === void 0) { length = 100; }
  24316. if (!transform) {
  24317. transform = this.getWorldMatrix();
  24318. }
  24319. if (!origin) {
  24320. origin = this.position;
  24321. }
  24322. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24323. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24324. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24325. return new BABYLON.Ray(origin, direction, length);
  24326. };
  24327. /**
  24328. * Releases resources associated with this node.
  24329. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24330. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24331. */
  24332. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24333. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24334. // Observables
  24335. this.onViewMatrixChangedObservable.clear();
  24336. this.onProjectionMatrixChangedObservable.clear();
  24337. this.onAfterCheckInputsObservable.clear();
  24338. this.onRestoreStateObservable.clear();
  24339. // Inputs
  24340. if (this.inputs) {
  24341. this.inputs.clear();
  24342. }
  24343. // Animations
  24344. this.getScene().stopAnimation(this);
  24345. // Remove from scene
  24346. this.getScene().removeCamera(this);
  24347. while (this._rigCameras.length > 0) {
  24348. var camera = this._rigCameras.pop();
  24349. if (camera) {
  24350. camera.dispose();
  24351. }
  24352. }
  24353. // Postprocesses
  24354. if (this._rigPostProcess) {
  24355. this._rigPostProcess.dispose(this);
  24356. this._rigPostProcess = null;
  24357. this._postProcesses = [];
  24358. }
  24359. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24360. this._rigPostProcess = null;
  24361. this._postProcesses = [];
  24362. }
  24363. else {
  24364. var i = this._postProcesses.length;
  24365. while (--i >= 0) {
  24366. var postProcess = this._postProcesses[i];
  24367. if (postProcess) {
  24368. postProcess.dispose(this);
  24369. }
  24370. }
  24371. }
  24372. // Render targets
  24373. var i = this.customRenderTargets.length;
  24374. while (--i >= 0) {
  24375. this.customRenderTargets[i].dispose();
  24376. }
  24377. this.customRenderTargets = [];
  24378. // Active Meshes
  24379. this._activeMeshes.dispose();
  24380. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24381. };
  24382. Object.defineProperty(Camera.prototype, "leftCamera", {
  24383. /**
  24384. * Gets the left camera of a rig setup in case of Rigged Camera
  24385. */
  24386. get: function () {
  24387. if (this._rigCameras.length < 1) {
  24388. return null;
  24389. }
  24390. return this._rigCameras[0];
  24391. },
  24392. enumerable: true,
  24393. configurable: true
  24394. });
  24395. Object.defineProperty(Camera.prototype, "rightCamera", {
  24396. /**
  24397. * Gets the right camera of a rig setup in case of Rigged Camera
  24398. */
  24399. get: function () {
  24400. if (this._rigCameras.length < 2) {
  24401. return null;
  24402. }
  24403. return this._rigCameras[1];
  24404. },
  24405. enumerable: true,
  24406. configurable: true
  24407. });
  24408. /**
  24409. * Gets the left camera target of a rig setup in case of Rigged Camera
  24410. * @returns the target position
  24411. */
  24412. Camera.prototype.getLeftTarget = function () {
  24413. if (this._rigCameras.length < 1) {
  24414. return null;
  24415. }
  24416. return this._rigCameras[0].getTarget();
  24417. };
  24418. /**
  24419. * Gets the right camera target of a rig setup in case of Rigged Camera
  24420. * @returns the target position
  24421. */
  24422. Camera.prototype.getRightTarget = function () {
  24423. if (this._rigCameras.length < 2) {
  24424. return null;
  24425. }
  24426. return this._rigCameras[1].getTarget();
  24427. };
  24428. /**
  24429. * @hidden
  24430. */
  24431. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24432. if (this.cameraRigMode === mode) {
  24433. return;
  24434. }
  24435. while (this._rigCameras.length > 0) {
  24436. var camera = this._rigCameras.pop();
  24437. if (camera) {
  24438. camera.dispose();
  24439. }
  24440. }
  24441. this.cameraRigMode = mode;
  24442. this._cameraRigParams = {};
  24443. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24444. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24445. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24446. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24447. // create the rig cameras, unless none
  24448. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24449. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24450. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24451. if (leftCamera && rightCamera) {
  24452. this._rigCameras.push(leftCamera);
  24453. this._rigCameras.push(rightCamera);
  24454. }
  24455. }
  24456. switch (this.cameraRigMode) {
  24457. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24458. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24459. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24460. break;
  24461. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24462. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24463. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24464. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24465. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24466. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24467. break;
  24468. case Camera.RIG_MODE_VR:
  24469. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24470. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24471. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24472. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24473. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24474. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24475. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24476. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24477. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24478. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24479. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24480. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24481. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24482. if (metrics.compensateDistortion) {
  24483. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24484. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24485. }
  24486. break;
  24487. case Camera.RIG_MODE_WEBVR:
  24488. if (rigParams.vrDisplay) {
  24489. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24490. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24491. //Left eye
  24492. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24493. this._rigCameras[0].setCameraRigParameter("left", true);
  24494. //leaving this for future reference
  24495. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24496. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24497. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24498. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24499. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24500. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24501. this._rigCameras[0].parent = this;
  24502. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24503. //Right eye
  24504. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24505. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24506. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24507. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24508. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24509. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24510. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24511. this._rigCameras[1].parent = this;
  24512. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24513. if (Camera.UseAlternateWebVRRendering) {
  24514. this._rigCameras[1]._skipRendering = true;
  24515. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24516. }
  24517. }
  24518. break;
  24519. }
  24520. this._cascadePostProcessesToRigCams();
  24521. this.update();
  24522. };
  24523. Camera.prototype._getVRProjectionMatrix = function () {
  24524. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24525. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24526. return this._projectionMatrix;
  24527. };
  24528. Camera.prototype._updateCameraRotationMatrix = function () {
  24529. //Here for WebVR
  24530. };
  24531. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24532. //Here for WebVR
  24533. };
  24534. /**
  24535. * This function MUST be overwritten by the different WebVR cameras available.
  24536. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24537. */
  24538. Camera.prototype._getWebVRProjectionMatrix = function () {
  24539. return BABYLON.Matrix.Identity();
  24540. };
  24541. /**
  24542. * This function MUST be overwritten by the different WebVR cameras available.
  24543. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24544. */
  24545. Camera.prototype._getWebVRViewMatrix = function () {
  24546. return BABYLON.Matrix.Identity();
  24547. };
  24548. /** @hidden */
  24549. Camera.prototype.setCameraRigParameter = function (name, value) {
  24550. if (!this._cameraRigParams) {
  24551. this._cameraRigParams = {};
  24552. }
  24553. this._cameraRigParams[name] = value;
  24554. //provisionnally:
  24555. if (name === "interaxialDistance") {
  24556. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24557. }
  24558. };
  24559. /**
  24560. * needs to be overridden by children so sub has required properties to be copied
  24561. * @hidden
  24562. */
  24563. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24564. return null;
  24565. };
  24566. /**
  24567. * May need to be overridden by children
  24568. * @hidden
  24569. */
  24570. Camera.prototype._updateRigCameras = function () {
  24571. for (var i = 0; i < this._rigCameras.length; i++) {
  24572. this._rigCameras[i].minZ = this.minZ;
  24573. this._rigCameras[i].maxZ = this.maxZ;
  24574. this._rigCameras[i].fov = this.fov;
  24575. this._rigCameras[i].upVector.copyFrom(this.upVector);
  24576. }
  24577. // only update viewport when ANAGLYPH
  24578. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24579. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24580. }
  24581. };
  24582. /** @hidden */
  24583. Camera.prototype._setupInputs = function () {
  24584. };
  24585. /**
  24586. * Serialiaze the camera setup to a json represention
  24587. * @returns the JSON representation
  24588. */
  24589. Camera.prototype.serialize = function () {
  24590. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24591. // Type
  24592. serializationObject.type = this.getClassName();
  24593. // Parent
  24594. if (this.parent) {
  24595. serializationObject.parentId = this.parent.id;
  24596. }
  24597. if (this.inputs) {
  24598. this.inputs.serialize(serializationObject);
  24599. }
  24600. // Animations
  24601. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24602. serializationObject.ranges = this.serializeAnimationRanges();
  24603. return serializationObject;
  24604. };
  24605. /**
  24606. * Clones the current camera.
  24607. * @param name The cloned camera name
  24608. * @returns the cloned camera
  24609. */
  24610. Camera.prototype.clone = function (name) {
  24611. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24612. };
  24613. /**
  24614. * Gets the direction of the camera relative to a given local axis.
  24615. * @param localAxis Defines the reference axis to provide a relative direction.
  24616. * @return the direction
  24617. */
  24618. Camera.prototype.getDirection = function (localAxis) {
  24619. var result = BABYLON.Vector3.Zero();
  24620. this.getDirectionToRef(localAxis, result);
  24621. return result;
  24622. };
  24623. /**
  24624. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24625. * @param localAxis Defines the reference axis to provide a relative direction.
  24626. * @param result Defines the vector to store the result in
  24627. */
  24628. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24629. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24630. };
  24631. /**
  24632. * Gets a camera constructor for a given camera type
  24633. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24634. * @param name The name of the camera the result will be able to instantiate
  24635. * @param scene The scene the result will construct the camera in
  24636. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24637. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24638. * @returns a factory method to construc the camera
  24639. */
  24640. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24641. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24642. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24643. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24644. interaxial_distance: interaxial_distance,
  24645. isStereoscopicSideBySide: isStereoscopicSideBySide
  24646. });
  24647. if (constructorFunc) {
  24648. return constructorFunc;
  24649. }
  24650. // Default to universal camera
  24651. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24652. };
  24653. /**
  24654. * Compute the world matrix of the camera.
  24655. * @returns the camera workd matrix
  24656. */
  24657. Camera.prototype.computeWorldMatrix = function () {
  24658. return this.getWorldMatrix();
  24659. };
  24660. /**
  24661. * Parse a JSON and creates the camera from the parsed information
  24662. * @param parsedCamera The JSON to parse
  24663. * @param scene The scene to instantiate the camera in
  24664. * @returns the newly constructed camera
  24665. */
  24666. Camera.Parse = function (parsedCamera, scene) {
  24667. var type = parsedCamera.type;
  24668. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24669. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24670. // Parent
  24671. if (parsedCamera.parentId) {
  24672. camera._waitingParentId = parsedCamera.parentId;
  24673. }
  24674. //If camera has an input manager, let it parse inputs settings
  24675. if (camera.inputs) {
  24676. camera.inputs.parse(parsedCamera);
  24677. camera._setupInputs();
  24678. }
  24679. if (camera.setPosition) { // need to force position
  24680. camera.position.copyFromFloats(0, 0, 0);
  24681. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24682. }
  24683. // Target
  24684. if (parsedCamera.target) {
  24685. if (camera.setTarget) {
  24686. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24687. }
  24688. }
  24689. // Apply 3d rig, when found
  24690. if (parsedCamera.cameraRigMode) {
  24691. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24692. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24693. }
  24694. // Animations
  24695. if (parsedCamera.animations) {
  24696. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24697. var parsedAnimation = parsedCamera.animations[animationIndex];
  24698. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24699. }
  24700. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24701. }
  24702. if (parsedCamera.autoAnimate) {
  24703. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24704. }
  24705. return camera;
  24706. };
  24707. /**
  24708. * This is the default projection mode used by the cameras.
  24709. * It helps recreating a feeling of perspective and better appreciate depth.
  24710. * This is the best way to simulate real life cameras.
  24711. */
  24712. Camera.PERSPECTIVE_CAMERA = 0;
  24713. /**
  24714. * This helps creating camera with an orthographic mode.
  24715. * 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.
  24716. */
  24717. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24718. /**
  24719. * This is the default FOV mode for perspective cameras.
  24720. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24721. */
  24722. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24723. /**
  24724. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24725. */
  24726. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24727. /**
  24728. * This specifies ther is no need for a camera rig.
  24729. * Basically only one eye is rendered corresponding to the camera.
  24730. */
  24731. Camera.RIG_MODE_NONE = 0;
  24732. /**
  24733. * Simulates a camera Rig with one blue eye and one red eye.
  24734. * This can be use with 3d blue and red glasses.
  24735. */
  24736. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24737. /**
  24738. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24739. */
  24740. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24741. /**
  24742. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24743. */
  24744. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24745. /**
  24746. * Defines that both eyes of the camera will be rendered over under each other.
  24747. */
  24748. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24749. /**
  24750. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24751. */
  24752. Camera.RIG_MODE_VR = 20;
  24753. /**
  24754. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24755. */
  24756. Camera.RIG_MODE_WEBVR = 21;
  24757. /**
  24758. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24759. */
  24760. Camera.RIG_MODE_CUSTOM = 22;
  24761. /**
  24762. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24763. */
  24764. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24765. /**
  24766. * @hidden
  24767. * Might be removed once multiview will be a thing
  24768. */
  24769. Camera.UseAlternateWebVRRendering = false;
  24770. __decorate([
  24771. BABYLON.serializeAsVector3()
  24772. ], Camera.prototype, "position", void 0);
  24773. __decorate([
  24774. BABYLON.serializeAsVector3()
  24775. ], Camera.prototype, "upVector", void 0);
  24776. __decorate([
  24777. BABYLON.serialize()
  24778. ], Camera.prototype, "orthoLeft", void 0);
  24779. __decorate([
  24780. BABYLON.serialize()
  24781. ], Camera.prototype, "orthoRight", void 0);
  24782. __decorate([
  24783. BABYLON.serialize()
  24784. ], Camera.prototype, "orthoBottom", void 0);
  24785. __decorate([
  24786. BABYLON.serialize()
  24787. ], Camera.prototype, "orthoTop", void 0);
  24788. __decorate([
  24789. BABYLON.serialize()
  24790. ], Camera.prototype, "fov", void 0);
  24791. __decorate([
  24792. BABYLON.serialize()
  24793. ], Camera.prototype, "minZ", void 0);
  24794. __decorate([
  24795. BABYLON.serialize()
  24796. ], Camera.prototype, "maxZ", void 0);
  24797. __decorate([
  24798. BABYLON.serialize()
  24799. ], Camera.prototype, "inertia", void 0);
  24800. __decorate([
  24801. BABYLON.serialize()
  24802. ], Camera.prototype, "mode", void 0);
  24803. __decorate([
  24804. BABYLON.serialize()
  24805. ], Camera.prototype, "layerMask", void 0);
  24806. __decorate([
  24807. BABYLON.serialize()
  24808. ], Camera.prototype, "fovMode", void 0);
  24809. __decorate([
  24810. BABYLON.serialize()
  24811. ], Camera.prototype, "cameraRigMode", void 0);
  24812. __decorate([
  24813. BABYLON.serialize()
  24814. ], Camera.prototype, "interaxialDistance", void 0);
  24815. __decorate([
  24816. BABYLON.serialize()
  24817. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24818. return Camera;
  24819. }(BABYLON.Node));
  24820. BABYLON.Camera = Camera;
  24821. })(BABYLON || (BABYLON = {}));
  24822. //# sourceMappingURL=babylon.camera.js.map
  24823. var BABYLON;
  24824. (function (BABYLON) {
  24825. /**
  24826. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24827. * It is enable to manage the different groups as well as the different necessary sort functions.
  24828. * This should not be used directly aside of the few static configurations
  24829. */
  24830. var RenderingManager = /** @class */ (function () {
  24831. /**
  24832. * Instantiates a new rendering group for a particular scene
  24833. * @param scene Defines the scene the groups belongs to
  24834. */
  24835. function RenderingManager(scene) {
  24836. /**
  24837. * @hidden
  24838. */
  24839. this._useSceneAutoClearSetup = false;
  24840. this._renderingGroups = new Array();
  24841. this._autoClearDepthStencil = {};
  24842. this._customOpaqueSortCompareFn = {};
  24843. this._customAlphaTestSortCompareFn = {};
  24844. this._customTransparentSortCompareFn = {};
  24845. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24846. this._scene = scene;
  24847. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24848. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24849. }
  24850. }
  24851. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24852. if (depth === void 0) { depth = true; }
  24853. if (stencil === void 0) { stencil = true; }
  24854. if (this._depthStencilBufferAlreadyCleaned) {
  24855. return;
  24856. }
  24857. this._scene.getEngine().clear(null, false, depth, stencil);
  24858. this._depthStencilBufferAlreadyCleaned = true;
  24859. };
  24860. /**
  24861. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24862. * @hidden
  24863. */
  24864. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24865. // Update the observable context (not null as it only goes away on dispose)
  24866. var info = this._renderingGroupInfo;
  24867. info.scene = this._scene;
  24868. info.camera = this._scene.activeCamera;
  24869. // Dispatch sprites
  24870. if (this._scene.spriteManagers && renderSprites) {
  24871. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24872. var manager = this._scene.spriteManagers[index];
  24873. this.dispatchSprites(manager);
  24874. }
  24875. }
  24876. // Render
  24877. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24878. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24879. var renderingGroup = this._renderingGroups[index];
  24880. if (!renderingGroup) {
  24881. continue;
  24882. }
  24883. var renderingGroupMask = Math.pow(2, index);
  24884. info.renderingGroupId = index;
  24885. // Before Observable
  24886. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24887. // Clear depth/stencil if needed
  24888. if (RenderingManager.AUTOCLEAR) {
  24889. var autoClear = this._useSceneAutoClearSetup ?
  24890. this._scene.getAutoClearDepthStencilSetup(index) :
  24891. this._autoClearDepthStencil[index];
  24892. if (autoClear && autoClear.autoClear) {
  24893. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24894. }
  24895. }
  24896. // Render
  24897. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24898. var step = _a[_i];
  24899. step.action(index);
  24900. }
  24901. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24902. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24903. var step = _c[_b];
  24904. step.action(index);
  24905. }
  24906. // After Observable
  24907. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24908. }
  24909. };
  24910. /**
  24911. * Resets the different information of the group to prepare a new frame
  24912. * @hidden
  24913. */
  24914. RenderingManager.prototype.reset = function () {
  24915. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24916. var renderingGroup = this._renderingGroups[index];
  24917. if (renderingGroup) {
  24918. renderingGroup.prepare();
  24919. }
  24920. }
  24921. };
  24922. /**
  24923. * Dispose and release the group and its associated resources.
  24924. * @hidden
  24925. */
  24926. RenderingManager.prototype.dispose = function () {
  24927. this.freeRenderingGroups();
  24928. this._renderingGroups.length = 0;
  24929. this._renderingGroupInfo = null;
  24930. };
  24931. /**
  24932. * Clear the info related to rendering groups preventing retention points during dispose.
  24933. */
  24934. RenderingManager.prototype.freeRenderingGroups = function () {
  24935. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24936. var renderingGroup = this._renderingGroups[index];
  24937. if (renderingGroup) {
  24938. renderingGroup.dispose();
  24939. }
  24940. }
  24941. };
  24942. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24943. if (this._renderingGroups[renderingGroupId] === undefined) {
  24944. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24945. }
  24946. };
  24947. /**
  24948. * Add a sprite manager to the rendering manager in order to render it this frame.
  24949. * @param spriteManager Define the sprite manager to render
  24950. */
  24951. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24952. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24953. this._prepareRenderingGroup(renderingGroupId);
  24954. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24955. };
  24956. /**
  24957. * Add a particle system to the rendering manager in order to render it this frame.
  24958. * @param particleSystem Define the particle system to render
  24959. */
  24960. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24961. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24962. this._prepareRenderingGroup(renderingGroupId);
  24963. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24964. };
  24965. /**
  24966. * Add a submesh to the manager in order to render it this frame
  24967. * @param subMesh The submesh to dispatch
  24968. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24969. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24970. */
  24971. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24972. if (mesh === undefined) {
  24973. mesh = subMesh.getMesh();
  24974. }
  24975. var renderingGroupId = mesh.renderingGroupId || 0;
  24976. this._prepareRenderingGroup(renderingGroupId);
  24977. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24978. };
  24979. /**
  24980. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24981. * This allowed control for front to back rendering or reversly depending of the special needs.
  24982. *
  24983. * @param renderingGroupId The rendering group id corresponding to its index
  24984. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24985. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24986. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24987. */
  24988. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24989. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24990. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24991. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24992. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24993. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24994. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24995. if (this._renderingGroups[renderingGroupId]) {
  24996. var group = this._renderingGroups[renderingGroupId];
  24997. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24998. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24999. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  25000. }
  25001. };
  25002. /**
  25003. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  25004. *
  25005. * @param renderingGroupId The rendering group id corresponding to its index
  25006. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  25007. * @param depth Automatically clears depth between groups if true and autoClear is true.
  25008. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  25009. */
  25010. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  25011. if (depth === void 0) { depth = true; }
  25012. if (stencil === void 0) { stencil = true; }
  25013. this._autoClearDepthStencil[renderingGroupId] = {
  25014. autoClear: autoClearDepthStencil,
  25015. depth: depth,
  25016. stencil: stencil
  25017. };
  25018. };
  25019. /**
  25020. * Gets the current auto clear configuration for one rendering group of the rendering
  25021. * manager.
  25022. * @param index the rendering group index to get the information for
  25023. * @returns The auto clear setup for the requested rendering group
  25024. */
  25025. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  25026. return this._autoClearDepthStencil[index];
  25027. };
  25028. /**
  25029. * The max id used for rendering groups (not included)
  25030. */
  25031. RenderingManager.MAX_RENDERINGGROUPS = 4;
  25032. /**
  25033. * The min id used for rendering groups (included)
  25034. */
  25035. RenderingManager.MIN_RENDERINGGROUPS = 0;
  25036. /**
  25037. * Used to globally prevent autoclearing scenes.
  25038. */
  25039. RenderingManager.AUTOCLEAR = true;
  25040. return RenderingManager;
  25041. }());
  25042. BABYLON.RenderingManager = RenderingManager;
  25043. })(BABYLON || (BABYLON = {}));
  25044. //# sourceMappingURL=babylon.renderingManager.js.map
  25045. var BABYLON;
  25046. (function (BABYLON) {
  25047. /**
  25048. * This represents the object necessary to create a rendering group.
  25049. * This is exclusively used and created by the rendering manager.
  25050. * To modify the behavior, you use the available helpers in your scene or meshes.
  25051. * @hidden
  25052. */
  25053. var RenderingGroup = /** @class */ (function () {
  25054. /**
  25055. * Creates a new rendering group.
  25056. * @param index The rendering group index
  25057. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25058. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25059. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25060. */
  25061. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25062. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25063. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25064. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25065. this.index = index;
  25066. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25067. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25068. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25069. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25070. this._particleSystems = new BABYLON.SmartArray(256);
  25071. this._spriteManagers = new BABYLON.SmartArray(256);
  25072. this._edgesRenderers = new BABYLON.SmartArray(16);
  25073. this._scene = scene;
  25074. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25075. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25076. this.transparentSortCompareFn = transparentSortCompareFn;
  25077. }
  25078. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25079. /**
  25080. * Set the opaque sort comparison function.
  25081. * If null the sub meshes will be render in the order they were created
  25082. */
  25083. set: function (value) {
  25084. this._opaqueSortCompareFn = value;
  25085. if (value) {
  25086. this._renderOpaque = this.renderOpaqueSorted;
  25087. }
  25088. else {
  25089. this._renderOpaque = RenderingGroup.renderUnsorted;
  25090. }
  25091. },
  25092. enumerable: true,
  25093. configurable: true
  25094. });
  25095. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25096. /**
  25097. * Set the alpha test sort comparison function.
  25098. * If null the sub meshes will be render in the order they were created
  25099. */
  25100. set: function (value) {
  25101. this._alphaTestSortCompareFn = value;
  25102. if (value) {
  25103. this._renderAlphaTest = this.renderAlphaTestSorted;
  25104. }
  25105. else {
  25106. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25107. }
  25108. },
  25109. enumerable: true,
  25110. configurable: true
  25111. });
  25112. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25113. /**
  25114. * Set the transparent sort comparison function.
  25115. * If null the sub meshes will be render in the order they were created
  25116. */
  25117. set: function (value) {
  25118. if (value) {
  25119. this._transparentSortCompareFn = value;
  25120. }
  25121. else {
  25122. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25123. }
  25124. this._renderTransparent = this.renderTransparentSorted;
  25125. },
  25126. enumerable: true,
  25127. configurable: true
  25128. });
  25129. /**
  25130. * Render all the sub meshes contained in the group.
  25131. * @param customRenderFunction Used to override the default render behaviour of the group.
  25132. * @returns true if rendered some submeshes.
  25133. */
  25134. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25135. if (customRenderFunction) {
  25136. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25137. return;
  25138. }
  25139. var engine = this._scene.getEngine();
  25140. // Depth only
  25141. if (this._depthOnlySubMeshes.length !== 0) {
  25142. engine.setColorWrite(false);
  25143. this._renderAlphaTest(this._depthOnlySubMeshes);
  25144. engine.setColorWrite(true);
  25145. }
  25146. // Opaque
  25147. if (this._opaqueSubMeshes.length !== 0) {
  25148. this._renderOpaque(this._opaqueSubMeshes);
  25149. }
  25150. // Alpha test
  25151. if (this._alphaTestSubMeshes.length !== 0) {
  25152. this._renderAlphaTest(this._alphaTestSubMeshes);
  25153. }
  25154. var stencilState = engine.getStencilBuffer();
  25155. engine.setStencilBuffer(false);
  25156. // Sprites
  25157. if (renderSprites) {
  25158. this._renderSprites();
  25159. }
  25160. // Particles
  25161. if (renderParticles) {
  25162. this._renderParticles(activeMeshes);
  25163. }
  25164. if (this.onBeforeTransparentRendering) {
  25165. this.onBeforeTransparentRendering();
  25166. }
  25167. // Transparent
  25168. if (this._transparentSubMeshes.length !== 0) {
  25169. this._renderTransparent(this._transparentSubMeshes);
  25170. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25171. }
  25172. // Set back stencil to false in case it changes before the edge renderer.
  25173. engine.setStencilBuffer(false);
  25174. // Edges
  25175. if (this._edgesRenderers.length) {
  25176. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25177. this._edgesRenderers.data[edgesRendererIndex].render();
  25178. }
  25179. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25180. }
  25181. // Restore Stencil state.
  25182. engine.setStencilBuffer(stencilState);
  25183. };
  25184. /**
  25185. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25186. * @param subMeshes The submeshes to render
  25187. */
  25188. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25189. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25190. };
  25191. /**
  25192. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25193. * @param subMeshes The submeshes to render
  25194. */
  25195. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25196. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25197. };
  25198. /**
  25199. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25200. * @param subMeshes The submeshes to render
  25201. */
  25202. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25203. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25204. };
  25205. /**
  25206. * Renders the submeshes in a specified order.
  25207. * @param subMeshes The submeshes to sort before render
  25208. * @param sortCompareFn The comparison function use to sort
  25209. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25210. * @param transparent Specifies to activate blending if true
  25211. */
  25212. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25213. var subIndex = 0;
  25214. var subMesh;
  25215. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25216. for (; subIndex < subMeshes.length; subIndex++) {
  25217. subMesh = subMeshes.data[subIndex];
  25218. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25219. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25220. }
  25221. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25222. if (sortCompareFn) {
  25223. sortedArray.sort(sortCompareFn);
  25224. }
  25225. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25226. subMesh = sortedArray[subIndex];
  25227. if (transparent) {
  25228. var material = subMesh.getMaterial();
  25229. if (material && material.needDepthPrePass) {
  25230. var engine = material.getScene().getEngine();
  25231. engine.setColorWrite(false);
  25232. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25233. subMesh.render(false);
  25234. engine.setColorWrite(true);
  25235. }
  25236. }
  25237. subMesh.render(transparent);
  25238. }
  25239. };
  25240. /**
  25241. * Renders the submeshes in the order they were dispatched (no sort applied).
  25242. * @param subMeshes The submeshes to render
  25243. */
  25244. RenderingGroup.renderUnsorted = function (subMeshes) {
  25245. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25246. var submesh = subMeshes.data[subIndex];
  25247. submesh.render(false);
  25248. }
  25249. };
  25250. /**
  25251. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25252. * are rendered back to front if in the same alpha index.
  25253. *
  25254. * @param a The first submesh
  25255. * @param b The second submesh
  25256. * @returns The result of the comparison
  25257. */
  25258. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25259. // Alpha index first
  25260. if (a._alphaIndex > b._alphaIndex) {
  25261. return 1;
  25262. }
  25263. if (a._alphaIndex < b._alphaIndex) {
  25264. return -1;
  25265. }
  25266. // Then distance to camera
  25267. return RenderingGroup.backToFrontSortCompare(a, b);
  25268. };
  25269. /**
  25270. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25271. * are rendered back to front.
  25272. *
  25273. * @param a The first submesh
  25274. * @param b The second submesh
  25275. * @returns The result of the comparison
  25276. */
  25277. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25278. // Then distance to camera
  25279. if (a._distanceToCamera < b._distanceToCamera) {
  25280. return 1;
  25281. }
  25282. if (a._distanceToCamera > b._distanceToCamera) {
  25283. return -1;
  25284. }
  25285. return 0;
  25286. };
  25287. /**
  25288. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25289. * are rendered front to back (prevent overdraw).
  25290. *
  25291. * @param a The first submesh
  25292. * @param b The second submesh
  25293. * @returns The result of the comparison
  25294. */
  25295. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25296. // Then distance to camera
  25297. if (a._distanceToCamera < b._distanceToCamera) {
  25298. return -1;
  25299. }
  25300. if (a._distanceToCamera > b._distanceToCamera) {
  25301. return 1;
  25302. }
  25303. return 0;
  25304. };
  25305. /**
  25306. * Resets the different lists of submeshes to prepare a new frame.
  25307. */
  25308. RenderingGroup.prototype.prepare = function () {
  25309. this._opaqueSubMeshes.reset();
  25310. this._transparentSubMeshes.reset();
  25311. this._alphaTestSubMeshes.reset();
  25312. this._depthOnlySubMeshes.reset();
  25313. this._particleSystems.reset();
  25314. this._spriteManagers.reset();
  25315. this._edgesRenderers.reset();
  25316. };
  25317. RenderingGroup.prototype.dispose = function () {
  25318. this._opaqueSubMeshes.dispose();
  25319. this._transparentSubMeshes.dispose();
  25320. this._alphaTestSubMeshes.dispose();
  25321. this._depthOnlySubMeshes.dispose();
  25322. this._particleSystems.dispose();
  25323. this._spriteManagers.dispose();
  25324. this._edgesRenderers.dispose();
  25325. };
  25326. /**
  25327. * Inserts the submesh in its correct queue depending on its material.
  25328. * @param subMesh The submesh to dispatch
  25329. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25330. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25331. */
  25332. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25333. // Get mesh and materials if not provided
  25334. if (mesh === undefined) {
  25335. mesh = subMesh.getMesh();
  25336. }
  25337. if (material === undefined) {
  25338. material = subMesh.getMaterial();
  25339. }
  25340. if (material === null || material === undefined) {
  25341. return;
  25342. }
  25343. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25344. this._transparentSubMeshes.push(subMesh);
  25345. }
  25346. else if (material.needAlphaTesting()) { // Alpha test
  25347. if (material.needDepthPrePass) {
  25348. this._depthOnlySubMeshes.push(subMesh);
  25349. }
  25350. this._alphaTestSubMeshes.push(subMesh);
  25351. }
  25352. else {
  25353. if (material.needDepthPrePass) {
  25354. this._depthOnlySubMeshes.push(subMesh);
  25355. }
  25356. this._opaqueSubMeshes.push(subMesh); // Opaque
  25357. }
  25358. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25359. this._edgesRenderers.push(mesh._edgesRenderer);
  25360. }
  25361. };
  25362. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25363. this._spriteManagers.push(spriteManager);
  25364. };
  25365. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25366. this._particleSystems.push(particleSystem);
  25367. };
  25368. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25369. if (this._particleSystems.length === 0) {
  25370. return;
  25371. }
  25372. // Particles
  25373. var activeCamera = this._scene.activeCamera;
  25374. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25375. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25376. var particleSystem = this._particleSystems.data[particleIndex];
  25377. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25378. continue;
  25379. }
  25380. var emitter = particleSystem.emitter;
  25381. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25382. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25383. }
  25384. }
  25385. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25386. };
  25387. RenderingGroup.prototype._renderSprites = function () {
  25388. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25389. return;
  25390. }
  25391. // Sprites
  25392. var activeCamera = this._scene.activeCamera;
  25393. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25394. for (var id = 0; id < this._spriteManagers.length; id++) {
  25395. var spriteManager = this._spriteManagers.data[id];
  25396. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25397. spriteManager.render();
  25398. }
  25399. }
  25400. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25401. };
  25402. return RenderingGroup;
  25403. }());
  25404. BABYLON.RenderingGroup = RenderingGroup;
  25405. })(BABYLON || (BABYLON = {}));
  25406. //# sourceMappingURL=babylon.renderingGroup.js.map
  25407. var BABYLON;
  25408. (function (BABYLON) {
  25409. /**
  25410. * Groups all the scene component constants in one place to ease maintenance.
  25411. * @hidden
  25412. */
  25413. var SceneComponentConstants = /** @class */ (function () {
  25414. function SceneComponentConstants() {
  25415. }
  25416. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25417. SceneComponentConstants.NAME_LAYER = "Layer";
  25418. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25419. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25420. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25421. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25422. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25423. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25424. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25425. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25426. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25427. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25428. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25429. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25430. SceneComponentConstants.NAME_OCTREE = "Octree";
  25431. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25432. SceneComponentConstants.NAME_AUDIO = "Audio";
  25433. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25434. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25435. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25436. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25437. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25438. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25439. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25440. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25441. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25442. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25443. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25444. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25445. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25446. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25447. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25448. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25449. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25450. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25451. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25452. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25453. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25454. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25455. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25456. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25457. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25458. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25459. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25460. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25461. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25462. return SceneComponentConstants;
  25463. }());
  25464. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25465. /**
  25466. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25467. * @hidden
  25468. */
  25469. var Stage = /** @class */ (function (_super) {
  25470. __extends(Stage, _super);
  25471. /**
  25472. * Hide ctor from the rest of the world.
  25473. * @param items The items to add.
  25474. */
  25475. function Stage(items) {
  25476. return _super.apply(this, items) || this;
  25477. }
  25478. /**
  25479. * Creates a new Stage.
  25480. * @returns A new instance of a Stage
  25481. */
  25482. Stage.Create = function () {
  25483. return Object.create(Stage.prototype);
  25484. };
  25485. /**
  25486. * Registers a step in an ordered way in the targeted stage.
  25487. * @param index Defines the position to register the step in
  25488. * @param component Defines the component attached to the step
  25489. * @param action Defines the action to launch during the step
  25490. */
  25491. Stage.prototype.registerStep = function (index, component, action) {
  25492. var i = 0;
  25493. var maxIndex = Number.MAX_VALUE;
  25494. for (; i < this.length; i++) {
  25495. var step = this[i];
  25496. maxIndex = step.index;
  25497. if (index < maxIndex) {
  25498. break;
  25499. }
  25500. }
  25501. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25502. };
  25503. /**
  25504. * Clears all the steps from the stage.
  25505. */
  25506. Stage.prototype.clear = function () {
  25507. this.length = 0;
  25508. };
  25509. return Stage;
  25510. }(Array));
  25511. BABYLON.Stage = Stage;
  25512. })(BABYLON || (BABYLON = {}));
  25513. //# sourceMappingURL=babylon.sceneComponent.js.map
  25514. var BABYLON;
  25515. (function (BABYLON) {
  25516. /**
  25517. * Base class of the scene acting as a container for the different elements composing a scene.
  25518. * This class is dynamically extended by the different components of the scene increasing
  25519. * flexibility and reducing coupling
  25520. */
  25521. var AbstractScene = /** @class */ (function () {
  25522. function AbstractScene() {
  25523. /**
  25524. * Gets the list of root nodes (ie. nodes with no parent)
  25525. */
  25526. this.rootNodes = new Array();
  25527. /** All of the cameras added to this scene
  25528. * @see http://doc.babylonjs.com/babylon101/cameras
  25529. */
  25530. this.cameras = new Array();
  25531. /**
  25532. * All of the lights added to this scene
  25533. * @see http://doc.babylonjs.com/babylon101/lights
  25534. */
  25535. this.lights = new Array();
  25536. /**
  25537. * All of the (abstract) meshes added to this scene
  25538. */
  25539. this.meshes = new Array();
  25540. /**
  25541. * The list of skeletons added to the scene
  25542. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25543. */
  25544. this.skeletons = new Array();
  25545. /**
  25546. * All of the particle systems added to this scene
  25547. * @see http://doc.babylonjs.com/babylon101/particles
  25548. */
  25549. this.particleSystems = new Array();
  25550. /**
  25551. * Gets a list of Animations associated with the scene
  25552. */
  25553. this.animations = [];
  25554. /**
  25555. * All of the animation groups added to this scene
  25556. * @see http://doc.babylonjs.com/how_to/group
  25557. */
  25558. this.animationGroups = new Array();
  25559. /**
  25560. * All of the multi-materials added to this scene
  25561. * @see http://doc.babylonjs.com/how_to/multi_materials
  25562. */
  25563. this.multiMaterials = new Array();
  25564. /**
  25565. * All of the materials added to this scene
  25566. * In the context of a Scene, it is not supposed to be modified manually.
  25567. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25568. * Note also that the order of the Material wihin the array is not significant and might change.
  25569. * @see http://doc.babylonjs.com/babylon101/materials
  25570. */
  25571. this.materials = new Array();
  25572. /**
  25573. * The list of morph target managers added to the scene
  25574. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25575. */
  25576. this.morphTargetManagers = new Array();
  25577. /**
  25578. * The list of geometries used in the scene.
  25579. */
  25580. this.geometries = new Array();
  25581. /**
  25582. * All of the tranform nodes added to this scene
  25583. * In the context of a Scene, it is not supposed to be modified manually.
  25584. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25585. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25586. * @see http://doc.babylonjs.com/how_to/transformnode
  25587. */
  25588. this.transformNodes = new Array();
  25589. /**
  25590. * ActionManagers available on the scene.
  25591. */
  25592. this.actionManagers = new Array();
  25593. /**
  25594. * Textures to keep.
  25595. */
  25596. this.textures = new Array();
  25597. }
  25598. /**
  25599. * Adds a parser in the list of available ones
  25600. * @param name Defines the name of the parser
  25601. * @param parser Defines the parser to add
  25602. */
  25603. AbstractScene.AddParser = function (name, parser) {
  25604. this._BabylonFileParsers[name] = parser;
  25605. };
  25606. /**
  25607. * Gets a general parser from the list of avaialble ones
  25608. * @param name Defines the name of the parser
  25609. * @returns the requested parser or null
  25610. */
  25611. AbstractScene.GetParser = function (name) {
  25612. if (this._BabylonFileParsers[name]) {
  25613. return this._BabylonFileParsers[name];
  25614. }
  25615. return null;
  25616. };
  25617. /**
  25618. * Adds n individual parser in the list of available ones
  25619. * @param name Defines the name of the parser
  25620. * @param parser Defines the parser to add
  25621. */
  25622. AbstractScene.AddIndividualParser = function (name, parser) {
  25623. this._IndividualBabylonFileParsers[name] = parser;
  25624. };
  25625. /**
  25626. * Gets an individual parser from the list of avaialble ones
  25627. * @param name Defines the name of the parser
  25628. * @returns the requested parser or null
  25629. */
  25630. AbstractScene.GetIndividualParser = function (name) {
  25631. if (this._IndividualBabylonFileParsers[name]) {
  25632. return this._IndividualBabylonFileParsers[name];
  25633. }
  25634. return null;
  25635. };
  25636. /**
  25637. * Parser json data and populate both a scene and its associated container object
  25638. * @param jsonData Defines the data to parse
  25639. * @param scene Defines the scene to parse the data for
  25640. * @param container Defines the container attached to the parsing sequence
  25641. * @param rootUrl Defines the root url of the data
  25642. */
  25643. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25644. for (var parserName in this._BabylonFileParsers) {
  25645. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25646. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25647. }
  25648. }
  25649. };
  25650. /**
  25651. * Stores the list of available parsers in the application.
  25652. */
  25653. AbstractScene._BabylonFileParsers = {};
  25654. /**
  25655. * Stores the list of available individual parsers in the application.
  25656. */
  25657. AbstractScene._IndividualBabylonFileParsers = {};
  25658. return AbstractScene;
  25659. }());
  25660. BABYLON.AbstractScene = AbstractScene;
  25661. })(BABYLON || (BABYLON = {}));
  25662. //# sourceMappingURL=babylon.abstractScene.js.map
  25663. var BABYLON;
  25664. (function (BABYLON) {
  25665. /** @hidden */
  25666. var ClickInfo = /** @class */ (function () {
  25667. function ClickInfo() {
  25668. this._singleClick = false;
  25669. this._doubleClick = false;
  25670. this._hasSwiped = false;
  25671. this._ignore = false;
  25672. }
  25673. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25674. get: function () {
  25675. return this._singleClick;
  25676. },
  25677. set: function (b) {
  25678. this._singleClick = b;
  25679. },
  25680. enumerable: true,
  25681. configurable: true
  25682. });
  25683. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25684. get: function () {
  25685. return this._doubleClick;
  25686. },
  25687. set: function (b) {
  25688. this._doubleClick = b;
  25689. },
  25690. enumerable: true,
  25691. configurable: true
  25692. });
  25693. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25694. get: function () {
  25695. return this._hasSwiped;
  25696. },
  25697. set: function (b) {
  25698. this._hasSwiped = b;
  25699. },
  25700. enumerable: true,
  25701. configurable: true
  25702. });
  25703. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25704. get: function () {
  25705. return this._ignore;
  25706. },
  25707. set: function (b) {
  25708. this._ignore = b;
  25709. },
  25710. enumerable: true,
  25711. configurable: true
  25712. });
  25713. return ClickInfo;
  25714. }());
  25715. /**
  25716. * This class is used by the onRenderingGroupObservable
  25717. */
  25718. var RenderingGroupInfo = /** @class */ (function () {
  25719. function RenderingGroupInfo() {
  25720. }
  25721. return RenderingGroupInfo;
  25722. }());
  25723. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25724. /**
  25725. * Represents a scene to be rendered by the engine.
  25726. * @see http://doc.babylonjs.com/features/scene
  25727. */
  25728. var Scene = /** @class */ (function (_super) {
  25729. __extends(Scene, _super);
  25730. /**
  25731. * Creates a new Scene
  25732. * @param engine defines the engine to use to render this scene
  25733. */
  25734. function Scene(engine, options) {
  25735. var _this = _super.call(this) || this;
  25736. // Members
  25737. /**
  25738. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25739. */
  25740. _this.autoClear = true;
  25741. /**
  25742. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25743. */
  25744. _this.autoClearDepthAndStencil = true;
  25745. /**
  25746. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25747. */
  25748. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25749. /**
  25750. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25751. */
  25752. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25753. _this._forceWireframe = false;
  25754. _this._forcePointsCloud = false;
  25755. /**
  25756. * Gets or sets a boolean indicating if animations are enabled
  25757. */
  25758. _this.animationsEnabled = true;
  25759. _this._animationPropertiesOverride = null;
  25760. /**
  25761. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25762. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25763. */
  25764. _this.useConstantAnimationDeltaTime = false;
  25765. /**
  25766. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25767. * Please note that it requires to run a ray cast through the scene on every frame
  25768. */
  25769. _this.constantlyUpdateMeshUnderPointer = false;
  25770. /**
  25771. * Defines the HTML cursor to use when hovering over interactive elements
  25772. */
  25773. _this.hoverCursor = "pointer";
  25774. /**
  25775. * Defines the HTML default cursor to use (empty by default)
  25776. */
  25777. _this.defaultCursor = "";
  25778. /**
  25779. * This is used to call preventDefault() on pointer down
  25780. * in order to block unwanted artifacts like system double clicks
  25781. */
  25782. _this.preventDefaultOnPointerDown = true;
  25783. /**
  25784. * This is used to call preventDefault() on pointer up
  25785. * in order to block unwanted artifacts like system double clicks
  25786. */
  25787. _this.preventDefaultOnPointerUp = true;
  25788. // Metadata
  25789. /**
  25790. * Gets or sets user defined metadata
  25791. */
  25792. _this.metadata = null;
  25793. /**
  25794. * For internal use only. Please do not use.
  25795. */
  25796. _this.reservedDataStore = null;
  25797. /**
  25798. * Use this array to add regular expressions used to disable offline support for specific urls
  25799. */
  25800. _this.disableOfflineSupportExceptionRules = new Array();
  25801. /**
  25802. * An event triggered when the scene is disposed.
  25803. */
  25804. _this.onDisposeObservable = new BABYLON.Observable();
  25805. _this._onDisposeObserver = null;
  25806. /**
  25807. * An event triggered before rendering the scene (right after animations and physics)
  25808. */
  25809. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25810. _this._onBeforeRenderObserver = null;
  25811. /**
  25812. * An event triggered after rendering the scene
  25813. */
  25814. _this.onAfterRenderObservable = new BABYLON.Observable();
  25815. _this._onAfterRenderObserver = null;
  25816. /**
  25817. * An event triggered before animating the scene
  25818. */
  25819. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25820. /**
  25821. * An event triggered after animations processing
  25822. */
  25823. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25824. /**
  25825. * An event triggered before draw calls are ready to be sent
  25826. */
  25827. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25828. /**
  25829. * An event triggered after draw calls have been sent
  25830. */
  25831. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25832. /**
  25833. * An event triggered when the scene is ready
  25834. */
  25835. _this.onReadyObservable = new BABYLON.Observable();
  25836. /**
  25837. * An event triggered before rendering a camera
  25838. */
  25839. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25840. _this._onBeforeCameraRenderObserver = null;
  25841. /**
  25842. * An event triggered after rendering a camera
  25843. */
  25844. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25845. _this._onAfterCameraRenderObserver = null;
  25846. /**
  25847. * An event triggered when active meshes evaluation is about to start
  25848. */
  25849. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25850. /**
  25851. * An event triggered when active meshes evaluation is done
  25852. */
  25853. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25854. /**
  25855. * An event triggered when particles rendering is about to start
  25856. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25857. */
  25858. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25859. /**
  25860. * An event triggered when particles rendering is done
  25861. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25862. */
  25863. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25864. /**
  25865. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25866. */
  25867. _this.onDataLoadedObservable = new BABYLON.Observable();
  25868. /**
  25869. * An event triggered when a camera is created
  25870. */
  25871. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25872. /**
  25873. * An event triggered when a camera is removed
  25874. */
  25875. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25876. /**
  25877. * An event triggered when a light is created
  25878. */
  25879. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25880. /**
  25881. * An event triggered when a light is removed
  25882. */
  25883. _this.onLightRemovedObservable = new BABYLON.Observable();
  25884. /**
  25885. * An event triggered when a geometry is created
  25886. */
  25887. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25888. /**
  25889. * An event triggered when a geometry is removed
  25890. */
  25891. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25892. /**
  25893. * An event triggered when a transform node is created
  25894. */
  25895. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25896. /**
  25897. * An event triggered when a transform node is removed
  25898. */
  25899. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25900. /**
  25901. * An event triggered when a mesh is created
  25902. */
  25903. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25904. /**
  25905. * An event triggered when a mesh is removed
  25906. */
  25907. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25908. /**
  25909. * An event triggered when a material is created
  25910. */
  25911. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25912. /**
  25913. * An event triggered when a material is removed
  25914. */
  25915. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25916. /**
  25917. * An event triggered when a texture is created
  25918. */
  25919. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25920. /**
  25921. * An event triggered when a texture is removed
  25922. */
  25923. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25924. /**
  25925. * An event triggered when render targets are about to be rendered
  25926. * Can happen multiple times per frame.
  25927. */
  25928. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25929. /**
  25930. * An event triggered when render targets were rendered.
  25931. * Can happen multiple times per frame.
  25932. */
  25933. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25934. /**
  25935. * An event triggered before calculating deterministic simulation step
  25936. */
  25937. _this.onBeforeStepObservable = new BABYLON.Observable();
  25938. /**
  25939. * An event triggered after calculating deterministic simulation step
  25940. */
  25941. _this.onAfterStepObservable = new BABYLON.Observable();
  25942. /**
  25943. * An event triggered when the activeCamera property is updated
  25944. */
  25945. _this.onActiveCameraChanged = new BABYLON.Observable();
  25946. /**
  25947. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25948. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25949. * 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)
  25950. */
  25951. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25952. /**
  25953. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25954. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25955. * 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)
  25956. */
  25957. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25958. /**
  25959. * This Observable will when a mesh has been imported into the scene.
  25960. */
  25961. _this.onMeshImportedObservable = new BABYLON.Observable();
  25962. // Animations
  25963. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25964. /**
  25965. * 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).
  25966. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25967. */
  25968. _this.onPrePointerObservable = new BABYLON.Observable();
  25969. /**
  25970. * Observable event triggered each time an input event is received from the rendering canvas
  25971. */
  25972. _this.onPointerObservable = new BABYLON.Observable();
  25973. _this._meshPickProceed = false;
  25974. _this._currentPickResult = null;
  25975. _this._previousPickResult = null;
  25976. _this._totalPointersPressed = 0;
  25977. _this._doubleClickOccured = false;
  25978. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25979. _this.cameraToUseForPointers = null;
  25980. _this._pointerX = 0;
  25981. _this._pointerY = 0;
  25982. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25983. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25984. _this._startingPointerTime = 0;
  25985. _this._previousStartingPointerTime = 0;
  25986. _this._pointerCaptures = {};
  25987. // Deterministic lockstep
  25988. _this._timeAccumulator = 0;
  25989. _this._currentStepId = 0;
  25990. _this._currentInternalStep = 0;
  25991. // Keyboard
  25992. /**
  25993. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25994. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25995. */
  25996. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25997. /**
  25998. * Observable event triggered each time an keyboard event is received from the hosting window
  25999. */
  26000. _this.onKeyboardObservable = new BABYLON.Observable();
  26001. // Coordinates system
  26002. _this._useRightHandedSystem = false;
  26003. // Fog
  26004. _this._fogEnabled = true;
  26005. _this._fogMode = Scene.FOGMODE_NONE;
  26006. /**
  26007. * Gets or sets the fog color to use
  26008. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26009. * (Default is Color3(0.2, 0.2, 0.3))
  26010. */
  26011. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  26012. /**
  26013. * Gets or sets the fog density to use
  26014. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26015. * (Default is 0.1)
  26016. */
  26017. _this.fogDensity = 0.1;
  26018. /**
  26019. * Gets or sets the fog start distance to use
  26020. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26021. * (Default is 0)
  26022. */
  26023. _this.fogStart = 0;
  26024. /**
  26025. * Gets or sets the fog end distance to use
  26026. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26027. * (Default is 1000)
  26028. */
  26029. _this.fogEnd = 1000.0;
  26030. // Lights
  26031. _this._shadowsEnabled = true;
  26032. _this._lightsEnabled = true;
  26033. /** All of the active cameras added to this scene. */
  26034. _this.activeCameras = new Array();
  26035. // Textures
  26036. _this._texturesEnabled = true;
  26037. // Particles
  26038. /**
  26039. * Gets or sets a boolean indicating if particles are enabled on this scene
  26040. */
  26041. _this.particlesEnabled = true;
  26042. // Sprites
  26043. /**
  26044. * Gets or sets a boolean indicating if sprites are enabled on this scene
  26045. */
  26046. _this.spritesEnabled = true;
  26047. // Skeletons
  26048. _this._skeletonsEnabled = true;
  26049. // Lens flares
  26050. /**
  26051. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  26052. */
  26053. _this.lensFlaresEnabled = true;
  26054. // Collisions
  26055. /**
  26056. * Gets or sets a boolean indicating if collisions are enabled on this scene
  26057. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26058. */
  26059. _this.collisionsEnabled = true;
  26060. /**
  26061. * Defines the gravity applied to this scene (used only for collisions)
  26062. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26063. */
  26064. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26065. // Postprocesses
  26066. /**
  26067. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26068. */
  26069. _this.postProcessesEnabled = true;
  26070. /**
  26071. * The list of postprocesses added to the scene
  26072. */
  26073. _this.postProcesses = new Array();
  26074. // Customs render targets
  26075. /**
  26076. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26077. */
  26078. _this.renderTargetsEnabled = true;
  26079. /**
  26080. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26081. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26082. */
  26083. _this.dumpNextRenderTargets = false;
  26084. /**
  26085. * The list of user defined render targets added to the scene
  26086. */
  26087. _this.customRenderTargets = new Array();
  26088. /**
  26089. * Gets the list of meshes imported to the scene through SceneLoader
  26090. */
  26091. _this.importedMeshesFiles = new Array();
  26092. // Probes
  26093. /**
  26094. * Gets or sets a boolean indicating if probes are enabled on this scene
  26095. */
  26096. _this.probesEnabled = true;
  26097. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26098. // Procedural textures
  26099. /**
  26100. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26101. */
  26102. _this.proceduralTexturesEnabled = true;
  26103. // Performance counters
  26104. _this._totalVertices = new BABYLON.PerfCounter();
  26105. /** @hidden */
  26106. _this._activeIndices = new BABYLON.PerfCounter();
  26107. /** @hidden */
  26108. _this._activeParticles = new BABYLON.PerfCounter();
  26109. /** @hidden */
  26110. _this._activeBones = new BABYLON.PerfCounter();
  26111. _this._animationTime = 0;
  26112. /**
  26113. * Gets or sets a general scale for animation speed
  26114. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26115. */
  26116. _this.animationTimeScale = 1;
  26117. _this._renderId = 0;
  26118. _this._frameId = 0;
  26119. _this._executeWhenReadyTimeoutId = -1;
  26120. _this._intermediateRendering = false;
  26121. _this._viewUpdateFlag = -1;
  26122. _this._projectionUpdateFlag = -1;
  26123. _this._alternateViewUpdateFlag = -1;
  26124. _this._alternateProjectionUpdateFlag = -1;
  26125. /** @hidden */
  26126. _this._toBeDisposed = new Array(256);
  26127. _this._activeRequests = new Array();
  26128. _this._pendingData = new Array();
  26129. _this._isDisposed = false;
  26130. /**
  26131. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26132. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26133. */
  26134. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26135. _this._activeMeshes = new BABYLON.SmartArray(256);
  26136. _this._processedMaterials = new BABYLON.SmartArray(256);
  26137. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26138. /** @hidden */
  26139. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26140. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26141. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26142. /** @hidden */
  26143. _this._activeAnimatables = new Array();
  26144. _this._transformMatrix = BABYLON.Matrix.Zero();
  26145. _this._useAlternateCameraConfiguration = false;
  26146. _this._alternateRendering = false;
  26147. _this._wheelEventName = "";
  26148. /**
  26149. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26150. * This is useful if there are more lights that the maximum simulteanous authorized
  26151. */
  26152. _this.requireLightSorting = false;
  26153. /**
  26154. * @hidden
  26155. * Backing store of defined scene components.
  26156. */
  26157. _this._components = [];
  26158. /**
  26159. * @hidden
  26160. * Backing store of defined scene components.
  26161. */
  26162. _this._serializableComponents = [];
  26163. /**
  26164. * List of components to register on the next registration step.
  26165. */
  26166. _this._transientComponents = [];
  26167. /**
  26168. * @hidden
  26169. * Defines the actions happening before camera updates.
  26170. */
  26171. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26172. /**
  26173. * @hidden
  26174. * Defines the actions happening before clear the canvas.
  26175. */
  26176. _this._beforeClearStage = BABYLON.Stage.Create();
  26177. /**
  26178. * @hidden
  26179. * Defines the actions when collecting render targets for the frame.
  26180. */
  26181. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26182. /**
  26183. * @hidden
  26184. * Defines the actions happening for one camera in the frame.
  26185. */
  26186. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26187. /**
  26188. * @hidden
  26189. * Defines the actions happening during the per mesh ready checks.
  26190. */
  26191. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26192. /**
  26193. * @hidden
  26194. * Defines the actions happening before evaluate active mesh checks.
  26195. */
  26196. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26197. /**
  26198. * @hidden
  26199. * Defines the actions happening during the evaluate sub mesh checks.
  26200. */
  26201. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26202. /**
  26203. * @hidden
  26204. * Defines the actions happening during the active mesh stage.
  26205. */
  26206. _this._activeMeshStage = BABYLON.Stage.Create();
  26207. /**
  26208. * @hidden
  26209. * Defines the actions happening during the per camera render target step.
  26210. */
  26211. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26212. /**
  26213. * @hidden
  26214. * Defines the actions happening just before the active camera is drawing.
  26215. */
  26216. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26217. /**
  26218. * @hidden
  26219. * Defines the actions happening just before a render target is drawing.
  26220. */
  26221. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26222. /**
  26223. * @hidden
  26224. * Defines the actions happening just before a rendering group is drawing.
  26225. */
  26226. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26227. /**
  26228. * @hidden
  26229. * Defines the actions happening just before a mesh is drawing.
  26230. */
  26231. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26232. /**
  26233. * @hidden
  26234. * Defines the actions happening just after a mesh has been drawn.
  26235. */
  26236. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26237. /**
  26238. * @hidden
  26239. * Defines the actions happening just after a rendering group has been drawn.
  26240. */
  26241. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26242. /**
  26243. * @hidden
  26244. * Defines the actions happening just after the active camera has been drawn.
  26245. */
  26246. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26247. /**
  26248. * @hidden
  26249. * Defines the actions happening just after a render target has been drawn.
  26250. */
  26251. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26252. /**
  26253. * @hidden
  26254. * Defines the actions happening just after rendering all cameras and computing intersections.
  26255. */
  26256. _this._afterRenderStage = BABYLON.Stage.Create();
  26257. /**
  26258. * @hidden
  26259. * Defines the actions happening when a pointer move event happens.
  26260. */
  26261. _this._pointerMoveStage = BABYLON.Stage.Create();
  26262. /**
  26263. * @hidden
  26264. * Defines the actions happening when a pointer down event happens.
  26265. */
  26266. _this._pointerDownStage = BABYLON.Stage.Create();
  26267. /**
  26268. * @hidden
  26269. * Defines the actions happening when a pointer up event happens.
  26270. */
  26271. _this._pointerUpStage = BABYLON.Stage.Create();
  26272. /**
  26273. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26274. */
  26275. _this.geometriesById = null;
  26276. _this._defaultMeshCandidates = {
  26277. data: [],
  26278. length: 0
  26279. };
  26280. _this._defaultSubMeshCandidates = {
  26281. data: [],
  26282. length: 0
  26283. };
  26284. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26285. _this._activeMeshesFrozen = false;
  26286. /** @hidden */
  26287. _this._allowPostProcessClearColor = true;
  26288. /**
  26289. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26290. */
  26291. _this.getDeterministicFrameTime = function () {
  26292. return 1000.0 / 60.0; // frame time in ms
  26293. };
  26294. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26295. _this._blockMaterialDirtyMechanism = false;
  26296. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26297. _this._engine.scenes.push(_this);
  26298. _this._uid = null;
  26299. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26300. if (BABYLON.PostProcessManager) {
  26301. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26302. }
  26303. if (BABYLON.Tools.IsWindowObjectExist()) {
  26304. _this.attachControl();
  26305. }
  26306. //collision coordinator initialization. For now legacy per default.
  26307. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26308. // Uniform Buffer
  26309. _this._createUbo();
  26310. // Default Image processing definition
  26311. if (BABYLON.ImageProcessingConfiguration) {
  26312. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26313. }
  26314. _this.setDefaultCandidateProviders();
  26315. if (options && options.useGeometryIdsMap === true) {
  26316. _this.geometriesById = {};
  26317. }
  26318. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26319. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26320. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26321. return _this;
  26322. }
  26323. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26324. /**
  26325. * Texture used in all pbr material as the reflection texture.
  26326. * As in the majority of the scene they are the same (exception for multi room and so on),
  26327. * this is easier to reference from here than from all the materials.
  26328. */
  26329. get: function () {
  26330. return this._environmentTexture;
  26331. },
  26332. /**
  26333. * Texture used in all pbr material as the reflection texture.
  26334. * As in the majority of the scene they are the same (exception for multi room and so on),
  26335. * this is easier to set here than in all the materials.
  26336. */
  26337. set: function (value) {
  26338. if (this._environmentTexture === value) {
  26339. return;
  26340. }
  26341. this._environmentTexture = value;
  26342. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26343. },
  26344. enumerable: true,
  26345. configurable: true
  26346. });
  26347. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26348. /**
  26349. * Default image processing configuration used either in the rendering
  26350. * Forward main pass or through the imageProcessingPostProcess if present.
  26351. * As in the majority of the scene they are the same (exception for multi camera),
  26352. * this is easier to reference from here than from all the materials and post process.
  26353. *
  26354. * No setter as we it is a shared configuration, you can set the values instead.
  26355. */
  26356. get: function () {
  26357. return this._imageProcessingConfiguration;
  26358. },
  26359. enumerable: true,
  26360. configurable: true
  26361. });
  26362. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26363. get: function () {
  26364. return this._forceWireframe;
  26365. },
  26366. /**
  26367. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26368. */
  26369. set: function (value) {
  26370. if (this._forceWireframe === value) {
  26371. return;
  26372. }
  26373. this._forceWireframe = value;
  26374. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26375. },
  26376. enumerable: true,
  26377. configurable: true
  26378. });
  26379. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26380. get: function () {
  26381. return this._forcePointsCloud;
  26382. },
  26383. /**
  26384. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26385. */
  26386. set: function (value) {
  26387. if (this._forcePointsCloud === value) {
  26388. return;
  26389. }
  26390. this._forcePointsCloud = value;
  26391. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26392. },
  26393. enumerable: true,
  26394. configurable: true
  26395. });
  26396. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26397. /**
  26398. * Gets or sets the animation properties override
  26399. */
  26400. get: function () {
  26401. return this._animationPropertiesOverride;
  26402. },
  26403. set: function (value) {
  26404. this._animationPropertiesOverride = value;
  26405. },
  26406. enumerable: true,
  26407. configurable: true
  26408. });
  26409. Object.defineProperty(Scene.prototype, "onDispose", {
  26410. /** Sets a function to be executed when this scene is disposed. */
  26411. set: function (callback) {
  26412. if (this._onDisposeObserver) {
  26413. this.onDisposeObservable.remove(this._onDisposeObserver);
  26414. }
  26415. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26416. },
  26417. enumerable: true,
  26418. configurable: true
  26419. });
  26420. Object.defineProperty(Scene.prototype, "beforeRender", {
  26421. /** Sets a function to be executed before rendering this scene */
  26422. set: function (callback) {
  26423. if (this._onBeforeRenderObserver) {
  26424. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26425. }
  26426. if (callback) {
  26427. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26428. }
  26429. },
  26430. enumerable: true,
  26431. configurable: true
  26432. });
  26433. Object.defineProperty(Scene.prototype, "afterRender", {
  26434. /** Sets a function to be executed after rendering this scene */
  26435. set: function (callback) {
  26436. if (this._onAfterRenderObserver) {
  26437. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26438. }
  26439. if (callback) {
  26440. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26441. }
  26442. },
  26443. enumerable: true,
  26444. configurable: true
  26445. });
  26446. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26447. /** Sets a function to be executed before rendering a camera*/
  26448. set: function (callback) {
  26449. if (this._onBeforeCameraRenderObserver) {
  26450. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26451. }
  26452. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26453. },
  26454. enumerable: true,
  26455. configurable: true
  26456. });
  26457. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26458. /** Sets a function to be executed after rendering a camera*/
  26459. set: function (callback) {
  26460. if (this._onAfterCameraRenderObserver) {
  26461. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26462. }
  26463. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26464. },
  26465. enumerable: true,
  26466. configurable: true
  26467. });
  26468. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26469. /**
  26470. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26471. */
  26472. get: function () {
  26473. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26474. },
  26475. enumerable: true,
  26476. configurable: true
  26477. });
  26478. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26479. get: function () {
  26480. return this._useRightHandedSystem;
  26481. },
  26482. /**
  26483. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26484. */
  26485. set: function (value) {
  26486. if (this._useRightHandedSystem === value) {
  26487. return;
  26488. }
  26489. this._useRightHandedSystem = value;
  26490. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26491. },
  26492. enumerable: true,
  26493. configurable: true
  26494. });
  26495. /**
  26496. * Sets the step Id used by deterministic lock step
  26497. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26498. * @param newStepId defines the step Id
  26499. */
  26500. Scene.prototype.setStepId = function (newStepId) {
  26501. this._currentStepId = newStepId;
  26502. };
  26503. /**
  26504. * Gets the step Id used by deterministic lock step
  26505. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26506. * @returns the step Id
  26507. */
  26508. Scene.prototype.getStepId = function () {
  26509. return this._currentStepId;
  26510. };
  26511. /**
  26512. * Gets the internal step used by deterministic lock step
  26513. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26514. * @returns the internal step
  26515. */
  26516. Scene.prototype.getInternalStep = function () {
  26517. return this._currentInternalStep;
  26518. };
  26519. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26520. get: function () {
  26521. return this._fogEnabled;
  26522. },
  26523. /**
  26524. * Gets or sets a boolean indicating if fog is enabled on this scene
  26525. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26526. * (Default is true)
  26527. */
  26528. set: function (value) {
  26529. if (this._fogEnabled === value) {
  26530. return;
  26531. }
  26532. this._fogEnabled = value;
  26533. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26534. },
  26535. enumerable: true,
  26536. configurable: true
  26537. });
  26538. Object.defineProperty(Scene.prototype, "fogMode", {
  26539. get: function () {
  26540. return this._fogMode;
  26541. },
  26542. /**
  26543. * Gets or sets the fog mode to use
  26544. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26545. * | mode | value |
  26546. * | --- | --- |
  26547. * | FOGMODE_NONE | 0 |
  26548. * | FOGMODE_EXP | 1 |
  26549. * | FOGMODE_EXP2 | 2 |
  26550. * | FOGMODE_LINEAR | 3 |
  26551. */
  26552. set: function (value) {
  26553. if (this._fogMode === value) {
  26554. return;
  26555. }
  26556. this._fogMode = value;
  26557. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26558. },
  26559. enumerable: true,
  26560. configurable: true
  26561. });
  26562. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26563. get: function () {
  26564. return this._shadowsEnabled;
  26565. },
  26566. /**
  26567. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26568. */
  26569. set: function (value) {
  26570. if (this._shadowsEnabled === value) {
  26571. return;
  26572. }
  26573. this._shadowsEnabled = value;
  26574. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26575. },
  26576. enumerable: true,
  26577. configurable: true
  26578. });
  26579. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26580. get: function () {
  26581. return this._lightsEnabled;
  26582. },
  26583. /**
  26584. * Gets or sets a boolean indicating if lights are enabled on this scene
  26585. */
  26586. set: function (value) {
  26587. if (this._lightsEnabled === value) {
  26588. return;
  26589. }
  26590. this._lightsEnabled = value;
  26591. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26592. },
  26593. enumerable: true,
  26594. configurable: true
  26595. });
  26596. Object.defineProperty(Scene.prototype, "activeCamera", {
  26597. /** Gets or sets the current active camera */
  26598. get: function () {
  26599. return this._activeCamera;
  26600. },
  26601. set: function (value) {
  26602. if (value === this._activeCamera) {
  26603. return;
  26604. }
  26605. this._activeCamera = value;
  26606. this.onActiveCameraChanged.notifyObservers(this);
  26607. },
  26608. enumerable: true,
  26609. configurable: true
  26610. });
  26611. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26612. /** The default material used on meshes when no material is affected */
  26613. get: function () {
  26614. if (!this._defaultMaterial) {
  26615. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26616. }
  26617. return this._defaultMaterial;
  26618. },
  26619. /** The default material used on meshes when no material is affected */
  26620. set: function (value) {
  26621. this._defaultMaterial = value;
  26622. },
  26623. enumerable: true,
  26624. configurable: true
  26625. });
  26626. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26627. get: function () {
  26628. return this._texturesEnabled;
  26629. },
  26630. /**
  26631. * Gets or sets a boolean indicating if textures are enabled on this scene
  26632. */
  26633. set: function (value) {
  26634. if (this._texturesEnabled === value) {
  26635. return;
  26636. }
  26637. this._texturesEnabled = value;
  26638. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26639. },
  26640. enumerable: true,
  26641. configurable: true
  26642. });
  26643. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26644. get: function () {
  26645. return this._skeletonsEnabled;
  26646. },
  26647. /**
  26648. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26649. */
  26650. set: function (value) {
  26651. if (this._skeletonsEnabled === value) {
  26652. return;
  26653. }
  26654. this._skeletonsEnabled = value;
  26655. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26656. },
  26657. enumerable: true,
  26658. configurable: true
  26659. });
  26660. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26661. /** @hidden */
  26662. get: function () {
  26663. return this._alternateRendering;
  26664. },
  26665. enumerable: true,
  26666. configurable: true
  26667. });
  26668. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26669. /**
  26670. * Gets the list of frustum planes (built from the active camera)
  26671. */
  26672. get: function () {
  26673. return this._frustumPlanes;
  26674. },
  26675. enumerable: true,
  26676. configurable: true
  26677. });
  26678. /**
  26679. * Registers the transient components if needed.
  26680. */
  26681. Scene.prototype._registerTransientComponents = function () {
  26682. // Register components that have been associated lately to the scene.
  26683. if (this._transientComponents.length > 0) {
  26684. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26685. var component = _a[_i];
  26686. component.register();
  26687. }
  26688. this._transientComponents = [];
  26689. }
  26690. };
  26691. /**
  26692. * @hidden
  26693. * Add a component to the scene.
  26694. * Note that the ccomponent could be registered on th next frame if this is called after
  26695. * the register component stage.
  26696. * @param component Defines the component to add to the scene
  26697. */
  26698. Scene.prototype._addComponent = function (component) {
  26699. this._components.push(component);
  26700. this._transientComponents.push(component);
  26701. var serializableComponent = component;
  26702. if (serializableComponent.addFromContainer) {
  26703. this._serializableComponents.push(serializableComponent);
  26704. }
  26705. };
  26706. /**
  26707. * @hidden
  26708. * Gets a component from the scene.
  26709. * @param name defines the name of the component to retrieve
  26710. * @returns the component or null if not present
  26711. */
  26712. Scene.prototype._getComponent = function (name) {
  26713. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26714. var component = _a[_i];
  26715. if (component.name === name) {
  26716. return component;
  26717. }
  26718. }
  26719. return null;
  26720. };
  26721. /**
  26722. * @hidden
  26723. */
  26724. Scene.prototype._getDefaultMeshCandidates = function () {
  26725. this._defaultMeshCandidates.data = this.meshes;
  26726. this._defaultMeshCandidates.length = this.meshes.length;
  26727. return this._defaultMeshCandidates;
  26728. };
  26729. /**
  26730. * @hidden
  26731. */
  26732. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26733. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26734. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26735. return this._defaultSubMeshCandidates;
  26736. };
  26737. /**
  26738. * Sets the default candidate providers for the scene.
  26739. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26740. * and getCollidingSubMeshCandidates to their default function
  26741. */
  26742. Scene.prototype.setDefaultCandidateProviders = function () {
  26743. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26744. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26745. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26746. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26747. };
  26748. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26749. /**
  26750. * Gets a boolean indicating if collisions are processed on a web worker
  26751. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26752. */
  26753. get: function () {
  26754. return this._workerCollisions;
  26755. },
  26756. set: function (enabled) {
  26757. if (!BABYLON.CollisionCoordinatorLegacy) {
  26758. return;
  26759. }
  26760. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26761. this._workerCollisions = enabled;
  26762. if (this.collisionCoordinator) {
  26763. this.collisionCoordinator.destroy();
  26764. }
  26765. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26766. this.collisionCoordinator.init(this);
  26767. },
  26768. enumerable: true,
  26769. configurable: true
  26770. });
  26771. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26772. /**
  26773. * Gets the mesh that is currently under the pointer
  26774. */
  26775. get: function () {
  26776. return this._pointerOverMesh;
  26777. },
  26778. enumerable: true,
  26779. configurable: true
  26780. });
  26781. Object.defineProperty(Scene.prototype, "pointerX", {
  26782. /**
  26783. * Gets the current on-screen X position of the pointer
  26784. */
  26785. get: function () {
  26786. return this._pointerX;
  26787. },
  26788. enumerable: true,
  26789. configurable: true
  26790. });
  26791. Object.defineProperty(Scene.prototype, "pointerY", {
  26792. /**
  26793. * Gets the current on-screen Y position of the pointer
  26794. */
  26795. get: function () {
  26796. return this._pointerY;
  26797. },
  26798. enumerable: true,
  26799. configurable: true
  26800. });
  26801. /**
  26802. * Gets the cached material (ie. the latest rendered one)
  26803. * @returns the cached material
  26804. */
  26805. Scene.prototype.getCachedMaterial = function () {
  26806. return this._cachedMaterial;
  26807. };
  26808. /**
  26809. * Gets the cached effect (ie. the latest rendered one)
  26810. * @returns the cached effect
  26811. */
  26812. Scene.prototype.getCachedEffect = function () {
  26813. return this._cachedEffect;
  26814. };
  26815. /**
  26816. * Gets the cached visibility state (ie. the latest rendered one)
  26817. * @returns the cached visibility state
  26818. */
  26819. Scene.prototype.getCachedVisibility = function () {
  26820. return this._cachedVisibility;
  26821. };
  26822. /**
  26823. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26824. * @param material defines the current material
  26825. * @param effect defines the current effect
  26826. * @param visibility defines the current visibility state
  26827. * @returns true if one parameter is not cached
  26828. */
  26829. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26830. if (visibility === void 0) { visibility = 1; }
  26831. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26832. };
  26833. /**
  26834. * Gets the engine associated with the scene
  26835. * @returns an Engine
  26836. */
  26837. Scene.prototype.getEngine = function () {
  26838. return this._engine;
  26839. };
  26840. /**
  26841. * Gets the total number of vertices rendered per frame
  26842. * @returns the total number of vertices rendered per frame
  26843. */
  26844. Scene.prototype.getTotalVertices = function () {
  26845. return this._totalVertices.current;
  26846. };
  26847. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26848. /**
  26849. * Gets the performance counter for total vertices
  26850. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26851. */
  26852. get: function () {
  26853. return this._totalVertices;
  26854. },
  26855. enumerable: true,
  26856. configurable: true
  26857. });
  26858. /**
  26859. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26860. * @returns the total number of active indices rendered per frame
  26861. */
  26862. Scene.prototype.getActiveIndices = function () {
  26863. return this._activeIndices.current;
  26864. };
  26865. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26866. /**
  26867. * Gets the performance counter for active indices
  26868. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26869. */
  26870. get: function () {
  26871. return this._activeIndices;
  26872. },
  26873. enumerable: true,
  26874. configurable: true
  26875. });
  26876. /**
  26877. * Gets the total number of active particles rendered per frame
  26878. * @returns the total number of active particles rendered per frame
  26879. */
  26880. Scene.prototype.getActiveParticles = function () {
  26881. return this._activeParticles.current;
  26882. };
  26883. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26884. /**
  26885. * Gets the performance counter for active particles
  26886. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26887. */
  26888. get: function () {
  26889. return this._activeParticles;
  26890. },
  26891. enumerable: true,
  26892. configurable: true
  26893. });
  26894. /**
  26895. * Gets the total number of active bones rendered per frame
  26896. * @returns the total number of active bones rendered per frame
  26897. */
  26898. Scene.prototype.getActiveBones = function () {
  26899. return this._activeBones.current;
  26900. };
  26901. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26902. /**
  26903. * Gets the performance counter for active bones
  26904. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26905. */
  26906. get: function () {
  26907. return this._activeBones;
  26908. },
  26909. enumerable: true,
  26910. configurable: true
  26911. });
  26912. /**
  26913. * Gets the array of active meshes
  26914. * @returns an array of AbstractMesh
  26915. */
  26916. Scene.prototype.getActiveMeshes = function () {
  26917. return this._activeMeshes;
  26918. };
  26919. /**
  26920. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26921. * @returns a number
  26922. */
  26923. Scene.prototype.getAnimationRatio = function () {
  26924. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26925. };
  26926. /**
  26927. * Gets an unique Id for the current render phase
  26928. * @returns a number
  26929. */
  26930. Scene.prototype.getRenderId = function () {
  26931. return this._renderId;
  26932. };
  26933. /**
  26934. * Gets an unique Id for the current frame
  26935. * @returns a number
  26936. */
  26937. Scene.prototype.getFrameId = function () {
  26938. return this._frameId;
  26939. };
  26940. /** Call this function if you want to manually increment the render Id*/
  26941. Scene.prototype.incrementRenderId = function () {
  26942. this._renderId++;
  26943. };
  26944. Scene.prototype._updatePointerPosition = function (evt) {
  26945. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26946. if (!canvasRect) {
  26947. return;
  26948. }
  26949. this._pointerX = evt.clientX - canvasRect.left;
  26950. this._pointerY = evt.clientY - canvasRect.top;
  26951. this._unTranslatedPointerX = this._pointerX;
  26952. this._unTranslatedPointerY = this._pointerY;
  26953. };
  26954. Scene.prototype._createUbo = function () {
  26955. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26956. this._sceneUbo.addUniform("viewProjection", 16);
  26957. this._sceneUbo.addUniform("view", 16);
  26958. };
  26959. Scene.prototype._createAlternateUbo = function () {
  26960. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26961. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26962. this._alternateSceneUbo.addUniform("view", 16);
  26963. };
  26964. // Pointers handling
  26965. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26966. if (pointerInfo.pickInfo) {
  26967. if (!pointerInfo.pickInfo.ray) {
  26968. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26969. }
  26970. }
  26971. };
  26972. /**
  26973. * Use this method to simulate a pointer move on a mesh
  26974. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26975. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26976. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26977. * @returns the current scene
  26978. */
  26979. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26980. var evt = new PointerEvent("pointermove", pointerEventInit);
  26981. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26982. return this;
  26983. }
  26984. return this._processPointerMove(pickResult, evt);
  26985. };
  26986. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26987. var canvas = this._engine.getRenderingCanvas();
  26988. if (!canvas) {
  26989. return this;
  26990. }
  26991. // Restore pointer
  26992. canvas.style.cursor = this.defaultCursor;
  26993. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26994. if (isMeshPicked) {
  26995. this.setPointerOverMesh(pickResult.pickedMesh);
  26996. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26997. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26998. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26999. }
  27000. else {
  27001. canvas.style.cursor = this.hoverCursor;
  27002. }
  27003. }
  27004. }
  27005. else {
  27006. this.setPointerOverMesh(null);
  27007. }
  27008. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  27009. var step = _a[_i];
  27010. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  27011. }
  27012. if (pickResult) {
  27013. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  27014. if (this.onPointerMove) {
  27015. this.onPointerMove(evt, pickResult, type);
  27016. }
  27017. if (this.onPointerObservable.hasObservers()) {
  27018. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27019. this._setRayOnPointerInfo(pi);
  27020. this.onPointerObservable.notifyObservers(pi, type);
  27021. }
  27022. }
  27023. return this;
  27024. };
  27025. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  27026. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  27027. if (pickResult) {
  27028. pi.ray = pickResult.ray;
  27029. }
  27030. this.onPrePointerObservable.notifyObservers(pi, type);
  27031. if (pi.skipOnPointerObservable) {
  27032. return true;
  27033. }
  27034. else {
  27035. return false;
  27036. }
  27037. };
  27038. /**
  27039. * Use this method to simulate a pointer down on a mesh
  27040. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27041. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27042. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27043. * @returns the current scene
  27044. */
  27045. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  27046. var evt = new PointerEvent("pointerdown", pointerEventInit);
  27047. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27048. return this;
  27049. }
  27050. return this._processPointerDown(pickResult, evt);
  27051. };
  27052. Scene.prototype._processPointerDown = function (pickResult, evt) {
  27053. var _this = this;
  27054. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  27055. this._pickedDownMesh = pickResult.pickedMesh;
  27056. var actionManager = pickResult.pickedMesh.actionManager;
  27057. if (actionManager) {
  27058. if (actionManager.hasPickTriggers) {
  27059. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27060. switch (evt.button) {
  27061. case 0:
  27062. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27063. break;
  27064. case 1:
  27065. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27066. break;
  27067. case 2:
  27068. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27069. break;
  27070. }
  27071. }
  27072. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27073. window.setTimeout(function () {
  27074. 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);
  27075. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27076. if (_this._totalPointersPressed !== 0 &&
  27077. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27078. !_this._isPointerSwiping()) {
  27079. _this._startingPointerTime = 0;
  27080. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27081. }
  27082. }
  27083. }, Scene.LongPressDelay);
  27084. }
  27085. }
  27086. }
  27087. else {
  27088. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27089. var step = _a[_i];
  27090. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27091. }
  27092. }
  27093. if (pickResult) {
  27094. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27095. if (this.onPointerDown) {
  27096. this.onPointerDown(evt, pickResult, type);
  27097. }
  27098. if (this.onPointerObservable.hasObservers()) {
  27099. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27100. this._setRayOnPointerInfo(pi);
  27101. this.onPointerObservable.notifyObservers(pi, type);
  27102. }
  27103. }
  27104. return this;
  27105. };
  27106. /**
  27107. * Use this method to simulate a pointer up on a mesh
  27108. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27109. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27110. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27111. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27112. * @returns the current scene
  27113. */
  27114. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27115. var evt = new PointerEvent("pointerup", pointerEventInit);
  27116. var clickInfo = new ClickInfo();
  27117. if (doubleTap) {
  27118. clickInfo.doubleClick = true;
  27119. }
  27120. else {
  27121. clickInfo.singleClick = true;
  27122. }
  27123. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27124. return this;
  27125. }
  27126. return this._processPointerUp(pickResult, evt, clickInfo);
  27127. };
  27128. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27129. if (pickResult && pickResult && pickResult.pickedMesh) {
  27130. this._pickedUpMesh = pickResult.pickedMesh;
  27131. if (this._pickedDownMesh === this._pickedUpMesh) {
  27132. if (this.onPointerPick) {
  27133. this.onPointerPick(evt, pickResult);
  27134. }
  27135. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27136. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27137. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27138. this._setRayOnPointerInfo(pi);
  27139. this.onPointerObservable.notifyObservers(pi, type_1);
  27140. }
  27141. }
  27142. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27143. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27144. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27145. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27146. }
  27147. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27148. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27149. }
  27150. }
  27151. }
  27152. else {
  27153. if (!clickInfo.ignore) {
  27154. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27155. var step = _a[_i];
  27156. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27157. }
  27158. }
  27159. }
  27160. if (this._pickedDownMesh &&
  27161. this._pickedDownMesh.actionManager &&
  27162. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27163. this._pickedDownMesh !== this._pickedUpMesh) {
  27164. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27165. }
  27166. var type = 0;
  27167. if (this.onPointerObservable.hasObservers()) {
  27168. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27169. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27170. type = BABYLON.PointerEventTypes.POINTERTAP;
  27171. }
  27172. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27173. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27174. }
  27175. if (type) {
  27176. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27177. this._setRayOnPointerInfo(pi);
  27178. this.onPointerObservable.notifyObservers(pi, type);
  27179. }
  27180. }
  27181. if (!clickInfo.ignore) {
  27182. type = BABYLON.PointerEventTypes.POINTERUP;
  27183. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27184. this._setRayOnPointerInfo(pi);
  27185. this.onPointerObservable.notifyObservers(pi, type);
  27186. }
  27187. }
  27188. if (this.onPointerUp && !clickInfo.ignore) {
  27189. this.onPointerUp(evt, pickResult, type);
  27190. }
  27191. return this;
  27192. };
  27193. /**
  27194. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27195. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27196. * @returns true if the pointer was captured
  27197. */
  27198. Scene.prototype.isPointerCaptured = function (pointerId) {
  27199. if (pointerId === void 0) { pointerId = 0; }
  27200. return this._pointerCaptures[pointerId];
  27201. };
  27202. /** @hidden */
  27203. Scene.prototype._isPointerSwiping = function () {
  27204. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27205. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27206. };
  27207. /**
  27208. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27209. * @param attachUp defines if you want to attach events to pointerup
  27210. * @param attachDown defines if you want to attach events to pointerdown
  27211. * @param attachMove defines if you want to attach events to pointermove
  27212. */
  27213. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27214. var _this = this;
  27215. if (attachUp === void 0) { attachUp = true; }
  27216. if (attachDown === void 0) { attachDown = true; }
  27217. if (attachMove === void 0) { attachMove = true; }
  27218. this._initActionManager = function (act, clickInfo) {
  27219. if (!_this._meshPickProceed) {
  27220. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27221. _this._currentPickResult = pickResult;
  27222. if (pickResult) {
  27223. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27224. }
  27225. _this._meshPickProceed = true;
  27226. }
  27227. return act;
  27228. };
  27229. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27230. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27231. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27232. btn !== _this._previousButtonPressed) {
  27233. _this._doubleClickOccured = false;
  27234. clickInfo.singleClick = true;
  27235. clickInfo.ignore = false;
  27236. cb(clickInfo, _this._currentPickResult);
  27237. }
  27238. };
  27239. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27240. var clickInfo = new ClickInfo();
  27241. _this._currentPickResult = null;
  27242. var act = null;
  27243. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27244. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27245. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27246. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27247. act = _this._initActionManager(act, clickInfo);
  27248. if (act) {
  27249. checkPicking = act.hasPickTriggers;
  27250. }
  27251. }
  27252. var needToIgnoreNext = false;
  27253. if (checkPicking) {
  27254. var btn = evt.button;
  27255. clickInfo.hasSwiped = _this._isPointerSwiping();
  27256. if (!clickInfo.hasSwiped) {
  27257. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27258. if (!checkSingleClickImmediately) {
  27259. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27260. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27261. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27262. act = _this._initActionManager(act, clickInfo);
  27263. if (act) {
  27264. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27265. }
  27266. }
  27267. }
  27268. if (checkSingleClickImmediately) {
  27269. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27270. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27271. btn !== _this._previousButtonPressed) {
  27272. clickInfo.singleClick = true;
  27273. cb(clickInfo, _this._currentPickResult);
  27274. needToIgnoreNext = true;
  27275. }
  27276. }
  27277. // at least one double click is required to be check and exclusive double click is enabled
  27278. else {
  27279. // wait that no double click has been raised during the double click delay
  27280. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27281. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27282. }
  27283. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27284. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27285. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27286. act = _this._initActionManager(act, clickInfo);
  27287. if (act) {
  27288. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27289. }
  27290. }
  27291. if (checkDoubleClick) {
  27292. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27293. if (btn === _this._previousButtonPressed &&
  27294. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27295. !_this._doubleClickOccured) {
  27296. // pointer has not moved for 2 clicks, it's a double click
  27297. if (!clickInfo.hasSwiped &&
  27298. !_this._isPointerSwiping()) {
  27299. _this._previousStartingPointerTime = 0;
  27300. _this._doubleClickOccured = true;
  27301. clickInfo.doubleClick = true;
  27302. clickInfo.ignore = false;
  27303. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27304. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27305. }
  27306. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27307. cb(clickInfo, _this._currentPickResult);
  27308. }
  27309. // if the two successive clicks are too far, it's just two simple clicks
  27310. else {
  27311. _this._doubleClickOccured = false;
  27312. _this._previousStartingPointerTime = _this._startingPointerTime;
  27313. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27314. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27315. _this._previousButtonPressed = btn;
  27316. if (Scene.ExclusiveDoubleClickMode) {
  27317. if (_this._previousDelayedSimpleClickTimeout) {
  27318. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27319. }
  27320. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27321. cb(clickInfo, _this._previousPickResult);
  27322. }
  27323. else {
  27324. cb(clickInfo, _this._currentPickResult);
  27325. }
  27326. }
  27327. needToIgnoreNext = true;
  27328. }
  27329. // just the first click of the double has been raised
  27330. else {
  27331. _this._doubleClickOccured = false;
  27332. _this._previousStartingPointerTime = _this._startingPointerTime;
  27333. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27334. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27335. _this._previousButtonPressed = btn;
  27336. }
  27337. }
  27338. }
  27339. }
  27340. if (!needToIgnoreNext) {
  27341. cb(clickInfo, _this._currentPickResult);
  27342. }
  27343. };
  27344. this._onPointerMove = function (evt) {
  27345. _this._updatePointerPosition(evt);
  27346. // PreObservable support
  27347. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27348. return;
  27349. }
  27350. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27351. return;
  27352. }
  27353. if (!_this.pointerMovePredicate) {
  27354. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27355. }
  27356. // Meshes
  27357. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27358. _this._processPointerMove(pickResult, evt);
  27359. };
  27360. this._onPointerDown = function (evt) {
  27361. _this._totalPointersPressed++;
  27362. _this._pickedDownMesh = null;
  27363. _this._meshPickProceed = false;
  27364. _this._updatePointerPosition(evt);
  27365. if (_this.preventDefaultOnPointerDown && canvas) {
  27366. evt.preventDefault();
  27367. canvas.focus();
  27368. }
  27369. _this._startingPointerPosition.x = _this._pointerX;
  27370. _this._startingPointerPosition.y = _this._pointerY;
  27371. _this._startingPointerTime = Date.now();
  27372. // PreObservable support
  27373. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27374. return;
  27375. }
  27376. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27377. return;
  27378. }
  27379. _this._pointerCaptures[evt.pointerId] = true;
  27380. if (!_this.pointerDownPredicate) {
  27381. _this.pointerDownPredicate = function (mesh) {
  27382. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27383. };
  27384. }
  27385. // Meshes
  27386. _this._pickedDownMesh = null;
  27387. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27388. _this._processPointerDown(pickResult, evt);
  27389. };
  27390. this._onPointerUp = function (evt) {
  27391. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27392. return; // So we need to test it the pointer down was pressed before.
  27393. }
  27394. _this._totalPointersPressed--;
  27395. _this._pickedUpMesh = null;
  27396. _this._meshPickProceed = false;
  27397. _this._updatePointerPosition(evt);
  27398. if (_this.preventDefaultOnPointerUp && canvas) {
  27399. evt.preventDefault();
  27400. canvas.focus();
  27401. }
  27402. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27403. _this._pointerCaptures[evt.pointerId] = false;
  27404. // PreObservable support
  27405. if (_this.onPrePointerObservable.hasObservers()) {
  27406. if (!clickInfo.ignore) {
  27407. if (!clickInfo.hasSwiped) {
  27408. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27409. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27410. return;
  27411. }
  27412. }
  27413. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27414. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27415. return;
  27416. }
  27417. }
  27418. }
  27419. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27420. return;
  27421. }
  27422. }
  27423. }
  27424. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27425. return;
  27426. }
  27427. if (!_this.pointerUpPredicate) {
  27428. _this.pointerUpPredicate = function (mesh) {
  27429. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27430. };
  27431. }
  27432. // Meshes
  27433. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27434. _this._initActionManager(null, clickInfo);
  27435. }
  27436. if (!pickResult) {
  27437. pickResult = _this._currentPickResult;
  27438. }
  27439. _this._processPointerUp(pickResult, evt, clickInfo);
  27440. _this._previousPickResult = _this._currentPickResult;
  27441. });
  27442. };
  27443. this._onKeyDown = function (evt) {
  27444. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27445. if (_this.onPreKeyboardObservable.hasObservers()) {
  27446. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27447. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27448. if (pi.skipOnPointerObservable) {
  27449. return;
  27450. }
  27451. }
  27452. if (_this.onKeyboardObservable.hasObservers()) {
  27453. var pi = new BABYLON.KeyboardInfo(type, evt);
  27454. _this.onKeyboardObservable.notifyObservers(pi, type);
  27455. }
  27456. if (_this.actionManager) {
  27457. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27458. }
  27459. };
  27460. this._onKeyUp = function (evt) {
  27461. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27462. if (_this.onPreKeyboardObservable.hasObservers()) {
  27463. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27464. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27465. if (pi.skipOnPointerObservable) {
  27466. return;
  27467. }
  27468. }
  27469. if (_this.onKeyboardObservable.hasObservers()) {
  27470. var pi = new BABYLON.KeyboardInfo(type, evt);
  27471. _this.onKeyboardObservable.notifyObservers(pi, type);
  27472. }
  27473. if (_this.actionManager) {
  27474. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27475. }
  27476. };
  27477. var engine = this.getEngine();
  27478. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27479. if (!canvas) {
  27480. return;
  27481. }
  27482. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27483. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27484. });
  27485. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27486. if (!canvas) {
  27487. return;
  27488. }
  27489. canvas.removeEventListener("keydown", _this._onKeyDown);
  27490. canvas.removeEventListener("keyup", _this._onKeyUp);
  27491. });
  27492. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27493. var canvas = this._engine.getRenderingCanvas();
  27494. if (!canvas) {
  27495. return;
  27496. }
  27497. if (attachMove) {
  27498. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27499. // Wheel
  27500. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27501. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27502. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27503. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27504. }
  27505. if (attachDown) {
  27506. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27507. }
  27508. if (attachUp) {
  27509. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27510. }
  27511. canvas.tabIndex = 1;
  27512. };
  27513. /** Detaches all event handlers*/
  27514. Scene.prototype.detachControl = function () {
  27515. var engine = this.getEngine();
  27516. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27517. var canvas = engine.getRenderingCanvas();
  27518. if (!canvas) {
  27519. return;
  27520. }
  27521. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27522. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27523. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27524. if (this._onCanvasBlurObserver) {
  27525. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27526. }
  27527. if (this._onCanvasFocusObserver) {
  27528. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27529. }
  27530. // Wheel
  27531. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27532. // Keyboard
  27533. canvas.removeEventListener("keydown", this._onKeyDown);
  27534. canvas.removeEventListener("keyup", this._onKeyUp);
  27535. // Observables
  27536. this.onKeyboardObservable.clear();
  27537. this.onPreKeyboardObservable.clear();
  27538. this.onPointerObservable.clear();
  27539. this.onPrePointerObservable.clear();
  27540. };
  27541. /**
  27542. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27543. * Delay loaded resources are not taking in account
  27544. * @return true if all required resources are ready
  27545. */
  27546. Scene.prototype.isReady = function () {
  27547. if (this._isDisposed) {
  27548. return false;
  27549. }
  27550. var index;
  27551. var engine = this.getEngine();
  27552. // Effects
  27553. if (!engine.areAllEffectsReady()) {
  27554. return false;
  27555. }
  27556. // Pending data
  27557. if (this._pendingData.length > 0) {
  27558. return false;
  27559. }
  27560. // Meshes
  27561. for (index = 0; index < this.meshes.length; index++) {
  27562. var mesh = this.meshes[index];
  27563. if (!mesh.isEnabled()) {
  27564. continue;
  27565. }
  27566. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27567. continue;
  27568. }
  27569. if (!mesh.isReady(true)) {
  27570. return false;
  27571. }
  27572. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27573. // Is Ready For Mesh
  27574. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27575. var step = _a[_i];
  27576. if (!step.action(mesh, hardwareInstancedRendering)) {
  27577. return false;
  27578. }
  27579. }
  27580. }
  27581. // Geometries
  27582. for (index = 0; index < this.geometries.length; index++) {
  27583. var geometry = this.geometries[index];
  27584. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27585. return false;
  27586. }
  27587. }
  27588. // Post-processes
  27589. if (this.activeCameras && this.activeCameras.length > 0) {
  27590. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27591. var camera = _c[_b];
  27592. if (!camera.isReady(true)) {
  27593. return false;
  27594. }
  27595. }
  27596. }
  27597. else if (this.activeCamera) {
  27598. if (!this.activeCamera.isReady(true)) {
  27599. return false;
  27600. }
  27601. }
  27602. // Particles
  27603. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27604. var particleSystem = _e[_d];
  27605. if (!particleSystem.isReady()) {
  27606. return false;
  27607. }
  27608. }
  27609. return true;
  27610. };
  27611. /** Resets all cached information relative to material (including effect and visibility) */
  27612. Scene.prototype.resetCachedMaterial = function () {
  27613. this._cachedMaterial = null;
  27614. this._cachedEffect = null;
  27615. this._cachedVisibility = null;
  27616. };
  27617. /**
  27618. * Registers a function to be called before every frame render
  27619. * @param func defines the function to register
  27620. */
  27621. Scene.prototype.registerBeforeRender = function (func) {
  27622. this.onBeforeRenderObservable.add(func);
  27623. };
  27624. /**
  27625. * Unregisters a function called before every frame render
  27626. * @param func defines the function to unregister
  27627. */
  27628. Scene.prototype.unregisterBeforeRender = function (func) {
  27629. this.onBeforeRenderObservable.removeCallback(func);
  27630. };
  27631. /**
  27632. * Registers a function to be called after every frame render
  27633. * @param func defines the function to register
  27634. */
  27635. Scene.prototype.registerAfterRender = function (func) {
  27636. this.onAfterRenderObservable.add(func);
  27637. };
  27638. /**
  27639. * Unregisters a function called after every frame render
  27640. * @param func defines the function to unregister
  27641. */
  27642. Scene.prototype.unregisterAfterRender = function (func) {
  27643. this.onAfterRenderObservable.removeCallback(func);
  27644. };
  27645. Scene.prototype._executeOnceBeforeRender = function (func) {
  27646. var _this = this;
  27647. var execFunc = function () {
  27648. func();
  27649. setTimeout(function () {
  27650. _this.unregisterBeforeRender(execFunc);
  27651. });
  27652. };
  27653. this.registerBeforeRender(execFunc);
  27654. };
  27655. /**
  27656. * The provided function will run before render once and will be disposed afterwards.
  27657. * A timeout delay can be provided so that the function will be executed in N ms.
  27658. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27659. * @param func The function to be executed.
  27660. * @param timeout optional delay in ms
  27661. */
  27662. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27663. var _this = this;
  27664. if (timeout !== undefined) {
  27665. setTimeout(function () {
  27666. _this._executeOnceBeforeRender(func);
  27667. }, timeout);
  27668. }
  27669. else {
  27670. this._executeOnceBeforeRender(func);
  27671. }
  27672. };
  27673. /** @hidden */
  27674. Scene.prototype._addPendingData = function (data) {
  27675. this._pendingData.push(data);
  27676. };
  27677. /** @hidden */
  27678. Scene.prototype._removePendingData = function (data) {
  27679. var wasLoading = this.isLoading;
  27680. var index = this._pendingData.indexOf(data);
  27681. if (index !== -1) {
  27682. this._pendingData.splice(index, 1);
  27683. }
  27684. if (wasLoading && !this.isLoading) {
  27685. this.onDataLoadedObservable.notifyObservers(this);
  27686. }
  27687. };
  27688. /**
  27689. * Returns the number of items waiting to be loaded
  27690. * @returns the number of items waiting to be loaded
  27691. */
  27692. Scene.prototype.getWaitingItemsCount = function () {
  27693. return this._pendingData.length;
  27694. };
  27695. Object.defineProperty(Scene.prototype, "isLoading", {
  27696. /**
  27697. * Returns a boolean indicating if the scene is still loading data
  27698. */
  27699. get: function () {
  27700. return this._pendingData.length > 0;
  27701. },
  27702. enumerable: true,
  27703. configurable: true
  27704. });
  27705. /**
  27706. * Registers a function to be executed when the scene is ready
  27707. * @param {Function} func - the function to be executed
  27708. */
  27709. Scene.prototype.executeWhenReady = function (func) {
  27710. var _this = this;
  27711. this.onReadyObservable.add(func);
  27712. if (this._executeWhenReadyTimeoutId !== -1) {
  27713. return;
  27714. }
  27715. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27716. _this._checkIsReady();
  27717. }, 150);
  27718. };
  27719. /**
  27720. * Returns a promise that resolves when the scene is ready
  27721. * @returns A promise that resolves when the scene is ready
  27722. */
  27723. Scene.prototype.whenReadyAsync = function () {
  27724. var _this = this;
  27725. return new Promise(function (resolve) {
  27726. _this.executeWhenReady(function () {
  27727. resolve();
  27728. });
  27729. });
  27730. };
  27731. /** @hidden */
  27732. Scene.prototype._checkIsReady = function () {
  27733. var _this = this;
  27734. this._registerTransientComponents();
  27735. if (this.isReady()) {
  27736. this.onReadyObservable.notifyObservers(this);
  27737. this.onReadyObservable.clear();
  27738. this._executeWhenReadyTimeoutId = -1;
  27739. return;
  27740. }
  27741. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27742. _this._checkIsReady();
  27743. }, 150);
  27744. };
  27745. // Animations
  27746. /**
  27747. * Will start the animation sequence of a given target
  27748. * @param target defines the target
  27749. * @param from defines from which frame should animation start
  27750. * @param to defines until which frame should animation run.
  27751. * @param weight defines the weight to apply to the animation (1.0 by default)
  27752. * @param loop defines if the animation loops
  27753. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27754. * @param onAnimationEnd defines the function to be executed when the animation ends
  27755. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27756. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27757. * @returns the animatable object created for this animation
  27758. */
  27759. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27760. if (weight === void 0) { weight = 1.0; }
  27761. if (speedRatio === void 0) { speedRatio = 1.0; }
  27762. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27763. returnedAnimatable.weight = weight;
  27764. return returnedAnimatable;
  27765. };
  27766. /**
  27767. * Will start the animation sequence of a given target
  27768. * @param target defines the target
  27769. * @param from defines from which frame should animation start
  27770. * @param to defines until which frame should animation run.
  27771. * @param loop defines if the animation loops
  27772. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27773. * @param onAnimationEnd defines the function to be executed when the animation ends
  27774. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27775. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27776. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27777. * @returns the animatable object created for this animation
  27778. */
  27779. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27780. if (speedRatio === void 0) { speedRatio = 1.0; }
  27781. if (stopCurrent === void 0) { stopCurrent = true; }
  27782. if (from > to && speedRatio > 0) {
  27783. speedRatio *= -1;
  27784. }
  27785. if (stopCurrent) {
  27786. this.stopAnimation(target, undefined, targetMask);
  27787. }
  27788. if (!animatable) {
  27789. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27790. }
  27791. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27792. // Local animations
  27793. if (target.animations && shouldRunTargetAnimations) {
  27794. animatable.appendAnimations(target, target.animations);
  27795. }
  27796. // Children animations
  27797. if (target.getAnimatables) {
  27798. var animatables = target.getAnimatables();
  27799. for (var index = 0; index < animatables.length; index++) {
  27800. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27801. }
  27802. }
  27803. animatable.reset();
  27804. return animatable;
  27805. };
  27806. /**
  27807. * Will start the animation sequence of a given target and its hierarchy
  27808. * @param target defines the target
  27809. * @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.
  27810. * @param from defines from which frame should animation start
  27811. * @param to defines until which frame should animation run.
  27812. * @param loop defines if the animation loops
  27813. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27814. * @param onAnimationEnd defines the function to be executed when the animation ends
  27815. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27816. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27817. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27818. * @returns the list of created animatables
  27819. */
  27820. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27821. if (speedRatio === void 0) { speedRatio = 1.0; }
  27822. if (stopCurrent === void 0) { stopCurrent = true; }
  27823. var children = target.getDescendants(directDescendantsOnly);
  27824. var result = [];
  27825. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27826. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27827. var child = children_1[_i];
  27828. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27829. }
  27830. return result;
  27831. };
  27832. /**
  27833. * Begin a new animation on a given node
  27834. * @param target defines the target where the animation will take place
  27835. * @param animations defines the list of animations to start
  27836. * @param from defines the initial value
  27837. * @param to defines the final value
  27838. * @param loop defines if you want animation to loop (off by default)
  27839. * @param speedRatio defines the speed ratio to apply to all animations
  27840. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27841. * @returns the list of created animatables
  27842. */
  27843. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27844. if (speedRatio === undefined) {
  27845. speedRatio = 1.0;
  27846. }
  27847. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27848. return animatable;
  27849. };
  27850. /**
  27851. * Begin a new animation on a given node and its hierarchy
  27852. * @param target defines the root node where the animation will take place
  27853. * @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.
  27854. * @param animations defines the list of animations to start
  27855. * @param from defines the initial value
  27856. * @param to defines the final value
  27857. * @param loop defines if you want animation to loop (off by default)
  27858. * @param speedRatio defines the speed ratio to apply to all animations
  27859. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27860. * @returns the list of animatables created for all nodes
  27861. */
  27862. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27863. var children = target.getDescendants(directDescendantsOnly);
  27864. var result = [];
  27865. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27866. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27867. var child = children_2[_i];
  27868. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27869. }
  27870. return result;
  27871. };
  27872. /**
  27873. * Gets the animatable associated with a specific target
  27874. * @param target defines the target of the animatable
  27875. * @returns the required animatable if found
  27876. */
  27877. Scene.prototype.getAnimatableByTarget = function (target) {
  27878. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27879. if (this._activeAnimatables[index].target === target) {
  27880. return this._activeAnimatables[index];
  27881. }
  27882. }
  27883. return null;
  27884. };
  27885. /**
  27886. * Gets all animatables associated with a given target
  27887. * @param target defines the target to look animatables for
  27888. * @returns an array of Animatables
  27889. */
  27890. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27891. var result = [];
  27892. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27893. if (this._activeAnimatables[index].target === target) {
  27894. result.push(this._activeAnimatables[index]);
  27895. }
  27896. }
  27897. return result;
  27898. };
  27899. Object.defineProperty(Scene.prototype, "animatables", {
  27900. /**
  27901. * Gets all animatable attached to the scene
  27902. */
  27903. get: function () {
  27904. return this._activeAnimatables;
  27905. },
  27906. enumerable: true,
  27907. configurable: true
  27908. });
  27909. /**
  27910. * Will stop the animation of the given target
  27911. * @param target - the target
  27912. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27913. * @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)
  27914. */
  27915. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27916. var animatables = this.getAllAnimatablesByTarget(target);
  27917. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27918. var animatable = animatables_1[_i];
  27919. animatable.stop(animationName, targetMask);
  27920. }
  27921. };
  27922. /**
  27923. * Stops and removes all animations that have been applied to the scene
  27924. */
  27925. Scene.prototype.stopAllAnimations = function () {
  27926. if (this._activeAnimatables) {
  27927. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27928. this._activeAnimatables[i].stop();
  27929. }
  27930. this._activeAnimatables = [];
  27931. }
  27932. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27933. var group = _a[_i];
  27934. group.stop();
  27935. }
  27936. };
  27937. Scene.prototype._animate = function () {
  27938. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27939. return;
  27940. }
  27941. // Getting time
  27942. var now = BABYLON.Tools.Now;
  27943. if (!this._animationTimeLast) {
  27944. if (this._pendingData.length > 0) {
  27945. return;
  27946. }
  27947. this._animationTimeLast = now;
  27948. }
  27949. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27950. this._animationTime += deltaTime;
  27951. this._animationTimeLast = now;
  27952. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27953. this._activeAnimatables[index]._animate(this._animationTime);
  27954. }
  27955. // Late animation bindings
  27956. this._processLateAnimationBindings();
  27957. };
  27958. /** @hidden */
  27959. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27960. var target = runtimeAnimation.target;
  27961. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27962. if (!target._lateAnimationHolders) {
  27963. target._lateAnimationHolders = {};
  27964. }
  27965. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27966. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27967. totalWeight: 0,
  27968. animations: [],
  27969. originalValue: originalValue
  27970. };
  27971. }
  27972. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27973. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27974. };
  27975. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27976. var normalizer = 1.0;
  27977. var finalPosition = BABYLON.Tmp.Vector3[0];
  27978. var finalScaling = BABYLON.Tmp.Vector3[1];
  27979. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27980. var startIndex = 0;
  27981. var originalAnimation = holder.animations[0];
  27982. var originalValue = holder.originalValue;
  27983. var scale = 1;
  27984. if (holder.totalWeight < 1.0) {
  27985. // We need to mix the original value in
  27986. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27987. scale = 1.0 - holder.totalWeight;
  27988. }
  27989. else {
  27990. startIndex = 1;
  27991. // We need to normalize the weights
  27992. normalizer = holder.totalWeight;
  27993. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27994. scale = originalAnimation.weight / normalizer;
  27995. if (scale == 1) {
  27996. return originalAnimation.currentValue;
  27997. }
  27998. }
  27999. finalScaling.scaleInPlace(scale);
  28000. finalPosition.scaleInPlace(scale);
  28001. finalQuaternion.scaleInPlace(scale);
  28002. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28003. var runtimeAnimation = holder.animations[animIndex];
  28004. var scale = runtimeAnimation.weight / normalizer;
  28005. var currentPosition = BABYLON.Tmp.Vector3[2];
  28006. var currentScaling = BABYLON.Tmp.Vector3[3];
  28007. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  28008. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  28009. currentScaling.scaleAndAddToRef(scale, finalScaling);
  28010. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  28011. currentPosition.scaleAndAddToRef(scale, finalPosition);
  28012. }
  28013. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  28014. return originalAnimation._workValue;
  28015. };
  28016. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  28017. var originalAnimation = holder.animations[0];
  28018. var originalValue = holder.originalValue;
  28019. if (holder.animations.length === 1) {
  28020. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  28021. return refQuaternion;
  28022. }
  28023. var normalizer = 1.0;
  28024. var quaternions;
  28025. var weights;
  28026. if (holder.totalWeight < 1.0) {
  28027. var scale = 1.0 - holder.totalWeight;
  28028. quaternions = [];
  28029. weights = [];
  28030. quaternions.push(originalValue);
  28031. weights.push(scale);
  28032. }
  28033. else {
  28034. if (holder.animations.length === 2) { // Slerp as soon as we can
  28035. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  28036. return refQuaternion;
  28037. }
  28038. quaternions = [];
  28039. weights = [];
  28040. normalizer = holder.totalWeight;
  28041. }
  28042. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  28043. var runtimeAnimation = holder.animations[animIndex];
  28044. quaternions.push(runtimeAnimation.currentValue);
  28045. weights.push(runtimeAnimation.weight / normalizer);
  28046. }
  28047. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  28048. var cumulativeAmount = 0;
  28049. var cumulativeQuaternion = null;
  28050. for (var index = 0; index < quaternions.length;) {
  28051. if (!cumulativeQuaternion) {
  28052. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  28053. cumulativeQuaternion = refQuaternion;
  28054. cumulativeAmount = weights[index] + weights[index + 1];
  28055. index += 2;
  28056. continue;
  28057. }
  28058. cumulativeAmount += weights[index];
  28059. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28060. index++;
  28061. }
  28062. return cumulativeQuaternion;
  28063. };
  28064. Scene.prototype._processLateAnimationBindings = function () {
  28065. if (!this._registeredForLateAnimationBindings.length) {
  28066. return;
  28067. }
  28068. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28069. var target = this._registeredForLateAnimationBindings.data[index];
  28070. for (var path in target._lateAnimationHolders) {
  28071. var holder = target._lateAnimationHolders[path];
  28072. var originalAnimation = holder.animations[0];
  28073. var originalValue = holder.originalValue;
  28074. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28075. var finalValue = target[path];
  28076. if (matrixDecomposeMode) {
  28077. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28078. }
  28079. else {
  28080. var quaternionMode = originalValue.w !== undefined;
  28081. if (quaternionMode) {
  28082. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28083. }
  28084. else {
  28085. var startIndex = 0;
  28086. var normalizer = 1.0;
  28087. if (holder.totalWeight < 1.0) {
  28088. // We need to mix the original value in
  28089. if (originalValue.scale) {
  28090. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28091. }
  28092. else {
  28093. finalValue = originalValue * (1.0 - holder.totalWeight);
  28094. }
  28095. }
  28096. else {
  28097. // We need to normalize the weights
  28098. normalizer = holder.totalWeight;
  28099. var scale_1 = originalAnimation.weight / normalizer;
  28100. if (scale_1 !== 1) {
  28101. if (originalAnimation.currentValue.scale) {
  28102. finalValue = originalAnimation.currentValue.scale(scale_1);
  28103. }
  28104. else {
  28105. finalValue = originalAnimation.currentValue * scale_1;
  28106. }
  28107. }
  28108. else {
  28109. finalValue = originalAnimation.currentValue;
  28110. }
  28111. startIndex = 1;
  28112. }
  28113. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28114. var runtimeAnimation = holder.animations[animIndex];
  28115. var scale = runtimeAnimation.weight / normalizer;
  28116. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28117. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28118. }
  28119. else {
  28120. finalValue += runtimeAnimation.currentValue * scale;
  28121. }
  28122. }
  28123. }
  28124. }
  28125. target[path] = finalValue;
  28126. }
  28127. target._lateAnimationHolders = {};
  28128. }
  28129. this._registeredForLateAnimationBindings.reset();
  28130. };
  28131. // Matrix
  28132. /** @hidden */
  28133. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28134. this._useAlternateCameraConfiguration = active;
  28135. };
  28136. /**
  28137. * Gets the current view matrix
  28138. * @returns a Matrix
  28139. */
  28140. Scene.prototype.getViewMatrix = function () {
  28141. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28142. };
  28143. /**
  28144. * Gets the current projection matrix
  28145. * @returns a Matrix
  28146. */
  28147. Scene.prototype.getProjectionMatrix = function () {
  28148. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28149. };
  28150. /**
  28151. * Gets the current transform matrix
  28152. * @returns a Matrix made of View * Projection
  28153. */
  28154. Scene.prototype.getTransformMatrix = function () {
  28155. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28156. };
  28157. /**
  28158. * Sets the current transform matrix
  28159. * @param view defines the View matrix to use
  28160. * @param projection defines the Projection matrix to use
  28161. */
  28162. Scene.prototype.setTransformMatrix = function (view, projection) {
  28163. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28164. return;
  28165. }
  28166. this._viewUpdateFlag = view.updateFlag;
  28167. this._projectionUpdateFlag = projection.updateFlag;
  28168. this._viewMatrix = view;
  28169. this._projectionMatrix = projection;
  28170. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28171. // Update frustum
  28172. if (!this._frustumPlanes) {
  28173. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28174. }
  28175. else {
  28176. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28177. }
  28178. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28179. var otherCamera = this.activeCamera._alternateCamera;
  28180. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28181. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28182. }
  28183. if (this._sceneUbo.useUbo) {
  28184. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28185. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28186. this._sceneUbo.update();
  28187. }
  28188. };
  28189. /** @hidden */
  28190. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28191. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28192. return;
  28193. }
  28194. this._alternateViewUpdateFlag = view.updateFlag;
  28195. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28196. this._alternateViewMatrix = view;
  28197. this._alternateProjectionMatrix = projection;
  28198. if (!this._alternateTransformMatrix) {
  28199. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28200. }
  28201. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28202. if (!this._alternateSceneUbo) {
  28203. this._createAlternateUbo();
  28204. }
  28205. if (this._alternateSceneUbo.useUbo) {
  28206. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28207. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28208. this._alternateSceneUbo.update();
  28209. }
  28210. };
  28211. /**
  28212. * Gets the uniform buffer used to store scene data
  28213. * @returns a UniformBuffer
  28214. */
  28215. Scene.prototype.getSceneUniformBuffer = function () {
  28216. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28217. };
  28218. /**
  28219. * Gets an unique (relatively to the current scene) Id
  28220. * @returns an unique number for the scene
  28221. */
  28222. Scene.prototype.getUniqueId = function () {
  28223. var result = Scene._uniqueIdCounter;
  28224. Scene._uniqueIdCounter++;
  28225. return result;
  28226. };
  28227. /**
  28228. * Add a mesh to the list of scene's meshes
  28229. * @param newMesh defines the mesh to add
  28230. * @param recursive if all child meshes should also be added to the scene
  28231. */
  28232. Scene.prototype.addMesh = function (newMesh, recursive) {
  28233. var _this = this;
  28234. if (recursive === void 0) { recursive = false; }
  28235. this.meshes.push(newMesh);
  28236. //notify the collision coordinator
  28237. if (this.collisionCoordinator) {
  28238. this.collisionCoordinator.onMeshAdded(newMesh);
  28239. }
  28240. newMesh._resyncLightSources();
  28241. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28242. if (recursive) {
  28243. newMesh.getChildMeshes().forEach(function (m) {
  28244. _this.addMesh(m);
  28245. });
  28246. }
  28247. };
  28248. /**
  28249. * Remove a mesh for the list of scene's meshes
  28250. * @param toRemove defines the mesh to remove
  28251. * @param recursive if all child meshes should also be removed from the scene
  28252. * @returns the index where the mesh was in the mesh list
  28253. */
  28254. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28255. var _this = this;
  28256. if (recursive === void 0) { recursive = false; }
  28257. var index = this.meshes.indexOf(toRemove);
  28258. if (index !== -1) {
  28259. // Remove from the scene if mesh found
  28260. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28261. this.meshes.pop();
  28262. }
  28263. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28264. if (recursive) {
  28265. toRemove.getChildMeshes().forEach(function (m) {
  28266. _this.removeMesh(m);
  28267. });
  28268. }
  28269. return index;
  28270. };
  28271. /**
  28272. * Add a transform node to the list of scene's transform nodes
  28273. * @param newTransformNode defines the transform node to add
  28274. */
  28275. Scene.prototype.addTransformNode = function (newTransformNode) {
  28276. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28277. this.transformNodes.push(newTransformNode);
  28278. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28279. };
  28280. /**
  28281. * Remove a transform node for the list of scene's transform nodes
  28282. * @param toRemove defines the transform node to remove
  28283. * @returns the index where the transform node was in the transform node list
  28284. */
  28285. Scene.prototype.removeTransformNode = function (toRemove) {
  28286. var index = toRemove._indexInSceneTransformNodesArray;
  28287. if (index !== -1) {
  28288. if (index !== this.transformNodes.length - 1) {
  28289. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28290. this.transformNodes[index] = lastNode;
  28291. lastNode._indexInSceneTransformNodesArray = index;
  28292. }
  28293. toRemove._indexInSceneTransformNodesArray = -1;
  28294. this.transformNodes.pop();
  28295. }
  28296. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28297. return index;
  28298. };
  28299. /**
  28300. * Remove a skeleton for the list of scene's skeletons
  28301. * @param toRemove defines the skeleton to remove
  28302. * @returns the index where the skeleton was in the skeleton list
  28303. */
  28304. Scene.prototype.removeSkeleton = function (toRemove) {
  28305. var index = this.skeletons.indexOf(toRemove);
  28306. if (index !== -1) {
  28307. // Remove from the scene if found
  28308. this.skeletons.splice(index, 1);
  28309. }
  28310. return index;
  28311. };
  28312. /**
  28313. * Remove a morph target for the list of scene's morph targets
  28314. * @param toRemove defines the morph target to remove
  28315. * @returns the index where the morph target was in the morph target list
  28316. */
  28317. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28318. var index = this.morphTargetManagers.indexOf(toRemove);
  28319. if (index !== -1) {
  28320. // Remove from the scene if found
  28321. this.morphTargetManagers.splice(index, 1);
  28322. }
  28323. return index;
  28324. };
  28325. /**
  28326. * Remove a light for the list of scene's lights
  28327. * @param toRemove defines the light to remove
  28328. * @returns the index where the light was in the light list
  28329. */
  28330. Scene.prototype.removeLight = function (toRemove) {
  28331. var index = this.lights.indexOf(toRemove);
  28332. if (index !== -1) {
  28333. // Remove from meshes
  28334. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28335. var mesh = _a[_i];
  28336. mesh._removeLightSource(toRemove);
  28337. }
  28338. // Remove from the scene if mesh found
  28339. this.lights.splice(index, 1);
  28340. this.sortLightsByPriority();
  28341. }
  28342. this.onLightRemovedObservable.notifyObservers(toRemove);
  28343. return index;
  28344. };
  28345. /**
  28346. * Remove a camera for the list of scene's cameras
  28347. * @param toRemove defines the camera to remove
  28348. * @returns the index where the camera was in the camera list
  28349. */
  28350. Scene.prototype.removeCamera = function (toRemove) {
  28351. var index = this.cameras.indexOf(toRemove);
  28352. if (index !== -1) {
  28353. // Remove from the scene if mesh found
  28354. this.cameras.splice(index, 1);
  28355. }
  28356. // Remove from activeCameras
  28357. var index2 = this.activeCameras.indexOf(toRemove);
  28358. if (index2 !== -1) {
  28359. // Remove from the scene if mesh found
  28360. this.activeCameras.splice(index2, 1);
  28361. }
  28362. // Reset the activeCamera
  28363. if (this.activeCamera === toRemove) {
  28364. if (this.cameras.length > 0) {
  28365. this.activeCamera = this.cameras[0];
  28366. }
  28367. else {
  28368. this.activeCamera = null;
  28369. }
  28370. }
  28371. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28372. return index;
  28373. };
  28374. /**
  28375. * Remove a particle system for the list of scene's particle systems
  28376. * @param toRemove defines the particle system to remove
  28377. * @returns the index where the particle system was in the particle system list
  28378. */
  28379. Scene.prototype.removeParticleSystem = function (toRemove) {
  28380. var index = this.particleSystems.indexOf(toRemove);
  28381. if (index !== -1) {
  28382. this.particleSystems.splice(index, 1);
  28383. }
  28384. return index;
  28385. };
  28386. /**
  28387. * Remove a animation for the list of scene's animations
  28388. * @param toRemove defines the animation to remove
  28389. * @returns the index where the animation was in the animation list
  28390. */
  28391. Scene.prototype.removeAnimation = function (toRemove) {
  28392. var index = this.animations.indexOf(toRemove);
  28393. if (index !== -1) {
  28394. this.animations.splice(index, 1);
  28395. }
  28396. return index;
  28397. };
  28398. /**
  28399. * Removes the given animation group from this scene.
  28400. * @param toRemove The animation group to remove
  28401. * @returns The index of the removed animation group
  28402. */
  28403. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28404. var index = this.animationGroups.indexOf(toRemove);
  28405. if (index !== -1) {
  28406. this.animationGroups.splice(index, 1);
  28407. }
  28408. return index;
  28409. };
  28410. /**
  28411. * Removes the given multi-material from this scene.
  28412. * @param toRemove The multi-material to remove
  28413. * @returns The index of the removed multi-material
  28414. */
  28415. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28416. var index = this.multiMaterials.indexOf(toRemove);
  28417. if (index !== -1) {
  28418. this.multiMaterials.splice(index, 1);
  28419. }
  28420. return index;
  28421. };
  28422. /**
  28423. * Removes the given material from this scene.
  28424. * @param toRemove The material to remove
  28425. * @returns The index of the removed material
  28426. */
  28427. Scene.prototype.removeMaterial = function (toRemove) {
  28428. var index = toRemove._indexInSceneMaterialArray;
  28429. if (index !== -1) {
  28430. if (index !== this.materials.length - 1) {
  28431. var lastMaterial = this.materials[this.materials.length - 1];
  28432. this.materials[index] = lastMaterial;
  28433. lastMaterial._indexInSceneMaterialArray = index;
  28434. }
  28435. toRemove._indexInSceneMaterialArray = -1;
  28436. this.materials.pop();
  28437. }
  28438. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28439. return index;
  28440. };
  28441. /**
  28442. * Removes the given action manager from this scene.
  28443. * @param toRemove The action manager to remove
  28444. * @returns The index of the removed action manager
  28445. */
  28446. Scene.prototype.removeActionManager = function (toRemove) {
  28447. var index = this.actionManagers.indexOf(toRemove);
  28448. if (index !== -1) {
  28449. this.actionManagers.splice(index, 1);
  28450. }
  28451. return index;
  28452. };
  28453. /**
  28454. * Removes the given texture from this scene.
  28455. * @param toRemove The texture to remove
  28456. * @returns The index of the removed texture
  28457. */
  28458. Scene.prototype.removeTexture = function (toRemove) {
  28459. var index = this.textures.indexOf(toRemove);
  28460. if (index !== -1) {
  28461. this.textures.splice(index, 1);
  28462. }
  28463. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28464. return index;
  28465. };
  28466. /**
  28467. * Adds the given light to this scene
  28468. * @param newLight The light to add
  28469. */
  28470. Scene.prototype.addLight = function (newLight) {
  28471. this.lights.push(newLight);
  28472. this.sortLightsByPriority();
  28473. // Add light to all meshes (To support if the light is removed and then readded)
  28474. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28475. var mesh = _a[_i];
  28476. if (mesh._lightSources.indexOf(newLight) === -1) {
  28477. mesh._lightSources.push(newLight);
  28478. mesh._resyncLightSources();
  28479. }
  28480. }
  28481. this.onNewLightAddedObservable.notifyObservers(newLight);
  28482. };
  28483. /**
  28484. * Sorts the list list based on light priorities
  28485. */
  28486. Scene.prototype.sortLightsByPriority = function () {
  28487. if (this.requireLightSorting) {
  28488. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28489. }
  28490. };
  28491. /**
  28492. * Adds the given camera to this scene
  28493. * @param newCamera The camera to add
  28494. */
  28495. Scene.prototype.addCamera = function (newCamera) {
  28496. this.cameras.push(newCamera);
  28497. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28498. };
  28499. /**
  28500. * Adds the given skeleton to this scene
  28501. * @param newSkeleton The skeleton to add
  28502. */
  28503. Scene.prototype.addSkeleton = function (newSkeleton) {
  28504. this.skeletons.push(newSkeleton);
  28505. };
  28506. /**
  28507. * Adds the given particle system to this scene
  28508. * @param newParticleSystem The particle system to add
  28509. */
  28510. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28511. this.particleSystems.push(newParticleSystem);
  28512. };
  28513. /**
  28514. * Adds the given animation to this scene
  28515. * @param newAnimation The animation to add
  28516. */
  28517. Scene.prototype.addAnimation = function (newAnimation) {
  28518. this.animations.push(newAnimation);
  28519. };
  28520. /**
  28521. * Adds the given animation group to this scene.
  28522. * @param newAnimationGroup The animation group to add
  28523. */
  28524. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28525. this.animationGroups.push(newAnimationGroup);
  28526. };
  28527. /**
  28528. * Adds the given multi-material to this scene
  28529. * @param newMultiMaterial The multi-material to add
  28530. */
  28531. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28532. this.multiMaterials.push(newMultiMaterial);
  28533. };
  28534. /**
  28535. * Adds the given material to this scene
  28536. * @param newMaterial The material to add
  28537. */
  28538. Scene.prototype.addMaterial = function (newMaterial) {
  28539. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28540. this.materials.push(newMaterial);
  28541. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28542. };
  28543. /**
  28544. * Adds the given morph target to this scene
  28545. * @param newMorphTargetManager The morph target to add
  28546. */
  28547. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28548. this.morphTargetManagers.push(newMorphTargetManager);
  28549. };
  28550. /**
  28551. * Adds the given geometry to this scene
  28552. * @param newGeometry The geometry to add
  28553. */
  28554. Scene.prototype.addGeometry = function (newGeometry) {
  28555. if (this.geometriesById) {
  28556. this.geometriesById[newGeometry.id] = this.geometries.length;
  28557. }
  28558. this.geometries.push(newGeometry);
  28559. };
  28560. /**
  28561. * Adds the given action manager to this scene
  28562. * @param newActionManager The action manager to add
  28563. */
  28564. Scene.prototype.addActionManager = function (newActionManager) {
  28565. this.actionManagers.push(newActionManager);
  28566. };
  28567. /**
  28568. * Adds the given texture to this scene.
  28569. * @param newTexture The texture to add
  28570. */
  28571. Scene.prototype.addTexture = function (newTexture) {
  28572. this.textures.push(newTexture);
  28573. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28574. };
  28575. /**
  28576. * Switch active camera
  28577. * @param newCamera defines the new active camera
  28578. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28579. */
  28580. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28581. if (attachControl === void 0) { attachControl = true; }
  28582. var canvas = this._engine.getRenderingCanvas();
  28583. if (!canvas) {
  28584. return;
  28585. }
  28586. if (this.activeCamera) {
  28587. this.activeCamera.detachControl(canvas);
  28588. }
  28589. this.activeCamera = newCamera;
  28590. if (attachControl) {
  28591. newCamera.attachControl(canvas);
  28592. }
  28593. };
  28594. /**
  28595. * sets the active camera of the scene using its ID
  28596. * @param id defines the camera's ID
  28597. * @return the new active camera or null if none found.
  28598. */
  28599. Scene.prototype.setActiveCameraByID = function (id) {
  28600. var camera = this.getCameraByID(id);
  28601. if (camera) {
  28602. this.activeCamera = camera;
  28603. return camera;
  28604. }
  28605. return null;
  28606. };
  28607. /**
  28608. * sets the active camera of the scene using its name
  28609. * @param name defines the camera's name
  28610. * @returns the new active camera or null if none found.
  28611. */
  28612. Scene.prototype.setActiveCameraByName = function (name) {
  28613. var camera = this.getCameraByName(name);
  28614. if (camera) {
  28615. this.activeCamera = camera;
  28616. return camera;
  28617. }
  28618. return null;
  28619. };
  28620. /**
  28621. * get an animation group using its name
  28622. * @param name defines the material's name
  28623. * @return the animation group or null if none found.
  28624. */
  28625. Scene.prototype.getAnimationGroupByName = function (name) {
  28626. for (var index = 0; index < this.animationGroups.length; index++) {
  28627. if (this.animationGroups[index].name === name) {
  28628. return this.animationGroups[index];
  28629. }
  28630. }
  28631. return null;
  28632. };
  28633. /**
  28634. * get a material using its id
  28635. * @param id defines the material's ID
  28636. * @return the material or null if none found.
  28637. */
  28638. Scene.prototype.getMaterialByID = function (id) {
  28639. for (var index = 0; index < this.materials.length; index++) {
  28640. if (this.materials[index].id === id) {
  28641. return this.materials[index];
  28642. }
  28643. }
  28644. return null;
  28645. };
  28646. /**
  28647. * Gets a material using its name
  28648. * @param name defines the material's name
  28649. * @return the material or null if none found.
  28650. */
  28651. Scene.prototype.getMaterialByName = function (name) {
  28652. for (var index = 0; index < this.materials.length; index++) {
  28653. if (this.materials[index].name === name) {
  28654. return this.materials[index];
  28655. }
  28656. }
  28657. return null;
  28658. };
  28659. /**
  28660. * Gets a camera using its id
  28661. * @param id defines the id to look for
  28662. * @returns the camera or null if not found
  28663. */
  28664. Scene.prototype.getCameraByID = function (id) {
  28665. for (var index = 0; index < this.cameras.length; index++) {
  28666. if (this.cameras[index].id === id) {
  28667. return this.cameras[index];
  28668. }
  28669. }
  28670. return null;
  28671. };
  28672. /**
  28673. * Gets a camera using its unique id
  28674. * @param uniqueId defines the unique id to look for
  28675. * @returns the camera or null if not found
  28676. */
  28677. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28678. for (var index = 0; index < this.cameras.length; index++) {
  28679. if (this.cameras[index].uniqueId === uniqueId) {
  28680. return this.cameras[index];
  28681. }
  28682. }
  28683. return null;
  28684. };
  28685. /**
  28686. * Gets a camera using its name
  28687. * @param name defines the camera's name
  28688. * @return the camera or null if none found.
  28689. */
  28690. Scene.prototype.getCameraByName = function (name) {
  28691. for (var index = 0; index < this.cameras.length; index++) {
  28692. if (this.cameras[index].name === name) {
  28693. return this.cameras[index];
  28694. }
  28695. }
  28696. return null;
  28697. };
  28698. /**
  28699. * Gets a bone using its id
  28700. * @param id defines the bone's id
  28701. * @return the bone or null if not found
  28702. */
  28703. Scene.prototype.getBoneByID = function (id) {
  28704. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28705. var skeleton = this.skeletons[skeletonIndex];
  28706. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28707. if (skeleton.bones[boneIndex].id === id) {
  28708. return skeleton.bones[boneIndex];
  28709. }
  28710. }
  28711. }
  28712. return null;
  28713. };
  28714. /**
  28715. * Gets a bone using its id
  28716. * @param name defines the bone's name
  28717. * @return the bone or null if not found
  28718. */
  28719. Scene.prototype.getBoneByName = function (name) {
  28720. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28721. var skeleton = this.skeletons[skeletonIndex];
  28722. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28723. if (skeleton.bones[boneIndex].name === name) {
  28724. return skeleton.bones[boneIndex];
  28725. }
  28726. }
  28727. }
  28728. return null;
  28729. };
  28730. /**
  28731. * Gets a light node using its name
  28732. * @param name defines the the light's name
  28733. * @return the light or null if none found.
  28734. */
  28735. Scene.prototype.getLightByName = function (name) {
  28736. for (var index = 0; index < this.lights.length; index++) {
  28737. if (this.lights[index].name === name) {
  28738. return this.lights[index];
  28739. }
  28740. }
  28741. return null;
  28742. };
  28743. /**
  28744. * Gets a light node using its id
  28745. * @param id defines the light's id
  28746. * @return the light or null if none found.
  28747. */
  28748. Scene.prototype.getLightByID = function (id) {
  28749. for (var index = 0; index < this.lights.length; index++) {
  28750. if (this.lights[index].id === id) {
  28751. return this.lights[index];
  28752. }
  28753. }
  28754. return null;
  28755. };
  28756. /**
  28757. * Gets a light node using its scene-generated unique ID
  28758. * @param uniqueId defines the light's unique id
  28759. * @return the light or null if none found.
  28760. */
  28761. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28762. for (var index = 0; index < this.lights.length; index++) {
  28763. if (this.lights[index].uniqueId === uniqueId) {
  28764. return this.lights[index];
  28765. }
  28766. }
  28767. return null;
  28768. };
  28769. /**
  28770. * Gets a particle system by id
  28771. * @param id defines the particle system id
  28772. * @return the corresponding system or null if none found
  28773. */
  28774. Scene.prototype.getParticleSystemByID = function (id) {
  28775. for (var index = 0; index < this.particleSystems.length; index++) {
  28776. if (this.particleSystems[index].id === id) {
  28777. return this.particleSystems[index];
  28778. }
  28779. }
  28780. return null;
  28781. };
  28782. /**
  28783. * Gets a geometry using its ID
  28784. * @param id defines the geometry's id
  28785. * @return the geometry or null if none found.
  28786. */
  28787. Scene.prototype.getGeometryByID = function (id) {
  28788. if (this.geometriesById) {
  28789. var index_1 = this.geometriesById[id];
  28790. if (index_1 !== undefined) {
  28791. return this.geometries[index_1];
  28792. }
  28793. }
  28794. else {
  28795. for (var index = 0; index < this.geometries.length; index++) {
  28796. if (this.geometries[index].id === id) {
  28797. return this.geometries[index];
  28798. }
  28799. }
  28800. }
  28801. return null;
  28802. };
  28803. Scene.prototype._getGeometryByUniqueID = function (id) {
  28804. for (var index = 0; index < this.geometries.length; index++) {
  28805. if (this.geometries[index].uniqueId === id) {
  28806. return this.geometries[index];
  28807. }
  28808. }
  28809. return null;
  28810. };
  28811. /**
  28812. * Add a new geometry to this scene
  28813. * @param geometry defines the geometry to be added to the scene.
  28814. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28815. * @return a boolean defining if the geometry was added or not
  28816. */
  28817. Scene.prototype.pushGeometry = function (geometry, force) {
  28818. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28819. return false;
  28820. }
  28821. this.addGeometry(geometry);
  28822. //notify the collision coordinator
  28823. if (this.collisionCoordinator) {
  28824. this.collisionCoordinator.onGeometryAdded(geometry);
  28825. }
  28826. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28827. return true;
  28828. };
  28829. /**
  28830. * Removes an existing geometry
  28831. * @param geometry defines the geometry to be removed from the scene
  28832. * @return a boolean defining if the geometry was removed or not
  28833. */
  28834. Scene.prototype.removeGeometry = function (geometry) {
  28835. var index;
  28836. if (this.geometriesById) {
  28837. index = this.geometriesById[geometry.id];
  28838. if (index === undefined) {
  28839. return false;
  28840. }
  28841. }
  28842. else {
  28843. index = this.geometries.indexOf(geometry);
  28844. if (index < 0) {
  28845. return false;
  28846. }
  28847. }
  28848. if (index !== this.geometries.length - 1) {
  28849. var lastGeometry = this.geometries[this.geometries.length - 1];
  28850. this.geometries[index] = lastGeometry;
  28851. if (this.geometriesById) {
  28852. this.geometriesById[lastGeometry.id] = index;
  28853. this.geometriesById[geometry.id] = undefined;
  28854. }
  28855. }
  28856. this.geometries.pop();
  28857. //notify the collision coordinator
  28858. if (this.collisionCoordinator) {
  28859. this.collisionCoordinator.onGeometryDeleted(geometry);
  28860. }
  28861. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28862. return true;
  28863. };
  28864. /**
  28865. * Gets the list of geometries attached to the scene
  28866. * @returns an array of Geometry
  28867. */
  28868. Scene.prototype.getGeometries = function () {
  28869. return this.geometries;
  28870. };
  28871. /**
  28872. * Gets the first added mesh found of a given ID
  28873. * @param id defines the id to search for
  28874. * @return the mesh found or null if not found at all
  28875. */
  28876. Scene.prototype.getMeshByID = function (id) {
  28877. for (var index = 0; index < this.meshes.length; index++) {
  28878. if (this.meshes[index].id === id) {
  28879. return this.meshes[index];
  28880. }
  28881. }
  28882. return null;
  28883. };
  28884. /**
  28885. * Gets a list of meshes using their id
  28886. * @param id defines the id to search for
  28887. * @returns a list of meshes
  28888. */
  28889. Scene.prototype.getMeshesByID = function (id) {
  28890. return this.meshes.filter(function (m) {
  28891. return m.id === id;
  28892. });
  28893. };
  28894. /**
  28895. * Gets the first added transform node found of a given ID
  28896. * @param id defines the id to search for
  28897. * @return the found transform node or null if not found at all.
  28898. */
  28899. Scene.prototype.getTransformNodeByID = function (id) {
  28900. for (var index = 0; index < this.transformNodes.length; index++) {
  28901. if (this.transformNodes[index].id === id) {
  28902. return this.transformNodes[index];
  28903. }
  28904. }
  28905. return null;
  28906. };
  28907. /**
  28908. * Gets a list of transform nodes using their id
  28909. * @param id defines the id to search for
  28910. * @returns a list of transform nodes
  28911. */
  28912. Scene.prototype.getTransformNodesByID = function (id) {
  28913. return this.transformNodes.filter(function (m) {
  28914. return m.id === id;
  28915. });
  28916. };
  28917. /**
  28918. * Gets a mesh with its auto-generated unique id
  28919. * @param uniqueId defines the unique id to search for
  28920. * @return the found mesh or null if not found at all.
  28921. */
  28922. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28923. for (var index = 0; index < this.meshes.length; index++) {
  28924. if (this.meshes[index].uniqueId === uniqueId) {
  28925. return this.meshes[index];
  28926. }
  28927. }
  28928. return null;
  28929. };
  28930. /**
  28931. * Gets a the last added mesh using a given id
  28932. * @param id defines the id to search for
  28933. * @return the found mesh or null if not found at all.
  28934. */
  28935. Scene.prototype.getLastMeshByID = function (id) {
  28936. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28937. if (this.meshes[index].id === id) {
  28938. return this.meshes[index];
  28939. }
  28940. }
  28941. return null;
  28942. };
  28943. /**
  28944. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28945. * @param id defines the id to search for
  28946. * @return the found node or null if not found at all
  28947. */
  28948. Scene.prototype.getLastEntryByID = function (id) {
  28949. var index;
  28950. for (index = this.meshes.length - 1; index >= 0; index--) {
  28951. if (this.meshes[index].id === id) {
  28952. return this.meshes[index];
  28953. }
  28954. }
  28955. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28956. if (this.transformNodes[index].id === id) {
  28957. return this.transformNodes[index];
  28958. }
  28959. }
  28960. for (index = this.cameras.length - 1; index >= 0; index--) {
  28961. if (this.cameras[index].id === id) {
  28962. return this.cameras[index];
  28963. }
  28964. }
  28965. for (index = this.lights.length - 1; index >= 0; index--) {
  28966. if (this.lights[index].id === id) {
  28967. return this.lights[index];
  28968. }
  28969. }
  28970. return null;
  28971. };
  28972. /**
  28973. * Gets a node (Mesh, Camera, Light) using a given id
  28974. * @param id defines the id to search for
  28975. * @return the found node or null if not found at all
  28976. */
  28977. Scene.prototype.getNodeByID = function (id) {
  28978. var mesh = this.getMeshByID(id);
  28979. if (mesh) {
  28980. return mesh;
  28981. }
  28982. var transformNode = this.getTransformNodeByID(id);
  28983. if (transformNode) {
  28984. return transformNode;
  28985. }
  28986. var light = this.getLightByID(id);
  28987. if (light) {
  28988. return light;
  28989. }
  28990. var camera = this.getCameraByID(id);
  28991. if (camera) {
  28992. return camera;
  28993. }
  28994. var bone = this.getBoneByID(id);
  28995. if (bone) {
  28996. return bone;
  28997. }
  28998. return null;
  28999. };
  29000. /**
  29001. * Gets a node (Mesh, Camera, Light) using a given name
  29002. * @param name defines the name to search for
  29003. * @return the found node or null if not found at all.
  29004. */
  29005. Scene.prototype.getNodeByName = function (name) {
  29006. var mesh = this.getMeshByName(name);
  29007. if (mesh) {
  29008. return mesh;
  29009. }
  29010. var transformNode = this.getTransformNodeByName(name);
  29011. if (transformNode) {
  29012. return transformNode;
  29013. }
  29014. var light = this.getLightByName(name);
  29015. if (light) {
  29016. return light;
  29017. }
  29018. var camera = this.getCameraByName(name);
  29019. if (camera) {
  29020. return camera;
  29021. }
  29022. var bone = this.getBoneByName(name);
  29023. if (bone) {
  29024. return bone;
  29025. }
  29026. return null;
  29027. };
  29028. /**
  29029. * Gets a mesh using a given name
  29030. * @param name defines the name to search for
  29031. * @return the found mesh or null if not found at all.
  29032. */
  29033. Scene.prototype.getMeshByName = function (name) {
  29034. for (var index = 0; index < this.meshes.length; index++) {
  29035. if (this.meshes[index].name === name) {
  29036. return this.meshes[index];
  29037. }
  29038. }
  29039. return null;
  29040. };
  29041. /**
  29042. * Gets a transform node using a given name
  29043. * @param name defines the name to search for
  29044. * @return the found transform node or null if not found at all.
  29045. */
  29046. Scene.prototype.getTransformNodeByName = function (name) {
  29047. for (var index = 0; index < this.transformNodes.length; index++) {
  29048. if (this.transformNodes[index].name === name) {
  29049. return this.transformNodes[index];
  29050. }
  29051. }
  29052. return null;
  29053. };
  29054. /**
  29055. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  29056. * @param id defines the id to search for
  29057. * @return the found skeleton or null if not found at all.
  29058. */
  29059. Scene.prototype.getLastSkeletonByID = function (id) {
  29060. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29061. if (this.skeletons[index].id === id) {
  29062. return this.skeletons[index];
  29063. }
  29064. }
  29065. return null;
  29066. };
  29067. /**
  29068. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29069. * @param id defines the id to search for
  29070. * @return the found skeleton or null if not found at all.
  29071. */
  29072. Scene.prototype.getSkeletonById = function (id) {
  29073. for (var index = 0; index < this.skeletons.length; index++) {
  29074. if (this.skeletons[index].id === id) {
  29075. return this.skeletons[index];
  29076. }
  29077. }
  29078. return null;
  29079. };
  29080. /**
  29081. * Gets a skeleton using a given name
  29082. * @param name defines the name to search for
  29083. * @return the found skeleton or null if not found at all.
  29084. */
  29085. Scene.prototype.getSkeletonByName = function (name) {
  29086. for (var index = 0; index < this.skeletons.length; index++) {
  29087. if (this.skeletons[index].name === name) {
  29088. return this.skeletons[index];
  29089. }
  29090. }
  29091. return null;
  29092. };
  29093. /**
  29094. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29095. * @param id defines the id to search for
  29096. * @return the found morph target manager or null if not found at all.
  29097. */
  29098. Scene.prototype.getMorphTargetManagerById = function (id) {
  29099. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29100. if (this.morphTargetManagers[index].uniqueId === id) {
  29101. return this.morphTargetManagers[index];
  29102. }
  29103. }
  29104. return null;
  29105. };
  29106. /**
  29107. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29108. * @param id defines the id to search for
  29109. * @return the found morph target or null if not found at all.
  29110. */
  29111. Scene.prototype.getMorphTargetById = function (id) {
  29112. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29113. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29114. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29115. var target = morphTargetManager.getTarget(index);
  29116. if (target.id === id) {
  29117. return target;
  29118. }
  29119. }
  29120. }
  29121. return null;
  29122. };
  29123. /**
  29124. * Gets a boolean indicating if the given mesh is active
  29125. * @param mesh defines the mesh to look for
  29126. * @returns true if the mesh is in the active list
  29127. */
  29128. Scene.prototype.isActiveMesh = function (mesh) {
  29129. return (this._activeMeshes.indexOf(mesh) !== -1);
  29130. };
  29131. Object.defineProperty(Scene.prototype, "uid", {
  29132. /**
  29133. * Return a unique id as a string which can serve as an identifier for the scene
  29134. */
  29135. get: function () {
  29136. if (!this._uid) {
  29137. this._uid = BABYLON.Tools.RandomId();
  29138. }
  29139. return this._uid;
  29140. },
  29141. enumerable: true,
  29142. configurable: true
  29143. });
  29144. /**
  29145. * Add an externaly attached data from its key.
  29146. * This method call will fail and return false, if such key already exists.
  29147. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29148. * @param key the unique key that identifies the data
  29149. * @param data the data object to associate to the key for this Engine instance
  29150. * @return true if no such key were already present and the data was added successfully, false otherwise
  29151. */
  29152. Scene.prototype.addExternalData = function (key, data) {
  29153. if (!this._externalData) {
  29154. this._externalData = new BABYLON.StringDictionary();
  29155. }
  29156. return this._externalData.add(key, data);
  29157. };
  29158. /**
  29159. * Get an externaly attached data from its key
  29160. * @param key the unique key that identifies the data
  29161. * @return the associated data, if present (can be null), or undefined if not present
  29162. */
  29163. Scene.prototype.getExternalData = function (key) {
  29164. if (!this._externalData) {
  29165. return null;
  29166. }
  29167. return this._externalData.get(key);
  29168. };
  29169. /**
  29170. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29171. * @param key the unique key that identifies the data
  29172. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29173. * @return the associated data, can be null if the factory returned null.
  29174. */
  29175. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29176. if (!this._externalData) {
  29177. this._externalData = new BABYLON.StringDictionary();
  29178. }
  29179. return this._externalData.getOrAddWithFactory(key, factory);
  29180. };
  29181. /**
  29182. * Remove an externaly attached data from the Engine instance
  29183. * @param key the unique key that identifies the data
  29184. * @return true if the data was successfully removed, false if it doesn't exist
  29185. */
  29186. Scene.prototype.removeExternalData = function (key) {
  29187. return this._externalData.remove(key);
  29188. };
  29189. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29190. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29191. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29192. var step = _a[_i];
  29193. step.action(mesh, subMesh);
  29194. }
  29195. var material = subMesh.getMaterial();
  29196. if (material !== null && material !== undefined) {
  29197. // Render targets
  29198. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29199. if (this._processedMaterials.indexOf(material) === -1) {
  29200. this._processedMaterials.push(material);
  29201. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29202. }
  29203. }
  29204. // Dispatch
  29205. this._activeIndices.addCount(subMesh.indexCount, false);
  29206. this._renderingManager.dispatch(subMesh, mesh, material);
  29207. }
  29208. }
  29209. };
  29210. /**
  29211. * Clear the processed materials smart array preventing retention point in material dispose.
  29212. */
  29213. Scene.prototype.freeProcessedMaterials = function () {
  29214. this._processedMaterials.dispose();
  29215. };
  29216. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29217. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29218. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29219. * when disposing several meshes in a row or a hierarchy of meshes.
  29220. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29221. */
  29222. get: function () {
  29223. return this._preventFreeActiveMeshesAndRenderingGroups;
  29224. },
  29225. set: function (value) {
  29226. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29227. return;
  29228. }
  29229. if (value) {
  29230. this.freeActiveMeshes();
  29231. this.freeRenderingGroups();
  29232. }
  29233. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29234. },
  29235. enumerable: true,
  29236. configurable: true
  29237. });
  29238. /**
  29239. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29240. */
  29241. Scene.prototype.freeActiveMeshes = function () {
  29242. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29243. return;
  29244. }
  29245. this._activeMeshes.dispose();
  29246. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29247. this.activeCamera._activeMeshes.dispose();
  29248. }
  29249. if (this.activeCameras) {
  29250. for (var i = 0; i < this.activeCameras.length; i++) {
  29251. var activeCamera = this.activeCameras[i];
  29252. if (activeCamera && activeCamera._activeMeshes) {
  29253. activeCamera._activeMeshes.dispose();
  29254. }
  29255. }
  29256. }
  29257. };
  29258. /**
  29259. * Clear the info related to rendering groups preventing retention points during dispose.
  29260. */
  29261. Scene.prototype.freeRenderingGroups = function () {
  29262. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29263. return;
  29264. }
  29265. if (this._renderingManager) {
  29266. this._renderingManager.freeRenderingGroups();
  29267. }
  29268. if (this.textures) {
  29269. for (var i = 0; i < this.textures.length; i++) {
  29270. var texture = this.textures[i];
  29271. if (texture && texture.renderList) {
  29272. texture.freeRenderingGroups();
  29273. }
  29274. }
  29275. }
  29276. };
  29277. /** @hidden */
  29278. Scene.prototype._isInIntermediateRendering = function () {
  29279. return this._intermediateRendering;
  29280. };
  29281. /**
  29282. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29283. * @returns the current scene
  29284. */
  29285. Scene.prototype.freezeActiveMeshes = function () {
  29286. if (!this.activeCamera) {
  29287. return this;
  29288. }
  29289. if (!this._frustumPlanes) {
  29290. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29291. }
  29292. this._evaluateActiveMeshes();
  29293. this._activeMeshesFrozen = true;
  29294. return this;
  29295. };
  29296. /**
  29297. * Use this function to restart evaluating active meshes on every frame
  29298. * @returns the current scene
  29299. */
  29300. Scene.prototype.unfreezeActiveMeshes = function () {
  29301. this._activeMeshesFrozen = false;
  29302. return this;
  29303. };
  29304. Scene.prototype._evaluateActiveMeshes = function () {
  29305. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29306. return;
  29307. }
  29308. if (!this.activeCamera) {
  29309. return;
  29310. }
  29311. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29312. this.activeCamera._activeMeshes.reset();
  29313. this._activeMeshes.reset();
  29314. this._renderingManager.reset();
  29315. this._processedMaterials.reset();
  29316. this._activeParticleSystems.reset();
  29317. this._activeSkeletons.reset();
  29318. this._softwareSkinnedMeshes.reset();
  29319. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29320. var step = _a[_i];
  29321. step.action();
  29322. }
  29323. // Determine mesh candidates
  29324. var meshes = this.getActiveMeshCandidates();
  29325. // Check each mesh
  29326. var len = meshes.length;
  29327. for (var i = 0; i < len; i++) {
  29328. var mesh = meshes.data[i];
  29329. if (mesh.isBlocked) {
  29330. continue;
  29331. }
  29332. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29333. if (!mesh.isReady() || !mesh.isEnabled()) {
  29334. continue;
  29335. }
  29336. mesh.computeWorldMatrix();
  29337. // Intersections
  29338. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29339. this._meshesForIntersections.pushNoDuplicate(mesh);
  29340. }
  29341. // Switch to current LOD
  29342. var meshLOD = mesh.getLOD(this.activeCamera);
  29343. if (meshLOD === undefined || meshLOD === null) {
  29344. continue;
  29345. }
  29346. mesh._preActivate();
  29347. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29348. this._activeMeshes.push(mesh);
  29349. this.activeCamera._activeMeshes.push(mesh);
  29350. mesh._activate(this._renderId);
  29351. if (meshLOD !== mesh) {
  29352. meshLOD._activate(this._renderId);
  29353. }
  29354. this._activeMesh(mesh, meshLOD);
  29355. }
  29356. }
  29357. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29358. // Particle systems
  29359. if (this.particlesEnabled) {
  29360. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29361. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29362. var particleSystem = this.particleSystems[particleIndex];
  29363. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29364. continue;
  29365. }
  29366. var emitter = particleSystem.emitter;
  29367. if (!emitter.position || emitter.isEnabled()) {
  29368. this._activeParticleSystems.push(particleSystem);
  29369. particleSystem.animate();
  29370. this._renderingManager.dispatchParticles(particleSystem);
  29371. }
  29372. }
  29373. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29374. }
  29375. };
  29376. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29377. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29378. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29379. mesh.skeleton.prepare();
  29380. }
  29381. if (!mesh.computeBonesUsingShaders) {
  29382. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29383. }
  29384. }
  29385. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29386. var step = _a[_i];
  29387. step.action(sourceMesh, mesh);
  29388. }
  29389. if (mesh !== undefined && mesh !== null
  29390. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29391. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29392. var len = subMeshes.length;
  29393. for (var i = 0; i < len; i++) {
  29394. var subMesh = subMeshes.data[i];
  29395. this._evaluateSubMesh(subMesh, mesh);
  29396. }
  29397. }
  29398. };
  29399. /**
  29400. * Update the transform matrix to update from the current active camera
  29401. * @param force defines a boolean used to force the update even if cache is up to date
  29402. */
  29403. Scene.prototype.updateTransformMatrix = function (force) {
  29404. if (!this.activeCamera) {
  29405. return;
  29406. }
  29407. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29408. };
  29409. /**
  29410. * 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)
  29411. * @param alternateCamera defines the camera to use
  29412. */
  29413. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29414. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29415. };
  29416. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29417. if (camera && camera._skipRendering) {
  29418. return;
  29419. }
  29420. var engine = this._engine;
  29421. this.activeCamera = camera;
  29422. if (!this.activeCamera) {
  29423. throw new Error("Active camera not set");
  29424. }
  29425. // Viewport
  29426. engine.setViewport(this.activeCamera.viewport);
  29427. // Camera
  29428. this.resetCachedMaterial();
  29429. this._renderId++;
  29430. this.updateTransformMatrix();
  29431. if (camera._alternateCamera) {
  29432. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29433. this._alternateRendering = true;
  29434. }
  29435. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29436. // Meshes
  29437. this._evaluateActiveMeshes();
  29438. // Software skinning
  29439. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29440. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29441. mesh.applySkeleton(mesh.skeleton);
  29442. }
  29443. // Render targets
  29444. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29445. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29446. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29447. }
  29448. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29449. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29450. }
  29451. // Collects render targets from external components.
  29452. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29453. var step = _a[_i];
  29454. step.action(this._renderTargets);
  29455. }
  29456. if (this.renderTargetsEnabled) {
  29457. this._intermediateRendering = true;
  29458. if (this._renderTargets.length > 0) {
  29459. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29460. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29461. var renderTarget = this._renderTargets.data[renderIndex];
  29462. if (renderTarget._shouldRender()) {
  29463. this._renderId++;
  29464. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29465. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29466. }
  29467. }
  29468. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29469. this._renderId++;
  29470. }
  29471. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29472. var step = _c[_b];
  29473. step.action(this.activeCamera);
  29474. }
  29475. this._intermediateRendering = false;
  29476. if (this.activeCamera.outputRenderTarget) {
  29477. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29478. if (internalTexture) {
  29479. engine.bindFramebuffer(internalTexture);
  29480. }
  29481. else {
  29482. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29483. }
  29484. }
  29485. else {
  29486. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29487. }
  29488. }
  29489. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29490. // Prepare Frame
  29491. if (this.postProcessManager) {
  29492. this.postProcessManager._prepareFrame();
  29493. }
  29494. // Before Camera Draw
  29495. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29496. var step = _e[_d];
  29497. step.action(this.activeCamera);
  29498. }
  29499. // Render
  29500. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29501. this._renderingManager.render(null, null, true, true);
  29502. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29503. // After Camera Draw
  29504. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29505. var step = _g[_f];
  29506. step.action(this.activeCamera);
  29507. }
  29508. // Finalize frame
  29509. if (this.postProcessManager) {
  29510. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29511. }
  29512. // Reset some special arrays
  29513. this._renderTargets.reset();
  29514. this._alternateRendering = false;
  29515. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29516. };
  29517. Scene.prototype._processSubCameras = function (camera) {
  29518. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29519. this._renderForCamera(camera);
  29520. return;
  29521. }
  29522. // rig cameras
  29523. for (var index = 0; index < camera._rigCameras.length; index++) {
  29524. this._renderForCamera(camera._rigCameras[index], camera);
  29525. }
  29526. this.activeCamera = camera;
  29527. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29528. };
  29529. Scene.prototype._checkIntersections = function () {
  29530. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29531. var sourceMesh = this._meshesForIntersections.data[index];
  29532. if (!sourceMesh.actionManager) {
  29533. continue;
  29534. }
  29535. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29536. var action = sourceMesh.actionManager.actions[actionIndex];
  29537. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29538. var parameters = action.getTriggerParameter();
  29539. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29540. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29541. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29542. if (areIntersecting && currentIntersectionInProgress === -1) {
  29543. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29544. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29545. sourceMesh._intersectionsInProgress.push(otherMesh);
  29546. }
  29547. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29548. sourceMesh._intersectionsInProgress.push(otherMesh);
  29549. }
  29550. }
  29551. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29552. //They intersected, and now they don't.
  29553. //is this trigger an exit trigger? execute an event.
  29554. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29555. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29556. }
  29557. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29558. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29559. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29560. return otherMesh === parameterMesh;
  29561. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29562. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29563. }
  29564. }
  29565. }
  29566. }
  29567. }
  29568. };
  29569. /** @hidden */
  29570. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29571. // Do nothing. Code will be replaced if physics engine component is referenced
  29572. };
  29573. /**
  29574. * Render the scene
  29575. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29576. */
  29577. Scene.prototype.render = function (updateCameras) {
  29578. if (updateCameras === void 0) { updateCameras = true; }
  29579. if (this.isDisposed) {
  29580. return;
  29581. }
  29582. this._frameId++;
  29583. // Register components that have been associated lately to the scene.
  29584. this._registerTransientComponents();
  29585. this._activeParticles.fetchNewFrame();
  29586. this._totalVertices.fetchNewFrame();
  29587. this._activeIndices.fetchNewFrame();
  29588. this._activeBones.fetchNewFrame();
  29589. this._meshesForIntersections.reset();
  29590. this.resetCachedMaterial();
  29591. this.onBeforeAnimationsObservable.notifyObservers(this);
  29592. // Actions
  29593. if (this.actionManager) {
  29594. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29595. }
  29596. if (this._engine.isDeterministicLockStep()) {
  29597. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29598. var defaultFPS = (60.0 / 1000.0);
  29599. var defaultFrameTime = this.getDeterministicFrameTime();
  29600. var stepsTaken = 0;
  29601. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29602. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29603. internalSteps = Math.min(internalSteps, maxSubSteps);
  29604. do {
  29605. this.onBeforeStepObservable.notifyObservers(this);
  29606. // Animations
  29607. this._animationRatio = defaultFrameTime * defaultFPS;
  29608. this._animate();
  29609. this.onAfterAnimationsObservable.notifyObservers(this);
  29610. // Physics
  29611. this._advancePhysicsEngineStep(defaultFrameTime);
  29612. this.onAfterStepObservable.notifyObservers(this);
  29613. this._currentStepId++;
  29614. stepsTaken++;
  29615. deltaTime -= defaultFrameTime;
  29616. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29617. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29618. }
  29619. else {
  29620. // Animations
  29621. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29622. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29623. this._animate();
  29624. this.onAfterAnimationsObservable.notifyObservers(this);
  29625. // Physics
  29626. this._advancePhysicsEngineStep(deltaTime);
  29627. }
  29628. // Before camera update steps
  29629. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29630. var step = _a[_i];
  29631. step.action();
  29632. }
  29633. // Update Cameras
  29634. if (updateCameras) {
  29635. if (this.activeCameras.length > 0) {
  29636. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29637. var camera = this.activeCameras[cameraIndex];
  29638. camera.update();
  29639. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29640. // rig cameras
  29641. for (var index = 0; index < camera._rigCameras.length; index++) {
  29642. camera._rigCameras[index].update();
  29643. }
  29644. }
  29645. }
  29646. }
  29647. else if (this.activeCamera) {
  29648. this.activeCamera.update();
  29649. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29650. // rig cameras
  29651. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29652. this.activeCamera._rigCameras[index].update();
  29653. }
  29654. }
  29655. }
  29656. }
  29657. // Before render
  29658. this.onBeforeRenderObservable.notifyObservers(this);
  29659. // Customs render targets
  29660. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29661. var engine = this.getEngine();
  29662. var currentActiveCamera = this.activeCamera;
  29663. if (this.renderTargetsEnabled) {
  29664. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29665. this._intermediateRendering = true;
  29666. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29667. var renderTarget = this.customRenderTargets[customIndex];
  29668. if (renderTarget._shouldRender()) {
  29669. this._renderId++;
  29670. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29671. if (!this.activeCamera) {
  29672. throw new Error("Active camera not set");
  29673. }
  29674. // Viewport
  29675. engine.setViewport(this.activeCamera.viewport);
  29676. // Camera
  29677. this.updateTransformMatrix();
  29678. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29679. }
  29680. }
  29681. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29682. this._intermediateRendering = false;
  29683. this._renderId++;
  29684. }
  29685. // Restore back buffer
  29686. if (this.customRenderTargets.length > 0) {
  29687. engine.restoreDefaultFramebuffer();
  29688. }
  29689. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29690. this.activeCamera = currentActiveCamera;
  29691. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29692. var step = _c[_b];
  29693. step.action();
  29694. }
  29695. // Clear
  29696. if (this.autoClearDepthAndStencil || this.autoClear) {
  29697. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29698. }
  29699. // Collects render targets from external components.
  29700. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29701. var step = _e[_d];
  29702. step.action(this._renderTargets);
  29703. }
  29704. // Multi-cameras?
  29705. if (this.activeCameras.length > 0) {
  29706. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29707. if (cameraIndex > 0) {
  29708. this._engine.clear(null, false, true, true);
  29709. }
  29710. this._processSubCameras(this.activeCameras[cameraIndex]);
  29711. }
  29712. }
  29713. else {
  29714. if (!this.activeCamera) {
  29715. throw new Error("No camera defined");
  29716. }
  29717. this._processSubCameras(this.activeCamera);
  29718. }
  29719. // Intersection checks
  29720. this._checkIntersections();
  29721. // Executes the after render stage actions.
  29722. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29723. var step = _g[_f];
  29724. step.action();
  29725. }
  29726. // After render
  29727. if (this.afterRender) {
  29728. this.afterRender();
  29729. }
  29730. this.onAfterRenderObservable.notifyObservers(this);
  29731. // Cleaning
  29732. if (this._toBeDisposed.length) {
  29733. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29734. var data = this._toBeDisposed[index];
  29735. if (data) {
  29736. data.dispose();
  29737. }
  29738. }
  29739. this._toBeDisposed = [];
  29740. }
  29741. if (this.dumpNextRenderTargets) {
  29742. this.dumpNextRenderTargets = false;
  29743. }
  29744. this._activeBones.addCount(0, true);
  29745. this._activeIndices.addCount(0, true);
  29746. this._activeParticles.addCount(0, true);
  29747. };
  29748. /**
  29749. * Freeze all materials
  29750. * A frozen material will not be updatable but should be faster to render
  29751. */
  29752. Scene.prototype.freezeMaterials = function () {
  29753. for (var i = 0; i < this.materials.length; i++) {
  29754. this.materials[i].freeze();
  29755. }
  29756. };
  29757. /**
  29758. * Unfreeze all materials
  29759. * A frozen material will not be updatable but should be faster to render
  29760. */
  29761. Scene.prototype.unfreezeMaterials = function () {
  29762. for (var i = 0; i < this.materials.length; i++) {
  29763. this.materials[i].unfreeze();
  29764. }
  29765. };
  29766. /**
  29767. * Releases all held ressources
  29768. */
  29769. Scene.prototype.dispose = function () {
  29770. this.beforeRender = null;
  29771. this.afterRender = null;
  29772. this.skeletons = [];
  29773. this.morphTargetManagers = [];
  29774. this._transientComponents = [];
  29775. this._isReadyForMeshStage.clear();
  29776. this._beforeEvaluateActiveMeshStage.clear();
  29777. this._evaluateSubMeshStage.clear();
  29778. this._activeMeshStage.clear();
  29779. this._cameraDrawRenderTargetStage.clear();
  29780. this._beforeCameraDrawStage.clear();
  29781. this._beforeRenderTargetDrawStage.clear();
  29782. this._beforeRenderingGroupDrawStage.clear();
  29783. this._beforeRenderingMeshStage.clear();
  29784. this._afterRenderingMeshStage.clear();
  29785. this._afterRenderingGroupDrawStage.clear();
  29786. this._afterCameraDrawStage.clear();
  29787. this._afterRenderTargetDrawStage.clear();
  29788. this._afterRenderStage.clear();
  29789. this._beforeCameraUpdateStage.clear();
  29790. this._beforeClearStage.clear();
  29791. this._gatherRenderTargetsStage.clear();
  29792. this._gatherActiveCameraRenderTargetsStage.clear();
  29793. this._pointerMoveStage.clear();
  29794. this._pointerDownStage.clear();
  29795. this._pointerUpStage.clear();
  29796. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29797. var component = _a[_i];
  29798. component.dispose();
  29799. }
  29800. this.importedMeshesFiles = new Array();
  29801. this.stopAllAnimations();
  29802. this.resetCachedMaterial();
  29803. // Smart arrays
  29804. if (this.activeCamera) {
  29805. this.activeCamera._activeMeshes.dispose();
  29806. this.activeCamera = null;
  29807. }
  29808. this._activeMeshes.dispose();
  29809. this._renderingManager.dispose();
  29810. this._processedMaterials.dispose();
  29811. this._activeParticleSystems.dispose();
  29812. this._activeSkeletons.dispose();
  29813. this._softwareSkinnedMeshes.dispose();
  29814. this._renderTargets.dispose();
  29815. this._registeredForLateAnimationBindings.dispose();
  29816. this._meshesForIntersections.dispose();
  29817. this._toBeDisposed = [];
  29818. // Abort active requests
  29819. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29820. var request = _c[_b];
  29821. request.abort();
  29822. }
  29823. // Events
  29824. this.onDisposeObservable.notifyObservers(this);
  29825. this.onDisposeObservable.clear();
  29826. this.onBeforeRenderObservable.clear();
  29827. this.onAfterRenderObservable.clear();
  29828. this.onBeforeRenderTargetsRenderObservable.clear();
  29829. this.onAfterRenderTargetsRenderObservable.clear();
  29830. this.onAfterStepObservable.clear();
  29831. this.onBeforeStepObservable.clear();
  29832. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29833. this.onAfterActiveMeshesEvaluationObservable.clear();
  29834. this.onBeforeParticlesRenderingObservable.clear();
  29835. this.onAfterParticlesRenderingObservable.clear();
  29836. this.onBeforeDrawPhaseObservable.clear();
  29837. this.onAfterDrawPhaseObservable.clear();
  29838. this.onBeforeAnimationsObservable.clear();
  29839. this.onAfterAnimationsObservable.clear();
  29840. this.onDataLoadedObservable.clear();
  29841. this.onBeforeRenderingGroupObservable.clear();
  29842. this.onAfterRenderingGroupObservable.clear();
  29843. this.onMeshImportedObservable.clear();
  29844. this.onBeforeCameraRenderObservable.clear();
  29845. this.onAfterCameraRenderObservable.clear();
  29846. this.onReadyObservable.clear();
  29847. this.onNewCameraAddedObservable.clear();
  29848. this.onCameraRemovedObservable.clear();
  29849. this.onNewLightAddedObservable.clear();
  29850. this.onLightRemovedObservable.clear();
  29851. this.onNewGeometryAddedObservable.clear();
  29852. this.onGeometryRemovedObservable.clear();
  29853. this.onNewTransformNodeAddedObservable.clear();
  29854. this.onTransformNodeRemovedObservable.clear();
  29855. this.onNewMeshAddedObservable.clear();
  29856. this.onMeshRemovedObservable.clear();
  29857. this.onNewMaterialAddedObservable.clear();
  29858. this.onMaterialRemovedObservable.clear();
  29859. this.onNewTextureAddedObservable.clear();
  29860. this.onTextureRemovedObservable.clear();
  29861. this.onPrePointerObservable.clear();
  29862. this.onPointerObservable.clear();
  29863. this.onPreKeyboardObservable.clear();
  29864. this.onKeyboardObservable.clear();
  29865. this.onActiveCameraChanged.clear();
  29866. this.detachControl();
  29867. // Detach cameras
  29868. var canvas = this._engine.getRenderingCanvas();
  29869. if (canvas) {
  29870. var index;
  29871. for (index = 0; index < this.cameras.length; index++) {
  29872. this.cameras[index].detachControl(canvas);
  29873. }
  29874. }
  29875. // Release animation groups
  29876. while (this.animationGroups.length) {
  29877. this.animationGroups[0].dispose();
  29878. }
  29879. // Release lights
  29880. while (this.lights.length) {
  29881. this.lights[0].dispose();
  29882. }
  29883. // Release meshes
  29884. while (this.meshes.length) {
  29885. this.meshes[0].dispose(true);
  29886. }
  29887. while (this.transformNodes.length) {
  29888. this.removeTransformNode(this.transformNodes[0]);
  29889. }
  29890. // Release cameras
  29891. while (this.cameras.length) {
  29892. this.cameras[0].dispose();
  29893. }
  29894. // Release materials
  29895. if (this.defaultMaterial) {
  29896. this.defaultMaterial.dispose();
  29897. }
  29898. while (this.multiMaterials.length) {
  29899. this.multiMaterials[0].dispose();
  29900. }
  29901. while (this.materials.length) {
  29902. this.materials[0].dispose();
  29903. }
  29904. // Release particles
  29905. while (this.particleSystems.length) {
  29906. this.particleSystems[0].dispose();
  29907. }
  29908. // Release postProcesses
  29909. while (this.postProcesses.length) {
  29910. this.postProcesses[0].dispose();
  29911. }
  29912. // Release textures
  29913. while (this.textures.length) {
  29914. this.textures[0].dispose();
  29915. }
  29916. // Release UBO
  29917. this._sceneUbo.dispose();
  29918. if (this._alternateSceneUbo) {
  29919. this._alternateSceneUbo.dispose();
  29920. }
  29921. // Post-processes
  29922. this.postProcessManager.dispose();
  29923. // Remove from engine
  29924. index = this._engine.scenes.indexOf(this);
  29925. if (index > -1) {
  29926. this._engine.scenes.splice(index, 1);
  29927. }
  29928. this._engine.wipeCaches(true);
  29929. this._isDisposed = true;
  29930. };
  29931. Object.defineProperty(Scene.prototype, "isDisposed", {
  29932. /**
  29933. * Gets if the scene is already disposed
  29934. */
  29935. get: function () {
  29936. return this._isDisposed;
  29937. },
  29938. enumerable: true,
  29939. configurable: true
  29940. });
  29941. /**
  29942. * Call this function to reduce memory footprint of the scene.
  29943. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29944. */
  29945. Scene.prototype.clearCachedVertexData = function () {
  29946. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29947. var mesh = this.meshes[meshIndex];
  29948. var geometry = mesh.geometry;
  29949. if (geometry) {
  29950. geometry._indices = [];
  29951. for (var vbName in geometry._vertexBuffers) {
  29952. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29953. continue;
  29954. }
  29955. geometry._vertexBuffers[vbName]._buffer._data = null;
  29956. }
  29957. }
  29958. }
  29959. };
  29960. /**
  29961. * This function will remove the local cached buffer data from texture.
  29962. * It will save memory but will prevent the texture from being rebuilt
  29963. */
  29964. Scene.prototype.cleanCachedTextureBuffer = function () {
  29965. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29966. var baseTexture = _a[_i];
  29967. var buffer = baseTexture._buffer;
  29968. if (buffer) {
  29969. baseTexture._buffer = null;
  29970. }
  29971. }
  29972. };
  29973. /**
  29974. * Get the world extend vectors with an optional filter
  29975. *
  29976. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29977. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29978. */
  29979. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29980. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29981. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29982. filterPredicate = filterPredicate || (function () { return true; });
  29983. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29984. mesh.computeWorldMatrix(true);
  29985. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29986. return;
  29987. }
  29988. var boundingInfo = mesh.getBoundingInfo();
  29989. var minBox = boundingInfo.boundingBox.minimumWorld;
  29990. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29991. BABYLON.Tools.CheckExtends(minBox, min, max);
  29992. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29993. });
  29994. return {
  29995. min: min,
  29996. max: max
  29997. };
  29998. };
  29999. // Picking
  30000. /**
  30001. * Creates a ray that can be used to pick in the scene
  30002. * @param x defines the x coordinate of the origin (on-screen)
  30003. * @param y defines the y coordinate of the origin (on-screen)
  30004. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  30005. * @param camera defines the camera to use for the picking
  30006. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  30007. * @returns a Ray
  30008. */
  30009. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  30010. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30011. var result = BABYLON.Ray.Zero();
  30012. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  30013. return result;
  30014. };
  30015. /**
  30016. * Creates a ray that can be used to pick in the scene
  30017. * @param x defines the x coordinate of the origin (on-screen)
  30018. * @param y defines the y coordinate of the origin (on-screen)
  30019. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  30020. * @param result defines the ray where to store the picking ray
  30021. * @param camera defines the camera to use for the picking
  30022. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  30023. * @returns the current scene
  30024. */
  30025. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  30026. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30027. var engine = this._engine;
  30028. if (!camera) {
  30029. if (!this.activeCamera) {
  30030. throw new Error("Active camera not set");
  30031. }
  30032. camera = this.activeCamera;
  30033. }
  30034. var cameraViewport = camera.viewport;
  30035. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30036. // Moving coordinates to local viewport world
  30037. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30038. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30039. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  30040. return this;
  30041. };
  30042. /**
  30043. * Creates a ray that can be used to pick in the scene
  30044. * @param x defines the x coordinate of the origin (on-screen)
  30045. * @param y defines the y coordinate of the origin (on-screen)
  30046. * @param camera defines the camera to use for the picking
  30047. * @returns a Ray
  30048. */
  30049. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  30050. var result = BABYLON.Ray.Zero();
  30051. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  30052. return result;
  30053. };
  30054. /**
  30055. * Creates a ray that can be used to pick in the scene
  30056. * @param x defines the x coordinate of the origin (on-screen)
  30057. * @param y defines the y coordinate of the origin (on-screen)
  30058. * @param result defines the ray where to store the picking ray
  30059. * @param camera defines the camera to use for the picking
  30060. * @returns the current scene
  30061. */
  30062. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30063. if (!BABYLON.PickingInfo) {
  30064. return this;
  30065. }
  30066. var engine = this._engine;
  30067. if (!camera) {
  30068. if (!this.activeCamera) {
  30069. throw new Error("Active camera not set");
  30070. }
  30071. camera = this.activeCamera;
  30072. }
  30073. var cameraViewport = camera.viewport;
  30074. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30075. var identity = BABYLON.Matrix.Identity();
  30076. // Moving coordinates to local viewport world
  30077. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30078. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30079. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30080. return this;
  30081. };
  30082. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30083. if (!BABYLON.PickingInfo) {
  30084. return null;
  30085. }
  30086. var pickingInfo = null;
  30087. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30088. var mesh = this.meshes[meshIndex];
  30089. if (predicate) {
  30090. if (!predicate(mesh)) {
  30091. continue;
  30092. }
  30093. }
  30094. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30095. continue;
  30096. }
  30097. var world = mesh.getWorldMatrix();
  30098. var ray = rayFunction(world);
  30099. var result = mesh.intersects(ray, fastCheck);
  30100. if (!result || !result.hit) {
  30101. continue;
  30102. }
  30103. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30104. continue;
  30105. }
  30106. pickingInfo = result;
  30107. if (fastCheck) {
  30108. break;
  30109. }
  30110. }
  30111. return pickingInfo || new BABYLON.PickingInfo();
  30112. };
  30113. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30114. if (!BABYLON.PickingInfo) {
  30115. return null;
  30116. }
  30117. var pickingInfos = new Array();
  30118. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30119. var mesh = this.meshes[meshIndex];
  30120. if (predicate) {
  30121. if (!predicate(mesh)) {
  30122. continue;
  30123. }
  30124. }
  30125. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30126. continue;
  30127. }
  30128. var world = mesh.getWorldMatrix();
  30129. var ray = rayFunction(world);
  30130. var result = mesh.intersects(ray, false);
  30131. if (!result || !result.hit) {
  30132. continue;
  30133. }
  30134. pickingInfos.push(result);
  30135. }
  30136. return pickingInfos;
  30137. };
  30138. /** Launch a ray to try to pick a mesh in the scene
  30139. * @param x position on screen
  30140. * @param y position on screen
  30141. * @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
  30142. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30143. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30144. * @returns a PickingInfo
  30145. */
  30146. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30147. var _this = this;
  30148. if (!BABYLON.PickingInfo) {
  30149. return null;
  30150. }
  30151. var result = this._internalPick(function (world) {
  30152. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30153. return _this._tempPickingRay;
  30154. }, predicate, fastCheck);
  30155. if (result) {
  30156. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30157. }
  30158. return result;
  30159. };
  30160. /** Use the given ray to pick a mesh in the scene
  30161. * @param ray The ray to use to pick meshes
  30162. * @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
  30163. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30164. * @returns a PickingInfo
  30165. */
  30166. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30167. var _this = this;
  30168. var result = this._internalPick(function (world) {
  30169. if (!_this._pickWithRayInverseMatrix) {
  30170. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30171. }
  30172. world.invertToRef(_this._pickWithRayInverseMatrix);
  30173. if (!_this._cachedRayForTransform) {
  30174. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30175. }
  30176. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30177. return _this._cachedRayForTransform;
  30178. }, predicate, fastCheck);
  30179. if (result) {
  30180. result.ray = ray;
  30181. }
  30182. return result;
  30183. };
  30184. /**
  30185. * Launch a ray to try to pick a mesh in the scene
  30186. * @param x X position on screen
  30187. * @param y Y position on screen
  30188. * @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
  30189. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30190. * @returns an array of PickingInfo
  30191. */
  30192. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30193. var _this = this;
  30194. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30195. };
  30196. /**
  30197. * Launch a ray to try to pick a mesh in the scene
  30198. * @param ray Ray to use
  30199. * @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
  30200. * @returns an array of PickingInfo
  30201. */
  30202. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30203. var _this = this;
  30204. return this._internalMultiPick(function (world) {
  30205. if (!_this._pickWithRayInverseMatrix) {
  30206. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30207. }
  30208. world.invertToRef(_this._pickWithRayInverseMatrix);
  30209. if (!_this._cachedRayForTransform) {
  30210. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30211. }
  30212. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30213. return _this._cachedRayForTransform;
  30214. }, predicate);
  30215. };
  30216. /**
  30217. * Force the value of meshUnderPointer
  30218. * @param mesh defines the mesh to use
  30219. */
  30220. Scene.prototype.setPointerOverMesh = function (mesh) {
  30221. if (this._pointerOverMesh === mesh) {
  30222. return;
  30223. }
  30224. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30225. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30226. }
  30227. this._pointerOverMesh = mesh;
  30228. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30229. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30230. }
  30231. };
  30232. /**
  30233. * Gets the mesh under the pointer
  30234. * @returns a Mesh or null if no mesh is under the pointer
  30235. */
  30236. Scene.prototype.getPointerOverMesh = function () {
  30237. return this._pointerOverMesh;
  30238. };
  30239. // Misc.
  30240. /** @hidden */
  30241. Scene.prototype._rebuildGeometries = function () {
  30242. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30243. var geometry = _a[_i];
  30244. geometry._rebuild();
  30245. }
  30246. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30247. var mesh = _c[_b];
  30248. mesh._rebuild();
  30249. }
  30250. if (this.postProcessManager) {
  30251. this.postProcessManager._rebuild();
  30252. }
  30253. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30254. var component = _e[_d];
  30255. component.rebuild();
  30256. }
  30257. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30258. var system = _g[_f];
  30259. system.rebuild();
  30260. }
  30261. };
  30262. /** @hidden */
  30263. Scene.prototype._rebuildTextures = function () {
  30264. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30265. var texture = _a[_i];
  30266. texture._rebuild();
  30267. }
  30268. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30269. };
  30270. // Tags
  30271. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30272. if (tagsQuery === undefined) {
  30273. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30274. return list;
  30275. }
  30276. var listByTags = [];
  30277. forEach = forEach || (function (item) { return; });
  30278. for (var i in list) {
  30279. var item = list[i];
  30280. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30281. listByTags.push(item);
  30282. forEach(item);
  30283. }
  30284. }
  30285. return listByTags;
  30286. };
  30287. /**
  30288. * Get a list of meshes by tags
  30289. * @param tagsQuery defines the tags query to use
  30290. * @param forEach defines a predicate used to filter results
  30291. * @returns an array of Mesh
  30292. */
  30293. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30294. return this._getByTags(this.meshes, tagsQuery, forEach);
  30295. };
  30296. /**
  30297. * Get a list of cameras by tags
  30298. * @param tagsQuery defines the tags query to use
  30299. * @param forEach defines a predicate used to filter results
  30300. * @returns an array of Camera
  30301. */
  30302. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30303. return this._getByTags(this.cameras, tagsQuery, forEach);
  30304. };
  30305. /**
  30306. * Get a list of lights by tags
  30307. * @param tagsQuery defines the tags query to use
  30308. * @param forEach defines a predicate used to filter results
  30309. * @returns an array of Light
  30310. */
  30311. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30312. return this._getByTags(this.lights, tagsQuery, forEach);
  30313. };
  30314. /**
  30315. * Get a list of materials by tags
  30316. * @param tagsQuery defines the tags query to use
  30317. * @param forEach defines a predicate used to filter results
  30318. * @returns an array of Material
  30319. */
  30320. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30321. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30322. };
  30323. /**
  30324. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30325. * This allowed control for front to back rendering or reversly depending of the special needs.
  30326. *
  30327. * @param renderingGroupId The rendering group id corresponding to its index
  30328. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30329. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30330. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30331. */
  30332. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30333. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30334. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30335. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30336. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30337. };
  30338. /**
  30339. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30340. *
  30341. * @param renderingGroupId The rendering group id corresponding to its index
  30342. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30343. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30344. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30345. */
  30346. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30347. if (depth === void 0) { depth = true; }
  30348. if (stencil === void 0) { stencil = true; }
  30349. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30350. };
  30351. /**
  30352. * Gets the current auto clear configuration for one rendering group of the rendering
  30353. * manager.
  30354. * @param index the rendering group index to get the information for
  30355. * @returns The auto clear setup for the requested rendering group
  30356. */
  30357. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30358. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30359. };
  30360. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30361. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30362. get: function () {
  30363. return this._blockMaterialDirtyMechanism;
  30364. },
  30365. set: function (value) {
  30366. if (this._blockMaterialDirtyMechanism === value) {
  30367. return;
  30368. }
  30369. this._blockMaterialDirtyMechanism = value;
  30370. if (!value) { // Do a complete update
  30371. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30372. }
  30373. },
  30374. enumerable: true,
  30375. configurable: true
  30376. });
  30377. /**
  30378. * Will flag all materials as dirty to trigger new shader compilation
  30379. * @param flag defines the flag used to specify which material part must be marked as dirty
  30380. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30381. */
  30382. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30383. if (this._blockMaterialDirtyMechanism) {
  30384. return;
  30385. }
  30386. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30387. var material = _a[_i];
  30388. if (predicate && !predicate(material)) {
  30389. continue;
  30390. }
  30391. material.markAsDirty(flag);
  30392. }
  30393. };
  30394. /** @hidden */
  30395. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30396. var _this = this;
  30397. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30398. this._activeRequests.push(request);
  30399. request.onCompleteObservable.add(function (request) {
  30400. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30401. });
  30402. return request;
  30403. };
  30404. /** @hidden */
  30405. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30406. var _this = this;
  30407. return new Promise(function (resolve, reject) {
  30408. _this._loadFile(url, function (data) {
  30409. resolve(data);
  30410. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30411. reject(exception);
  30412. });
  30413. });
  30414. };
  30415. // Statics
  30416. Scene._uniqueIdCounter = 0;
  30417. /** The fog is deactivated */
  30418. Scene.FOGMODE_NONE = 0;
  30419. /** The fog density is following an exponential function */
  30420. Scene.FOGMODE_EXP = 1;
  30421. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30422. Scene.FOGMODE_EXP2 = 2;
  30423. /** The fog density is following a linear function. */
  30424. Scene.FOGMODE_LINEAR = 3;
  30425. /**
  30426. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30427. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30428. */
  30429. Scene.MinDeltaTime = 1.0;
  30430. /**
  30431. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30432. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30433. */
  30434. Scene.MaxDeltaTime = 1000.0;
  30435. /** The distance in pixel that you have to move to prevent some events */
  30436. Scene.DragMovementThreshold = 10; // in pixels
  30437. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30438. Scene.LongPressDelay = 500; // in milliseconds
  30439. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30440. Scene.DoubleClickDelay = 300; // in milliseconds
  30441. /** If you need to check double click without raising a single click at first click, enable this flag */
  30442. Scene.ExclusiveDoubleClickMode = false;
  30443. return Scene;
  30444. }(BABYLON.AbstractScene));
  30445. BABYLON.Scene = Scene;
  30446. })(BABYLON || (BABYLON = {}));
  30447. //# sourceMappingURL=babylon.scene.js.map
  30448. var BABYLON;
  30449. (function (BABYLON) {
  30450. /**
  30451. * Set of assets to keep when moving a scene into an asset container.
  30452. */
  30453. var KeepAssets = /** @class */ (function (_super) {
  30454. __extends(KeepAssets, _super);
  30455. function KeepAssets() {
  30456. return _super !== null && _super.apply(this, arguments) || this;
  30457. }
  30458. return KeepAssets;
  30459. }(BABYLON.AbstractScene));
  30460. BABYLON.KeepAssets = KeepAssets;
  30461. /**
  30462. * Container with a set of assets that can be added or removed from a scene.
  30463. */
  30464. var AssetContainer = /** @class */ (function (_super) {
  30465. __extends(AssetContainer, _super);
  30466. /**
  30467. * Instantiates an AssetContainer.
  30468. * @param scene The scene the AssetContainer belongs to.
  30469. */
  30470. function AssetContainer(scene) {
  30471. var _this = _super.call(this) || this;
  30472. _this.scene = scene;
  30473. _this["sounds"] = [];
  30474. _this["effectLayers"] = [];
  30475. _this["layers"] = [];
  30476. _this["lensFlareSystems"] = [];
  30477. _this["proceduralTextures"] = [];
  30478. _this["reflectionProbes"] = [];
  30479. return _this;
  30480. }
  30481. /**
  30482. * Adds all the assets from the container to the scene.
  30483. */
  30484. AssetContainer.prototype.addAllToScene = function () {
  30485. var _this = this;
  30486. this.cameras.forEach(function (o) {
  30487. _this.scene.addCamera(o);
  30488. });
  30489. this.lights.forEach(function (o) {
  30490. _this.scene.addLight(o);
  30491. });
  30492. this.meshes.forEach(function (o) {
  30493. _this.scene.addMesh(o);
  30494. });
  30495. this.skeletons.forEach(function (o) {
  30496. _this.scene.addSkeleton(o);
  30497. });
  30498. this.animations.forEach(function (o) {
  30499. _this.scene.addAnimation(o);
  30500. });
  30501. this.animationGroups.forEach(function (o) {
  30502. _this.scene.addAnimationGroup(o);
  30503. });
  30504. this.multiMaterials.forEach(function (o) {
  30505. _this.scene.addMultiMaterial(o);
  30506. });
  30507. this.materials.forEach(function (o) {
  30508. _this.scene.addMaterial(o);
  30509. });
  30510. this.morphTargetManagers.forEach(function (o) {
  30511. _this.scene.addMorphTargetManager(o);
  30512. });
  30513. this.geometries.forEach(function (o) {
  30514. _this.scene.addGeometry(o);
  30515. });
  30516. this.transformNodes.forEach(function (o) {
  30517. _this.scene.addTransformNode(o);
  30518. });
  30519. this.actionManagers.forEach(function (o) {
  30520. _this.scene.addActionManager(o);
  30521. });
  30522. this.textures.forEach(function (o) {
  30523. _this.scene.addTexture(o);
  30524. });
  30525. this.reflectionProbes.forEach(function (o) {
  30526. _this.scene.addReflectionProbe(o);
  30527. });
  30528. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30529. var component = _a[_i];
  30530. component.addFromContainer(this);
  30531. }
  30532. };
  30533. /**
  30534. * Removes all the assets in the container from the scene
  30535. */
  30536. AssetContainer.prototype.removeAllFromScene = function () {
  30537. var _this = this;
  30538. this.cameras.forEach(function (o) {
  30539. _this.scene.removeCamera(o);
  30540. });
  30541. this.lights.forEach(function (o) {
  30542. _this.scene.removeLight(o);
  30543. });
  30544. this.meshes.forEach(function (o) {
  30545. _this.scene.removeMesh(o);
  30546. });
  30547. this.skeletons.forEach(function (o) {
  30548. _this.scene.removeSkeleton(o);
  30549. });
  30550. this.animations.forEach(function (o) {
  30551. _this.scene.removeAnimation(o);
  30552. });
  30553. this.animationGroups.forEach(function (o) {
  30554. _this.scene.removeAnimationGroup(o);
  30555. });
  30556. this.multiMaterials.forEach(function (o) {
  30557. _this.scene.removeMultiMaterial(o);
  30558. });
  30559. this.materials.forEach(function (o) {
  30560. _this.scene.removeMaterial(o);
  30561. });
  30562. this.morphTargetManagers.forEach(function (o) {
  30563. _this.scene.removeMorphTargetManager(o);
  30564. });
  30565. this.geometries.forEach(function (o) {
  30566. _this.scene.removeGeometry(o);
  30567. });
  30568. this.transformNodes.forEach(function (o) {
  30569. _this.scene.removeTransformNode(o);
  30570. });
  30571. this.actionManagers.forEach(function (o) {
  30572. _this.scene.removeActionManager(o);
  30573. });
  30574. this.textures.forEach(function (o) {
  30575. _this.scene.removeTexture(o);
  30576. });
  30577. this.reflectionProbes.forEach(function (o) {
  30578. _this.scene.removeReflectionProbe(o);
  30579. });
  30580. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30581. var component = _a[_i];
  30582. component.removeFromContainer(this);
  30583. }
  30584. };
  30585. /**
  30586. * Disposes all the assets in the container
  30587. */
  30588. AssetContainer.prototype.dispose = function () {
  30589. this.cameras.forEach(function (o) {
  30590. o.dispose();
  30591. });
  30592. this.lights.forEach(function (o) {
  30593. o.dispose();
  30594. });
  30595. this.meshes.forEach(function (o) {
  30596. o.dispose();
  30597. });
  30598. this.skeletons.forEach(function (o) {
  30599. o.dispose();
  30600. });
  30601. this.animationGroups.forEach(function (o) {
  30602. o.dispose();
  30603. });
  30604. this.multiMaterials.forEach(function (o) {
  30605. o.dispose();
  30606. });
  30607. this.materials.forEach(function (o) {
  30608. o.dispose();
  30609. });
  30610. this.geometries.forEach(function (o) {
  30611. o.dispose();
  30612. });
  30613. this.transformNodes.forEach(function (o) {
  30614. o.dispose();
  30615. });
  30616. this.actionManagers.forEach(function (o) {
  30617. o.dispose();
  30618. });
  30619. this.textures.forEach(function (o) {
  30620. o.dispose();
  30621. });
  30622. this.reflectionProbes.forEach(function (o) {
  30623. o.dispose();
  30624. });
  30625. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30626. var component = _a[_i];
  30627. component.dispose();
  30628. }
  30629. };
  30630. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30631. if (!sourceAssets) {
  30632. return;
  30633. }
  30634. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30635. var asset = sourceAssets_1[_i];
  30636. var move = true;
  30637. if (keepAssets) {
  30638. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30639. var keepAsset = keepAssets_1[_a];
  30640. if (asset === keepAsset) {
  30641. move = false;
  30642. break;
  30643. }
  30644. }
  30645. }
  30646. if (move) {
  30647. targetAssets.push(asset);
  30648. }
  30649. }
  30650. };
  30651. /**
  30652. * Removes all the assets contained in the scene and adds them to the container.
  30653. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30654. */
  30655. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30656. if (keepAssets === undefined) {
  30657. keepAssets = new KeepAssets();
  30658. }
  30659. for (var key in this) {
  30660. if (this.hasOwnProperty(key)) {
  30661. this[key] = this[key] || [];
  30662. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30663. }
  30664. }
  30665. this.removeAllFromScene();
  30666. };
  30667. /**
  30668. * 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.
  30669. * @returns the root mesh
  30670. */
  30671. AssetContainer.prototype.createRootMesh = function () {
  30672. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30673. this.meshes.forEach(function (m) {
  30674. if (!m.parent) {
  30675. rootMesh.addChild(m);
  30676. }
  30677. });
  30678. this.meshes.unshift(rootMesh);
  30679. return rootMesh;
  30680. };
  30681. return AssetContainer;
  30682. }(BABYLON.AbstractScene));
  30683. BABYLON.AssetContainer = AssetContainer;
  30684. })(BABYLON || (BABYLON = {}));
  30685. //# sourceMappingURL=babylon.assetContainer.js.map
  30686. var BABYLON;
  30687. (function (BABYLON) {
  30688. /**
  30689. * Class used to store data that will be store in GPU memory
  30690. */
  30691. var Buffer = /** @class */ (function () {
  30692. /**
  30693. * Constructor
  30694. * @param engine the engine
  30695. * @param data the data to use for this buffer
  30696. * @param updatable whether the data is updatable
  30697. * @param stride the stride (optional)
  30698. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30699. * @param instanced whether the buffer is instanced (optional)
  30700. * @param useBytes set to true if the stride in in bytes (optional)
  30701. */
  30702. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30703. if (stride === void 0) { stride = 0; }
  30704. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30705. if (instanced === void 0) { instanced = false; }
  30706. if (useBytes === void 0) { useBytes = false; }
  30707. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30708. this._engine = engine.getScene().getEngine();
  30709. }
  30710. else {
  30711. this._engine = engine;
  30712. }
  30713. this._updatable = updatable;
  30714. this._instanced = instanced;
  30715. this._data = data;
  30716. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30717. if (!postponeInternalCreation) { // by default
  30718. this.create();
  30719. }
  30720. }
  30721. /**
  30722. * Create a new VertexBuffer based on the current buffer
  30723. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30724. * @param offset defines offset in the buffer (0 by default)
  30725. * @param size defines the size in floats of attributes (position is 3 for instance)
  30726. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30727. * @param instanced defines if the vertex buffer contains indexed data
  30728. * @param useBytes defines if the offset and stride are in bytes
  30729. * @returns the new vertex buffer
  30730. */
  30731. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30732. if (useBytes === void 0) { useBytes = false; }
  30733. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30734. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30735. // a lot of these parameters are ignored as they are overriden by the buffer
  30736. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30737. };
  30738. // Properties
  30739. /**
  30740. * Gets a boolean indicating if the Buffer is updatable?
  30741. * @returns true if the buffer is updatable
  30742. */
  30743. Buffer.prototype.isUpdatable = function () {
  30744. return this._updatable;
  30745. };
  30746. /**
  30747. * Gets current buffer's data
  30748. * @returns a DataArray or null
  30749. */
  30750. Buffer.prototype.getData = function () {
  30751. return this._data;
  30752. };
  30753. /**
  30754. * Gets underlying native buffer
  30755. * @returns underlying native buffer
  30756. */
  30757. Buffer.prototype.getBuffer = function () {
  30758. return this._buffer;
  30759. };
  30760. /**
  30761. * Gets the stride in float32 units (i.e. byte stride / 4).
  30762. * May not be an integer if the byte stride is not divisible by 4.
  30763. * DEPRECATED. Use byteStride instead.
  30764. * @returns the stride in float32 units
  30765. */
  30766. Buffer.prototype.getStrideSize = function () {
  30767. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30768. };
  30769. // Methods
  30770. /**
  30771. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30772. * @param data defines the data to store
  30773. */
  30774. Buffer.prototype.create = function (data) {
  30775. if (data === void 0) { data = null; }
  30776. if (!data && this._buffer) {
  30777. return; // nothing to do
  30778. }
  30779. data = data || this._data;
  30780. if (!data) {
  30781. return;
  30782. }
  30783. if (!this._buffer) { // create buffer
  30784. if (this._updatable) {
  30785. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30786. this._data = data;
  30787. }
  30788. else {
  30789. this._buffer = this._engine.createVertexBuffer(data);
  30790. }
  30791. }
  30792. else if (this._updatable) { // update buffer
  30793. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30794. this._data = data;
  30795. }
  30796. };
  30797. /** @hidden */
  30798. Buffer.prototype._rebuild = function () {
  30799. this._buffer = null;
  30800. this.create(this._data);
  30801. };
  30802. /**
  30803. * Update current buffer data
  30804. * @param data defines the data to store
  30805. */
  30806. Buffer.prototype.update = function (data) {
  30807. this.create(data);
  30808. };
  30809. /**
  30810. * Updates the data directly.
  30811. * @param data the new data
  30812. * @param offset the new offset
  30813. * @param vertexCount the vertex count (optional)
  30814. * @param useBytes set to true if the offset is in bytes
  30815. */
  30816. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30817. if (useBytes === void 0) { useBytes = false; }
  30818. if (!this._buffer) {
  30819. return;
  30820. }
  30821. if (this._updatable) { // update buffer
  30822. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30823. this._data = null;
  30824. }
  30825. };
  30826. /**
  30827. * Release all resources
  30828. */
  30829. Buffer.prototype.dispose = function () {
  30830. if (!this._buffer) {
  30831. return;
  30832. }
  30833. if (this._engine._releaseBuffer(this._buffer)) {
  30834. this._buffer = null;
  30835. }
  30836. };
  30837. return Buffer;
  30838. }());
  30839. BABYLON.Buffer = Buffer;
  30840. })(BABYLON || (BABYLON = {}));
  30841. //# sourceMappingURL=babylon.buffer.js.map
  30842. var BABYLON;
  30843. (function (BABYLON) {
  30844. /**
  30845. * Specialized buffer used to store vertex data
  30846. */
  30847. var VertexBuffer = /** @class */ (function () {
  30848. /**
  30849. * Constructor
  30850. * @param engine the engine
  30851. * @param data the data to use for this vertex buffer
  30852. * @param kind the vertex buffer kind
  30853. * @param updatable whether the data is updatable
  30854. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30855. * @param stride the stride (optional)
  30856. * @param instanced whether the buffer is instanced (optional)
  30857. * @param offset the offset of the data (optional)
  30858. * @param size the number of components (optional)
  30859. * @param type the type of the component (optional)
  30860. * @param normalized whether the data contains normalized data (optional)
  30861. * @param useBytes set to true if stride and offset are in bytes (optional)
  30862. */
  30863. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30864. if (normalized === void 0) { normalized = false; }
  30865. if (useBytes === void 0) { useBytes = false; }
  30866. if (data instanceof BABYLON.Buffer) {
  30867. this._buffer = data;
  30868. this._ownsBuffer = false;
  30869. }
  30870. else {
  30871. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30872. this._ownsBuffer = true;
  30873. }
  30874. this._kind = kind;
  30875. if (type == undefined) {
  30876. var data_1 = this.getData();
  30877. this.type = VertexBuffer.FLOAT;
  30878. if (data_1 instanceof Int8Array) {
  30879. this.type = VertexBuffer.BYTE;
  30880. }
  30881. else if (data_1 instanceof Uint8Array) {
  30882. this.type = VertexBuffer.UNSIGNED_BYTE;
  30883. }
  30884. else if (data_1 instanceof Int16Array) {
  30885. this.type = VertexBuffer.SHORT;
  30886. }
  30887. else if (data_1 instanceof Uint16Array) {
  30888. this.type = VertexBuffer.UNSIGNED_SHORT;
  30889. }
  30890. else if (data_1 instanceof Int32Array) {
  30891. this.type = VertexBuffer.INT;
  30892. }
  30893. else if (data_1 instanceof Uint32Array) {
  30894. this.type = VertexBuffer.UNSIGNED_INT;
  30895. }
  30896. }
  30897. else {
  30898. this.type = type;
  30899. }
  30900. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30901. if (useBytes) {
  30902. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30903. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30904. this.byteOffset = offset || 0;
  30905. }
  30906. else {
  30907. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30908. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30909. this.byteOffset = (offset || 0) * typeByteLength;
  30910. }
  30911. this.normalized = normalized;
  30912. this._instanced = instanced !== undefined ? instanced : false;
  30913. this._instanceDivisor = instanced ? 1 : 0;
  30914. }
  30915. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30916. /**
  30917. * Gets or sets the instance divisor when in instanced mode
  30918. */
  30919. get: function () {
  30920. return this._instanceDivisor;
  30921. },
  30922. set: function (value) {
  30923. this._instanceDivisor = value;
  30924. if (value == 0) {
  30925. this._instanced = false;
  30926. }
  30927. else {
  30928. this._instanced = true;
  30929. }
  30930. },
  30931. enumerable: true,
  30932. configurable: true
  30933. });
  30934. /** @hidden */
  30935. VertexBuffer.prototype._rebuild = function () {
  30936. if (!this._buffer) {
  30937. return;
  30938. }
  30939. this._buffer._rebuild();
  30940. };
  30941. /**
  30942. * Returns the kind of the VertexBuffer (string)
  30943. * @returns a string
  30944. */
  30945. VertexBuffer.prototype.getKind = function () {
  30946. return this._kind;
  30947. };
  30948. // Properties
  30949. /**
  30950. * Gets a boolean indicating if the VertexBuffer is updatable?
  30951. * @returns true if the buffer is updatable
  30952. */
  30953. VertexBuffer.prototype.isUpdatable = function () {
  30954. return this._buffer.isUpdatable();
  30955. };
  30956. /**
  30957. * Gets current buffer's data
  30958. * @returns a DataArray or null
  30959. */
  30960. VertexBuffer.prototype.getData = function () {
  30961. return this._buffer.getData();
  30962. };
  30963. /**
  30964. * Gets underlying native buffer
  30965. * @returns underlying native buffer
  30966. */
  30967. VertexBuffer.prototype.getBuffer = function () {
  30968. return this._buffer.getBuffer();
  30969. };
  30970. /**
  30971. * Gets the stride in float32 units (i.e. byte stride / 4).
  30972. * May not be an integer if the byte stride is not divisible by 4.
  30973. * DEPRECATED. Use byteStride instead.
  30974. * @returns the stride in float32 units
  30975. */
  30976. VertexBuffer.prototype.getStrideSize = function () {
  30977. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30978. };
  30979. /**
  30980. * Returns the offset as a multiple of the type byte length.
  30981. * DEPRECATED. Use byteOffset instead.
  30982. * @returns the offset in bytes
  30983. */
  30984. VertexBuffer.prototype.getOffset = function () {
  30985. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30986. };
  30987. /**
  30988. * Returns the number of components per vertex attribute (integer)
  30989. * @returns the size in float
  30990. */
  30991. VertexBuffer.prototype.getSize = function () {
  30992. return this._size;
  30993. };
  30994. /**
  30995. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30996. * @returns true if this buffer is instanced
  30997. */
  30998. VertexBuffer.prototype.getIsInstanced = function () {
  30999. return this._instanced;
  31000. };
  31001. /**
  31002. * Returns the instancing divisor, zero for non-instanced (integer).
  31003. * @returns a number
  31004. */
  31005. VertexBuffer.prototype.getInstanceDivisor = function () {
  31006. return this._instanceDivisor;
  31007. };
  31008. // Methods
  31009. /**
  31010. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  31011. * @param data defines the data to store
  31012. */
  31013. VertexBuffer.prototype.create = function (data) {
  31014. this._buffer.create(data);
  31015. };
  31016. /**
  31017. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  31018. * This function will create a new buffer if the current one is not updatable
  31019. * @param data defines the data to store
  31020. */
  31021. VertexBuffer.prototype.update = function (data) {
  31022. this._buffer.update(data);
  31023. };
  31024. /**
  31025. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  31026. * Returns the directly updated WebGLBuffer.
  31027. * @param data the new data
  31028. * @param offset the new offset
  31029. * @param useBytes set to true if the offset is in bytes
  31030. */
  31031. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  31032. if (useBytes === void 0) { useBytes = false; }
  31033. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  31034. };
  31035. /**
  31036. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  31037. */
  31038. VertexBuffer.prototype.dispose = function () {
  31039. if (this._ownsBuffer) {
  31040. this._buffer.dispose();
  31041. }
  31042. };
  31043. /**
  31044. * Enumerates each value of this vertex buffer as numbers.
  31045. * @param count the number of values to enumerate
  31046. * @param callback the callback function called for each value
  31047. */
  31048. VertexBuffer.prototype.forEach = function (count, callback) {
  31049. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  31050. };
  31051. /**
  31052. * Deduces the stride given a kind.
  31053. * @param kind The kind string to deduce
  31054. * @returns The deduced stride
  31055. */
  31056. VertexBuffer.DeduceStride = function (kind) {
  31057. switch (kind) {
  31058. case VertexBuffer.UVKind:
  31059. case VertexBuffer.UV2Kind:
  31060. case VertexBuffer.UV3Kind:
  31061. case VertexBuffer.UV4Kind:
  31062. case VertexBuffer.UV5Kind:
  31063. case VertexBuffer.UV6Kind:
  31064. return 2;
  31065. case VertexBuffer.NormalKind:
  31066. case VertexBuffer.PositionKind:
  31067. return 3;
  31068. case VertexBuffer.ColorKind:
  31069. case VertexBuffer.MatricesIndicesKind:
  31070. case VertexBuffer.MatricesIndicesExtraKind:
  31071. case VertexBuffer.MatricesWeightsKind:
  31072. case VertexBuffer.MatricesWeightsExtraKind:
  31073. case VertexBuffer.TangentKind:
  31074. return 4;
  31075. default:
  31076. throw new Error("Invalid kind '" + kind + "'");
  31077. }
  31078. };
  31079. /**
  31080. * Gets the byte length of the given type.
  31081. * @param type the type
  31082. * @returns the number of bytes
  31083. */
  31084. VertexBuffer.GetTypeByteLength = function (type) {
  31085. switch (type) {
  31086. case VertexBuffer.BYTE:
  31087. case VertexBuffer.UNSIGNED_BYTE:
  31088. return 1;
  31089. case VertexBuffer.SHORT:
  31090. case VertexBuffer.UNSIGNED_SHORT:
  31091. return 2;
  31092. case VertexBuffer.INT:
  31093. case VertexBuffer.FLOAT:
  31094. return 4;
  31095. default:
  31096. throw new Error("Invalid type '" + type + "'");
  31097. }
  31098. };
  31099. /**
  31100. * Enumerates each value of the given parameters as numbers.
  31101. * @param data the data to enumerate
  31102. * @param byteOffset the byte offset of the data
  31103. * @param byteStride the byte stride of the data
  31104. * @param componentCount the number of components per element
  31105. * @param componentType the type of the component
  31106. * @param count the total number of components
  31107. * @param normalized whether the data is normalized
  31108. * @param callback the callback function called for each value
  31109. */
  31110. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31111. if (data instanceof Array) {
  31112. var offset = byteOffset / 4;
  31113. var stride = byteStride / 4;
  31114. for (var index = 0; index < count; index += componentCount) {
  31115. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31116. callback(data[offset + componentIndex], index + componentIndex);
  31117. }
  31118. offset += stride;
  31119. }
  31120. }
  31121. else {
  31122. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31123. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31124. for (var index = 0; index < count; index += componentCount) {
  31125. var componentByteOffset = byteOffset;
  31126. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31127. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31128. callback(value, index + componentIndex);
  31129. componentByteOffset += componentByteLength;
  31130. }
  31131. byteOffset += byteStride;
  31132. }
  31133. }
  31134. };
  31135. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31136. switch (type) {
  31137. case VertexBuffer.BYTE: {
  31138. var value = dataView.getInt8(byteOffset);
  31139. if (normalized) {
  31140. value = Math.max(value / 127, -1);
  31141. }
  31142. return value;
  31143. }
  31144. case VertexBuffer.UNSIGNED_BYTE: {
  31145. var value = dataView.getUint8(byteOffset);
  31146. if (normalized) {
  31147. value = value / 255;
  31148. }
  31149. return value;
  31150. }
  31151. case VertexBuffer.SHORT: {
  31152. var value = dataView.getInt16(byteOffset, true);
  31153. if (normalized) {
  31154. value = Math.max(value / 16383, -1);
  31155. }
  31156. return value;
  31157. }
  31158. case VertexBuffer.UNSIGNED_SHORT: {
  31159. var value = dataView.getUint16(byteOffset, true);
  31160. if (normalized) {
  31161. value = value / 65535;
  31162. }
  31163. return value;
  31164. }
  31165. case VertexBuffer.FLOAT: {
  31166. return dataView.getFloat32(byteOffset, true);
  31167. }
  31168. default: {
  31169. throw new Error("Invalid component type " + type);
  31170. }
  31171. }
  31172. };
  31173. /**
  31174. * The byte type.
  31175. */
  31176. VertexBuffer.BYTE = 5120;
  31177. /**
  31178. * The unsigned byte type.
  31179. */
  31180. VertexBuffer.UNSIGNED_BYTE = 5121;
  31181. /**
  31182. * The short type.
  31183. */
  31184. VertexBuffer.SHORT = 5122;
  31185. /**
  31186. * The unsigned short type.
  31187. */
  31188. VertexBuffer.UNSIGNED_SHORT = 5123;
  31189. /**
  31190. * The integer type.
  31191. */
  31192. VertexBuffer.INT = 5124;
  31193. /**
  31194. * The unsigned integer type.
  31195. */
  31196. VertexBuffer.UNSIGNED_INT = 5125;
  31197. /**
  31198. * The float type.
  31199. */
  31200. VertexBuffer.FLOAT = 5126;
  31201. // Enums
  31202. /**
  31203. * Positions
  31204. */
  31205. VertexBuffer.PositionKind = "position";
  31206. /**
  31207. * Normals
  31208. */
  31209. VertexBuffer.NormalKind = "normal";
  31210. /**
  31211. * Tangents
  31212. */
  31213. VertexBuffer.TangentKind = "tangent";
  31214. /**
  31215. * Texture coordinates
  31216. */
  31217. VertexBuffer.UVKind = "uv";
  31218. /**
  31219. * Texture coordinates 2
  31220. */
  31221. VertexBuffer.UV2Kind = "uv2";
  31222. /**
  31223. * Texture coordinates 3
  31224. */
  31225. VertexBuffer.UV3Kind = "uv3";
  31226. /**
  31227. * Texture coordinates 4
  31228. */
  31229. VertexBuffer.UV4Kind = "uv4";
  31230. /**
  31231. * Texture coordinates 5
  31232. */
  31233. VertexBuffer.UV5Kind = "uv5";
  31234. /**
  31235. * Texture coordinates 6
  31236. */
  31237. VertexBuffer.UV6Kind = "uv6";
  31238. /**
  31239. * Colors
  31240. */
  31241. VertexBuffer.ColorKind = "color";
  31242. /**
  31243. * Matrix indices (for bones)
  31244. */
  31245. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31246. /**
  31247. * Matrix weights (for bones)
  31248. */
  31249. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31250. /**
  31251. * Additional matrix indices (for bones)
  31252. */
  31253. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31254. /**
  31255. * Additional matrix weights (for bones)
  31256. */
  31257. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31258. return VertexBuffer;
  31259. }());
  31260. BABYLON.VertexBuffer = VertexBuffer;
  31261. })(BABYLON || (BABYLON = {}));
  31262. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31263. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31264. var BABYLON;
  31265. (function (BABYLON) {
  31266. /**
  31267. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31268. */
  31269. var DummyInternalTextureTracker = /** @class */ (function () {
  31270. function DummyInternalTextureTracker() {
  31271. /**
  31272. * Gets or set the previous tracker in the list
  31273. */
  31274. this.previous = null;
  31275. /**
  31276. * Gets or set the next tracker in the list
  31277. */
  31278. this.next = null;
  31279. }
  31280. return DummyInternalTextureTracker;
  31281. }());
  31282. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31283. })(BABYLON || (BABYLON = {}));
  31284. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31285. var BABYLON;
  31286. (function (BABYLON) {
  31287. /**
  31288. * Class used to store data associated with WebGL texture data for the engine
  31289. * This class should not be used directly
  31290. */
  31291. var InternalTexture = /** @class */ (function () {
  31292. /**
  31293. * Creates a new InternalTexture
  31294. * @param engine defines the engine to use
  31295. * @param dataSource defines the type of data that will be used
  31296. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31297. */
  31298. function InternalTexture(engine, dataSource, delayAllocation) {
  31299. if (delayAllocation === void 0) { delayAllocation = false; }
  31300. /**
  31301. * Observable called when the texture is loaded
  31302. */
  31303. this.onLoadedObservable = new BABYLON.Observable();
  31304. /**
  31305. * Gets or set the previous tracker in the list
  31306. */
  31307. this.previous = null;
  31308. /**
  31309. * Gets or set the next tracker in the list
  31310. */
  31311. this.next = null;
  31312. // Private
  31313. /** @hidden */
  31314. this._invertVScale = false;
  31315. /** @hidden */
  31316. this._initialSlot = -1;
  31317. /** @hidden */
  31318. this._designatedSlot = -1;
  31319. /** @hidden */
  31320. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31321. /** @hidden */
  31322. this._comparisonFunction = 0;
  31323. /** @hidden */
  31324. this._sphericalPolynomial = null;
  31325. /** @hidden */
  31326. this._lodGenerationScale = 0;
  31327. /** @hidden */
  31328. this._lodGenerationOffset = 0;
  31329. /** @hidden */
  31330. this._isRGBD = false;
  31331. /** @hidden */
  31332. this._references = 1;
  31333. this._engine = engine;
  31334. this._dataSource = dataSource;
  31335. if (!delayAllocation) {
  31336. this._webGLTexture = engine._createTexture();
  31337. }
  31338. }
  31339. /**
  31340. * Gets the Engine the texture belongs to.
  31341. * @returns The babylon engine
  31342. */
  31343. InternalTexture.prototype.getEngine = function () {
  31344. return this._engine;
  31345. };
  31346. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31347. /**
  31348. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31349. */
  31350. get: function () {
  31351. return this._dataSource;
  31352. },
  31353. enumerable: true,
  31354. configurable: true
  31355. });
  31356. /**
  31357. * Increments the number of references (ie. the number of Texture that point to it)
  31358. */
  31359. InternalTexture.prototype.incrementReferences = function () {
  31360. this._references++;
  31361. };
  31362. /**
  31363. * Change the size of the texture (not the size of the content)
  31364. * @param width defines the new width
  31365. * @param height defines the new height
  31366. * @param depth defines the new depth (1 by default)
  31367. */
  31368. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31369. if (depth === void 0) { depth = 1; }
  31370. this.width = width;
  31371. this.height = height;
  31372. this.depth = depth;
  31373. this.baseWidth = width;
  31374. this.baseHeight = height;
  31375. this.baseDepth = depth;
  31376. this._size = width * height * depth;
  31377. };
  31378. /** @hidden */
  31379. InternalTexture.prototype._rebuild = function () {
  31380. var _this = this;
  31381. var proxy;
  31382. this.isReady = false;
  31383. this._cachedCoordinatesMode = null;
  31384. this._cachedWrapU = null;
  31385. this._cachedWrapV = null;
  31386. this._cachedAnisotropicFilteringLevel = null;
  31387. switch (this._dataSource) {
  31388. case InternalTexture.DATASOURCE_TEMP:
  31389. return;
  31390. case InternalTexture.DATASOURCE_URL:
  31391. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31392. proxy._swapAndDie(_this);
  31393. _this.isReady = true;
  31394. }, null, this._buffer, undefined, this.format);
  31395. return;
  31396. case InternalTexture.DATASOURCE_RAW:
  31397. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31398. proxy._swapAndDie(this);
  31399. this.isReady = true;
  31400. return;
  31401. case InternalTexture.DATASOURCE_RAW3D:
  31402. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31403. proxy._swapAndDie(this);
  31404. this.isReady = true;
  31405. return;
  31406. case InternalTexture.DATASOURCE_DYNAMIC:
  31407. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31408. proxy._swapAndDie(this);
  31409. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31410. // The engine will make sure to update content so no need to flag it as isReady = true
  31411. return;
  31412. case InternalTexture.DATASOURCE_RENDERTARGET:
  31413. var options = new BABYLON.RenderTargetCreationOptions();
  31414. options.generateDepthBuffer = this._generateDepthBuffer;
  31415. options.generateMipMaps = this.generateMipMaps;
  31416. options.generateStencilBuffer = this._generateStencilBuffer;
  31417. options.samplingMode = this.samplingMode;
  31418. options.type = this.type;
  31419. if (this.isCube) {
  31420. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31421. }
  31422. else {
  31423. var size = {
  31424. width: this.width,
  31425. height: this.height
  31426. };
  31427. proxy = this._engine.createRenderTargetTexture(size, options);
  31428. }
  31429. proxy._swapAndDie(this);
  31430. this.isReady = true;
  31431. return;
  31432. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31433. var depthTextureOptions = {
  31434. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31435. comparisonFunction: this._comparisonFunction,
  31436. generateStencil: this._generateStencilBuffer,
  31437. isCube: this.isCube
  31438. };
  31439. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31440. proxy._swapAndDie(this);
  31441. this.isReady = true;
  31442. return;
  31443. case InternalTexture.DATASOURCE_CUBE:
  31444. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31445. proxy._swapAndDie(_this);
  31446. _this.isReady = true;
  31447. }, null, this.format, this._extension);
  31448. return;
  31449. case InternalTexture.DATASOURCE_CUBERAW:
  31450. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31451. proxy._swapAndDie(this);
  31452. this.isReady = true;
  31453. return;
  31454. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31455. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31456. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31457. proxy._swapAndDie(_this);
  31458. _this.isReady = true;
  31459. });
  31460. return;
  31461. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31462. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31463. if (proxy) {
  31464. proxy._swapAndDie(_this);
  31465. }
  31466. _this.isReady = true;
  31467. }, null, this.format, this._extension);
  31468. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31469. return;
  31470. }
  31471. };
  31472. /** @hidden */
  31473. InternalTexture.prototype._swapAndDie = function (target) {
  31474. target._webGLTexture = this._webGLTexture;
  31475. if (this._framebuffer) {
  31476. target._framebuffer = this._framebuffer;
  31477. }
  31478. if (this._depthStencilBuffer) {
  31479. target._depthStencilBuffer = this._depthStencilBuffer;
  31480. }
  31481. if (this._lodTextureHigh) {
  31482. if (target._lodTextureHigh) {
  31483. target._lodTextureHigh.dispose();
  31484. }
  31485. target._lodTextureHigh = this._lodTextureHigh;
  31486. }
  31487. if (this._lodTextureMid) {
  31488. if (target._lodTextureMid) {
  31489. target._lodTextureMid.dispose();
  31490. }
  31491. target._lodTextureMid = this._lodTextureMid;
  31492. }
  31493. if (this._lodTextureLow) {
  31494. if (target._lodTextureLow) {
  31495. target._lodTextureLow.dispose();
  31496. }
  31497. target._lodTextureLow = this._lodTextureLow;
  31498. }
  31499. var cache = this._engine.getLoadedTexturesCache();
  31500. var index = cache.indexOf(this);
  31501. if (index !== -1) {
  31502. cache.splice(index, 1);
  31503. }
  31504. };
  31505. /**
  31506. * Dispose the current allocated resources
  31507. */
  31508. InternalTexture.prototype.dispose = function () {
  31509. if (!this._webGLTexture) {
  31510. return;
  31511. }
  31512. this._references--;
  31513. if (this._references === 0) {
  31514. this._engine._releaseTexture(this);
  31515. this._webGLTexture = null;
  31516. this.previous = null;
  31517. this.next = null;
  31518. }
  31519. };
  31520. /**
  31521. * The source of the texture data is unknown
  31522. */
  31523. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31524. /**
  31525. * Texture data comes from an URL
  31526. */
  31527. InternalTexture.DATASOURCE_URL = 1;
  31528. /**
  31529. * Texture data is only used for temporary storage
  31530. */
  31531. InternalTexture.DATASOURCE_TEMP = 2;
  31532. /**
  31533. * Texture data comes from raw data (ArrayBuffer)
  31534. */
  31535. InternalTexture.DATASOURCE_RAW = 3;
  31536. /**
  31537. * Texture content is dynamic (video or dynamic texture)
  31538. */
  31539. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31540. /**
  31541. * Texture content is generated by rendering to it
  31542. */
  31543. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31544. /**
  31545. * Texture content is part of a multi render target process
  31546. */
  31547. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31548. /**
  31549. * Texture data comes from a cube data file
  31550. */
  31551. InternalTexture.DATASOURCE_CUBE = 7;
  31552. /**
  31553. * Texture data comes from a raw cube data
  31554. */
  31555. InternalTexture.DATASOURCE_CUBERAW = 8;
  31556. /**
  31557. * Texture data come from a prefiltered cube data file
  31558. */
  31559. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31560. /**
  31561. * Texture content is raw 3D data
  31562. */
  31563. InternalTexture.DATASOURCE_RAW3D = 10;
  31564. /**
  31565. * Texture content is a depth texture
  31566. */
  31567. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31568. /**
  31569. * Texture data comes from a raw cube data encoded with RGBD
  31570. */
  31571. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31572. return InternalTexture;
  31573. }());
  31574. BABYLON.InternalTexture = InternalTexture;
  31575. })(BABYLON || (BABYLON = {}));
  31576. //# sourceMappingURL=babylon.internalTexture.js.map
  31577. var BABYLON;
  31578. (function (BABYLON) {
  31579. /**
  31580. * Base class of all the textures in babylon.
  31581. * It groups all the common properties the materials, post process, lights... might need
  31582. * in order to make a correct use of the texture.
  31583. */
  31584. var BaseTexture = /** @class */ (function () {
  31585. /**
  31586. * Instantiates a new BaseTexture.
  31587. * Base class of all the textures in babylon.
  31588. * It groups all the common properties the materials, post process, lights... might need
  31589. * in order to make a correct use of the texture.
  31590. * @param scene Define the scene the texture blongs to
  31591. */
  31592. function BaseTexture(scene) {
  31593. /**
  31594. * Gets or sets an object used to store user defined information.
  31595. */
  31596. this.metadata = null;
  31597. /**
  31598. * For internal use only. Please do not use.
  31599. */
  31600. this.reservedDataStore = null;
  31601. this._hasAlpha = false;
  31602. /**
  31603. * Defines if the alpha value should be determined via the rgb values.
  31604. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31605. */
  31606. this.getAlphaFromRGB = false;
  31607. /**
  31608. * Intensity or strength of the texture.
  31609. * It is commonly used by materials to fine tune the intensity of the texture
  31610. */
  31611. this.level = 1;
  31612. /**
  31613. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31614. * This is part of the texture as textures usually maps to one uv set.
  31615. */
  31616. this.coordinatesIndex = 0;
  31617. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31618. /**
  31619. * | Value | Type | Description |
  31620. * | ----- | ------------------ | ----------- |
  31621. * | 0 | CLAMP_ADDRESSMODE | |
  31622. * | 1 | WRAP_ADDRESSMODE | |
  31623. * | 2 | MIRROR_ADDRESSMODE | |
  31624. */
  31625. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31626. /**
  31627. * | Value | Type | Description |
  31628. * | ----- | ------------------ | ----------- |
  31629. * | 0 | CLAMP_ADDRESSMODE | |
  31630. * | 1 | WRAP_ADDRESSMODE | |
  31631. * | 2 | MIRROR_ADDRESSMODE | |
  31632. */
  31633. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31634. /**
  31635. * | Value | Type | Description |
  31636. * | ----- | ------------------ | ----------- |
  31637. * | 0 | CLAMP_ADDRESSMODE | |
  31638. * | 1 | WRAP_ADDRESSMODE | |
  31639. * | 2 | MIRROR_ADDRESSMODE | |
  31640. */
  31641. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31642. /**
  31643. * With compliant hardware and browser (supporting anisotropic filtering)
  31644. * this defines the level of anisotropic filtering in the texture.
  31645. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31646. */
  31647. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31648. /**
  31649. * Define if the texture is a cube texture or if false a 2d texture.
  31650. */
  31651. this.isCube = false;
  31652. /**
  31653. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31654. */
  31655. this.is3D = false;
  31656. /**
  31657. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31658. * HDR texture are usually stored in linear space.
  31659. * This only impacts the PBR and Background materials
  31660. */
  31661. this.gammaSpace = true;
  31662. /**
  31663. * Is Z inverted in the texture (useful in a cube texture).
  31664. */
  31665. this.invertZ = false;
  31666. /**
  31667. * @hidden
  31668. */
  31669. this.lodLevelInAlpha = false;
  31670. /**
  31671. * Define if the texture is a render target.
  31672. */
  31673. this.isRenderTarget = false;
  31674. /**
  31675. * Define the list of animation attached to the texture.
  31676. */
  31677. this.animations = new Array();
  31678. /**
  31679. * An event triggered when the texture is disposed.
  31680. */
  31681. this.onDisposeObservable = new BABYLON.Observable();
  31682. /**
  31683. * Define the current state of the loading sequence when in delayed load mode.
  31684. */
  31685. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31686. this._cachedSize = BABYLON.Size.Zero();
  31687. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31688. if (this._scene) {
  31689. this.uniqueId = this._scene.getUniqueId();
  31690. this._scene.addTexture(this);
  31691. }
  31692. this._uid = null;
  31693. }
  31694. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31695. get: function () {
  31696. return this._hasAlpha;
  31697. },
  31698. /**
  31699. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31700. */
  31701. set: function (value) {
  31702. if (this._hasAlpha === value) {
  31703. return;
  31704. }
  31705. this._hasAlpha = value;
  31706. if (this._scene) {
  31707. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31708. }
  31709. },
  31710. enumerable: true,
  31711. configurable: true
  31712. });
  31713. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31714. get: function () {
  31715. return this._coordinatesMode;
  31716. },
  31717. /**
  31718. * How a texture is mapped.
  31719. *
  31720. * | Value | Type | Description |
  31721. * | ----- | ----------------------------------- | ----------- |
  31722. * | 0 | EXPLICIT_MODE | |
  31723. * | 1 | SPHERICAL_MODE | |
  31724. * | 2 | PLANAR_MODE | |
  31725. * | 3 | CUBIC_MODE | |
  31726. * | 4 | PROJECTION_MODE | |
  31727. * | 5 | SKYBOX_MODE | |
  31728. * | 6 | INVCUBIC_MODE | |
  31729. * | 7 | EQUIRECTANGULAR_MODE | |
  31730. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31731. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31732. */
  31733. set: function (value) {
  31734. if (this._coordinatesMode === value) {
  31735. return;
  31736. }
  31737. this._coordinatesMode = value;
  31738. if (this._scene) {
  31739. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31740. }
  31741. },
  31742. enumerable: true,
  31743. configurable: true
  31744. });
  31745. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31746. /**
  31747. * Gets whether or not the texture contains RGBD data.
  31748. */
  31749. get: function () {
  31750. return this._texture != null && this._texture._isRGBD;
  31751. },
  31752. enumerable: true,
  31753. configurable: true
  31754. });
  31755. Object.defineProperty(BaseTexture.prototype, "noMipmap", {
  31756. /**
  31757. * Are mip maps generated for this texture or not.
  31758. */
  31759. get: function () {
  31760. return false;
  31761. },
  31762. enumerable: true,
  31763. configurable: true
  31764. });
  31765. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31766. /**
  31767. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31768. */
  31769. get: function () {
  31770. if (this._texture) {
  31771. return this._texture._lodGenerationOffset;
  31772. }
  31773. return 0.0;
  31774. },
  31775. set: function (value) {
  31776. if (this._texture) {
  31777. this._texture._lodGenerationOffset = value;
  31778. }
  31779. },
  31780. enumerable: true,
  31781. configurable: true
  31782. });
  31783. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31784. /**
  31785. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31786. */
  31787. get: function () {
  31788. if (this._texture) {
  31789. return this._texture._lodGenerationScale;
  31790. }
  31791. return 0.0;
  31792. },
  31793. set: function (value) {
  31794. if (this._texture) {
  31795. this._texture._lodGenerationScale = value;
  31796. }
  31797. },
  31798. enumerable: true,
  31799. configurable: true
  31800. });
  31801. Object.defineProperty(BaseTexture.prototype, "uid", {
  31802. /**
  31803. * Define the unique id of the texture in the scene.
  31804. */
  31805. get: function () {
  31806. if (!this._uid) {
  31807. this._uid = BABYLON.Tools.RandomId();
  31808. }
  31809. return this._uid;
  31810. },
  31811. enumerable: true,
  31812. configurable: true
  31813. });
  31814. /**
  31815. * Return a string representation of the texture.
  31816. * @returns the texture as a string
  31817. */
  31818. BaseTexture.prototype.toString = function () {
  31819. return this.name;
  31820. };
  31821. /**
  31822. * Get the class name of the texture.
  31823. * @returns "BaseTexture"
  31824. */
  31825. BaseTexture.prototype.getClassName = function () {
  31826. return "BaseTexture";
  31827. };
  31828. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31829. /**
  31830. * Callback triggered when the texture has been disposed.
  31831. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31832. */
  31833. set: function (callback) {
  31834. if (this._onDisposeObserver) {
  31835. this.onDisposeObservable.remove(this._onDisposeObserver);
  31836. }
  31837. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31838. },
  31839. enumerable: true,
  31840. configurable: true
  31841. });
  31842. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31843. /**
  31844. * Define if the texture is preventinga material to render or not.
  31845. * If not and the texture is not ready, the engine will use a default black texture instead.
  31846. */
  31847. get: function () {
  31848. return true;
  31849. },
  31850. enumerable: true,
  31851. configurable: true
  31852. });
  31853. /**
  31854. * Get the scene the texture belongs to.
  31855. * @returns the scene or null if undefined
  31856. */
  31857. BaseTexture.prototype.getScene = function () {
  31858. return this._scene;
  31859. };
  31860. /**
  31861. * Get the texture transform matrix used to offset tile the texture for istance.
  31862. * @returns the transformation matrix
  31863. */
  31864. BaseTexture.prototype.getTextureMatrix = function () {
  31865. return BABYLON.Matrix.IdentityReadOnly;
  31866. };
  31867. /**
  31868. * Get the texture reflection matrix used to rotate/transform the reflection.
  31869. * @returns the reflection matrix
  31870. */
  31871. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31872. return BABYLON.Matrix.IdentityReadOnly;
  31873. };
  31874. /**
  31875. * Get the underlying lower level texture from Babylon.
  31876. * @returns the insternal texture
  31877. */
  31878. BaseTexture.prototype.getInternalTexture = function () {
  31879. return this._texture;
  31880. };
  31881. /**
  31882. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31883. * @returns true if ready or not blocking
  31884. */
  31885. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31886. return !this.isBlocking || this.isReady();
  31887. };
  31888. /**
  31889. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31890. * @returns true if fully ready
  31891. */
  31892. BaseTexture.prototype.isReady = function () {
  31893. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31894. this.delayLoad();
  31895. return false;
  31896. }
  31897. if (this._texture) {
  31898. return this._texture.isReady;
  31899. }
  31900. return false;
  31901. };
  31902. /**
  31903. * Get the size of the texture.
  31904. * @returns the texture size.
  31905. */
  31906. BaseTexture.prototype.getSize = function () {
  31907. if (this._texture) {
  31908. if (this._texture.width) {
  31909. this._cachedSize.width = this._texture.width;
  31910. this._cachedSize.height = this._texture.height;
  31911. return this._cachedSize;
  31912. }
  31913. if (this._texture._size) {
  31914. this._cachedSize.width = this._texture._size;
  31915. this._cachedSize.height = this._texture._size;
  31916. return this._cachedSize;
  31917. }
  31918. }
  31919. return this._cachedSize;
  31920. };
  31921. /**
  31922. * Get the base size of the texture.
  31923. * It can be different from the size if the texture has been resized for POT for instance
  31924. * @returns the base size
  31925. */
  31926. BaseTexture.prototype.getBaseSize = function () {
  31927. if (!this.isReady() || !this._texture) {
  31928. return BABYLON.Size.Zero();
  31929. }
  31930. if (this._texture._size) {
  31931. return new BABYLON.Size(this._texture._size, this._texture._size);
  31932. }
  31933. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31934. };
  31935. /**
  31936. * Update the sampling mode of the texture.
  31937. * Default is Trilinear mode.
  31938. *
  31939. * | Value | Type | Description |
  31940. * | ----- | ------------------ | ----------- |
  31941. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31942. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31943. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31944. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31945. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31946. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31947. * | 7 | NEAREST_LINEAR | |
  31948. * | 8 | NEAREST_NEAREST | |
  31949. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31950. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31951. * | 11 | LINEAR_LINEAR | |
  31952. * | 12 | LINEAR_NEAREST | |
  31953. *
  31954. * > _mag_: magnification filter (close to the viewer)
  31955. * > _min_: minification filter (far from the viewer)
  31956. * > _mip_: filter used between mip map levels
  31957. *@param samplingMode Define the new sampling mode of the texture
  31958. */
  31959. BaseTexture.prototype.updateSamplingMode = function (samplingMode) {
  31960. if (!this._texture) {
  31961. return;
  31962. }
  31963. var scene = this.getScene();
  31964. if (!scene) {
  31965. return;
  31966. }
  31967. this._samplingMode = samplingMode;
  31968. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31969. };
  31970. /**
  31971. * Scales the texture if is `canRescale()`
  31972. * @param ratio the resize factor we want to use to rescale
  31973. */
  31974. BaseTexture.prototype.scale = function (ratio) {
  31975. };
  31976. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31977. /**
  31978. * Get if the texture can rescale.
  31979. */
  31980. get: function () {
  31981. return false;
  31982. },
  31983. enumerable: true,
  31984. configurable: true
  31985. });
  31986. /** @hidden */
  31987. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31988. if (!this._scene) {
  31989. return null;
  31990. }
  31991. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31992. for (var index = 0; index < texturesCache.length; index++) {
  31993. var texturesCacheEntry = texturesCache[index];
  31994. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31995. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31996. texturesCacheEntry.incrementReferences();
  31997. return texturesCacheEntry;
  31998. }
  31999. }
  32000. }
  32001. return null;
  32002. };
  32003. /** @hidden */
  32004. BaseTexture.prototype._rebuild = function () {
  32005. };
  32006. /**
  32007. * Triggers the load sequence in delayed load mode.
  32008. */
  32009. BaseTexture.prototype.delayLoad = function () {
  32010. };
  32011. /**
  32012. * Clones the texture.
  32013. * @returns the cloned texture
  32014. */
  32015. BaseTexture.prototype.clone = function () {
  32016. return null;
  32017. };
  32018. Object.defineProperty(BaseTexture.prototype, "textureType", {
  32019. /**
  32020. * Get the texture underlying type (INT, FLOAT...)
  32021. */
  32022. get: function () {
  32023. if (!this._texture) {
  32024. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32025. }
  32026. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32027. },
  32028. enumerable: true,
  32029. configurable: true
  32030. });
  32031. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  32032. /**
  32033. * Get the texture underlying format (RGB, RGBA...)
  32034. */
  32035. get: function () {
  32036. if (!this._texture) {
  32037. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32038. }
  32039. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32040. },
  32041. enumerable: true,
  32042. configurable: true
  32043. });
  32044. /**
  32045. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  32046. * This will returns an RGBA array buffer containing either in values (0-255) or
  32047. * float values (0-1) depending of the underlying buffer type.
  32048. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  32049. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  32050. * @param buffer defines a user defined buffer to fill with data (can be null)
  32051. * @returns The Array buffer containing the pixels data.
  32052. */
  32053. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  32054. if (faceIndex === void 0) { faceIndex = 0; }
  32055. if (level === void 0) { level = 0; }
  32056. if (buffer === void 0) { buffer = null; }
  32057. if (!this._texture) {
  32058. return null;
  32059. }
  32060. var size = this.getSize();
  32061. var width = size.width;
  32062. var height = size.height;
  32063. var scene = this.getScene();
  32064. if (!scene) {
  32065. return null;
  32066. }
  32067. var engine = scene.getEngine();
  32068. if (level != 0) {
  32069. width = width / Math.pow(2, level);
  32070. height = height / Math.pow(2, level);
  32071. width = Math.round(width);
  32072. height = Math.round(height);
  32073. }
  32074. if (this._texture.isCube) {
  32075. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  32076. }
  32077. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  32078. };
  32079. /**
  32080. * Release and destroy the underlying lower level texture aka internalTexture.
  32081. */
  32082. BaseTexture.prototype.releaseInternalTexture = function () {
  32083. if (this._texture) {
  32084. this._texture.dispose();
  32085. this._texture = null;
  32086. }
  32087. };
  32088. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  32089. /**
  32090. * Get the polynomial representation of the texture data.
  32091. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  32092. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  32093. */
  32094. get: function () {
  32095. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  32096. return null;
  32097. }
  32098. if (!this._texture._sphericalPolynomial) {
  32099. this._texture._sphericalPolynomial =
  32100. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  32101. }
  32102. return this._texture._sphericalPolynomial;
  32103. },
  32104. set: function (value) {
  32105. if (this._texture) {
  32106. this._texture._sphericalPolynomial = value;
  32107. }
  32108. },
  32109. enumerable: true,
  32110. configurable: true
  32111. });
  32112. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32113. /** @hidden */
  32114. get: function () {
  32115. if (this._texture) {
  32116. return this._texture._lodTextureHigh;
  32117. }
  32118. return null;
  32119. },
  32120. enumerable: true,
  32121. configurable: true
  32122. });
  32123. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32124. /** @hidden */
  32125. get: function () {
  32126. if (this._texture) {
  32127. return this._texture._lodTextureMid;
  32128. }
  32129. return null;
  32130. },
  32131. enumerable: true,
  32132. configurable: true
  32133. });
  32134. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32135. /** @hidden */
  32136. get: function () {
  32137. if (this._texture) {
  32138. return this._texture._lodTextureLow;
  32139. }
  32140. return null;
  32141. },
  32142. enumerable: true,
  32143. configurable: true
  32144. });
  32145. /**
  32146. * Dispose the texture and release its associated resources.
  32147. */
  32148. BaseTexture.prototype.dispose = function () {
  32149. if (!this._scene) {
  32150. return;
  32151. }
  32152. // Animations
  32153. this._scene.stopAnimation(this);
  32154. // Remove from scene
  32155. this._scene._removePendingData(this);
  32156. var index = this._scene.textures.indexOf(this);
  32157. if (index >= 0) {
  32158. this._scene.textures.splice(index, 1);
  32159. }
  32160. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32161. if (this._texture === undefined) {
  32162. return;
  32163. }
  32164. // Release
  32165. this.releaseInternalTexture();
  32166. // Callback
  32167. this.onDisposeObservable.notifyObservers(this);
  32168. this.onDisposeObservable.clear();
  32169. };
  32170. /**
  32171. * Serialize the texture into a JSON representation that can be parsed later on.
  32172. * @returns the JSON representation of the texture
  32173. */
  32174. BaseTexture.prototype.serialize = function () {
  32175. if (!this.name) {
  32176. return null;
  32177. }
  32178. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32179. // Animations
  32180. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32181. return serializationObject;
  32182. };
  32183. /**
  32184. * Helper function to be called back once a list of texture contains only ready textures.
  32185. * @param textures Define the list of textures to wait for
  32186. * @param callback Define the callback triggered once the entire list will be ready
  32187. */
  32188. BaseTexture.WhenAllReady = function (textures, callback) {
  32189. var numRemaining = textures.length;
  32190. if (numRemaining === 0) {
  32191. callback();
  32192. return;
  32193. }
  32194. var _loop_1 = function () {
  32195. texture = textures[i];
  32196. if (texture.isReady()) {
  32197. if (--numRemaining === 0) {
  32198. callback();
  32199. }
  32200. }
  32201. else {
  32202. onLoadObservable = texture.onLoadObservable;
  32203. var onLoadCallback_1 = function () {
  32204. onLoadObservable.removeCallback(onLoadCallback_1);
  32205. if (--numRemaining === 0) {
  32206. callback();
  32207. }
  32208. };
  32209. onLoadObservable.add(onLoadCallback_1);
  32210. }
  32211. };
  32212. var texture, onLoadObservable;
  32213. for (var i = 0; i < textures.length; i++) {
  32214. _loop_1();
  32215. }
  32216. };
  32217. /**
  32218. * Default anisotropic filtering level for the application.
  32219. * It is set to 4 as a good tradeoff between perf and quality.
  32220. */
  32221. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32222. __decorate([
  32223. BABYLON.serialize()
  32224. ], BaseTexture.prototype, "uniqueId", void 0);
  32225. __decorate([
  32226. BABYLON.serialize()
  32227. ], BaseTexture.prototype, "name", void 0);
  32228. __decorate([
  32229. BABYLON.serialize()
  32230. ], BaseTexture.prototype, "metadata", void 0);
  32231. __decorate([
  32232. BABYLON.serialize("hasAlpha")
  32233. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32234. __decorate([
  32235. BABYLON.serialize()
  32236. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32237. __decorate([
  32238. BABYLON.serialize()
  32239. ], BaseTexture.prototype, "level", void 0);
  32240. __decorate([
  32241. BABYLON.serialize()
  32242. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32243. __decorate([
  32244. BABYLON.serialize("coordinatesMode")
  32245. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32246. __decorate([
  32247. BABYLON.serialize()
  32248. ], BaseTexture.prototype, "wrapU", void 0);
  32249. __decorate([
  32250. BABYLON.serialize()
  32251. ], BaseTexture.prototype, "wrapV", void 0);
  32252. __decorate([
  32253. BABYLON.serialize()
  32254. ], BaseTexture.prototype, "wrapR", void 0);
  32255. __decorate([
  32256. BABYLON.serialize()
  32257. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32258. __decorate([
  32259. BABYLON.serialize()
  32260. ], BaseTexture.prototype, "isCube", void 0);
  32261. __decorate([
  32262. BABYLON.serialize()
  32263. ], BaseTexture.prototype, "is3D", void 0);
  32264. __decorate([
  32265. BABYLON.serialize()
  32266. ], BaseTexture.prototype, "gammaSpace", void 0);
  32267. __decorate([
  32268. BABYLON.serialize()
  32269. ], BaseTexture.prototype, "invertZ", void 0);
  32270. __decorate([
  32271. BABYLON.serialize()
  32272. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32273. __decorate([
  32274. BABYLON.serialize()
  32275. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32276. __decorate([
  32277. BABYLON.serialize()
  32278. ], BaseTexture.prototype, "lodGenerationScale", null);
  32279. __decorate([
  32280. BABYLON.serialize()
  32281. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32282. return BaseTexture;
  32283. }());
  32284. BABYLON.BaseTexture = BaseTexture;
  32285. })(BABYLON || (BABYLON = {}));
  32286. //# sourceMappingURL=babylon.baseTexture.js.map
  32287. var BABYLON;
  32288. (function (BABYLON) {
  32289. /**
  32290. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32291. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32292. */
  32293. var Texture = /** @class */ (function (_super) {
  32294. __extends(Texture, _super);
  32295. /**
  32296. * Instantiates a new texture.
  32297. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32298. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32299. * @param url define the url of the picture to load as a texture
  32300. * @param scene define the scene the texture will belong to
  32301. * @param noMipmap define if the texture will require mip maps or not
  32302. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32303. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32304. * @param onLoad define a callback triggered when the texture has been loaded
  32305. * @param onError define a callback triggered when an error occurred during the loading session
  32306. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32307. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32308. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32309. */
  32310. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32311. if (noMipmap === void 0) { noMipmap = false; }
  32312. if (invertY === void 0) { invertY = true; }
  32313. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32314. if (onLoad === void 0) { onLoad = null; }
  32315. if (onError === void 0) { onError = null; }
  32316. if (buffer === void 0) { buffer = null; }
  32317. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32318. var _this = _super.call(this, scene) || this;
  32319. /**
  32320. * Define an offset on the texture to offset the u coordinates of the UVs
  32321. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32322. */
  32323. _this.uOffset = 0;
  32324. /**
  32325. * Define an offset on the texture to offset the v coordinates of the UVs
  32326. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32327. */
  32328. _this.vOffset = 0;
  32329. /**
  32330. * Define an offset on the texture to scale the u coordinates of the UVs
  32331. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32332. */
  32333. _this.uScale = 1.0;
  32334. /**
  32335. * Define an offset on the texture to scale the v coordinates of the UVs
  32336. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32337. */
  32338. _this.vScale = 1.0;
  32339. /**
  32340. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32341. * @see http://doc.babylonjs.com/how_to/more_materials
  32342. */
  32343. _this.uAng = 0;
  32344. /**
  32345. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32346. * @see http://doc.babylonjs.com/how_to/more_materials
  32347. */
  32348. _this.vAng = 0;
  32349. /**
  32350. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32351. * @see http://doc.babylonjs.com/how_to/more_materials
  32352. */
  32353. _this.wAng = 0;
  32354. /**
  32355. * Defines the center of rotation (U)
  32356. */
  32357. _this.uRotationCenter = 0.5;
  32358. /**
  32359. * Defines the center of rotation (V)
  32360. */
  32361. _this.vRotationCenter = 0.5;
  32362. /**
  32363. * Defines the center of rotation (W)
  32364. */
  32365. _this.wRotationCenter = 0.5;
  32366. /**
  32367. * Observable triggered once the texture has been loaded.
  32368. */
  32369. _this.onLoadObservable = new BABYLON.Observable();
  32370. _this._isBlocking = true;
  32371. _this.name = url || "";
  32372. _this.url = url;
  32373. _this._noMipmap = noMipmap;
  32374. _this._invertY = invertY;
  32375. _this._samplingMode = samplingMode;
  32376. _this._buffer = buffer;
  32377. _this._deleteBuffer = deleteBuffer;
  32378. if (format) {
  32379. _this._format = format;
  32380. }
  32381. scene = _this.getScene();
  32382. if (!scene) {
  32383. return _this;
  32384. }
  32385. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32386. var load = function () {
  32387. if (_this._texture && _this._texture._invertVScale) {
  32388. _this.vScale *= -1;
  32389. }
  32390. if (_this.onLoadObservable.hasObservers()) {
  32391. _this.onLoadObservable.notifyObservers(_this);
  32392. }
  32393. if (onLoad) {
  32394. onLoad();
  32395. }
  32396. if (!_this.isBlocking && scene) {
  32397. scene.resetCachedMaterial();
  32398. }
  32399. };
  32400. if (!_this.url) {
  32401. _this._delayedOnLoad = load;
  32402. _this._delayedOnError = onError;
  32403. return _this;
  32404. }
  32405. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32406. if (!_this._texture) {
  32407. if (!scene.useDelayedTextureLoading) {
  32408. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32409. if (deleteBuffer) {
  32410. delete _this._buffer;
  32411. }
  32412. }
  32413. else {
  32414. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32415. _this._delayedOnLoad = load;
  32416. _this._delayedOnError = onError;
  32417. }
  32418. }
  32419. else {
  32420. if (_this._texture.isReady) {
  32421. BABYLON.Tools.SetImmediate(function () { return load(); });
  32422. }
  32423. else {
  32424. _this._texture.onLoadedObservable.add(load);
  32425. }
  32426. }
  32427. return _this;
  32428. }
  32429. Object.defineProperty(Texture.prototype, "noMipmap", {
  32430. /**
  32431. * Are mip maps generated for this texture or not.
  32432. */
  32433. get: function () {
  32434. return this._noMipmap;
  32435. },
  32436. enumerable: true,
  32437. configurable: true
  32438. });
  32439. Object.defineProperty(Texture.prototype, "isBlocking", {
  32440. get: function () {
  32441. return this._isBlocking;
  32442. },
  32443. /**
  32444. * Is the texture preventing material to render while loading.
  32445. * If false, a default texture will be used instead of the loading one during the preparation step.
  32446. */
  32447. set: function (value) {
  32448. this._isBlocking = value;
  32449. },
  32450. enumerable: true,
  32451. configurable: true
  32452. });
  32453. Object.defineProperty(Texture.prototype, "samplingMode", {
  32454. /**
  32455. * Get the current sampling mode associated with the texture.
  32456. */
  32457. get: function () {
  32458. return this._samplingMode;
  32459. },
  32460. enumerable: true,
  32461. configurable: true
  32462. });
  32463. Object.defineProperty(Texture.prototype, "invertY", {
  32464. /**
  32465. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32466. */
  32467. get: function () {
  32468. return this._invertY;
  32469. },
  32470. enumerable: true,
  32471. configurable: true
  32472. });
  32473. /**
  32474. * Update the url (and optional buffer) of this texture if url was null during construction.
  32475. * @param url the url of the texture
  32476. * @param buffer the buffer of the texture (defaults to null)
  32477. * @param onLoad callback called when the texture is loaded (defaults to null)
  32478. */
  32479. Texture.prototype.updateURL = function (url, buffer, onLoad) {
  32480. if (buffer === void 0) { buffer = null; }
  32481. if (this.url) {
  32482. this.releaseInternalTexture();
  32483. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  32484. }
  32485. this.url = url;
  32486. this._buffer = buffer;
  32487. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32488. if (onLoad) {
  32489. this._delayedOnLoad = onLoad;
  32490. }
  32491. this.delayLoad();
  32492. };
  32493. /**
  32494. * Finish the loading sequence of a texture flagged as delayed load.
  32495. * @hidden
  32496. */
  32497. Texture.prototype.delayLoad = function () {
  32498. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32499. return;
  32500. }
  32501. var scene = this.getScene();
  32502. if (!scene) {
  32503. return;
  32504. }
  32505. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32506. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32507. if (!this._texture) {
  32508. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32509. if (this._deleteBuffer) {
  32510. delete this._buffer;
  32511. }
  32512. }
  32513. else {
  32514. if (this._delayedOnLoad) {
  32515. if (this._texture.isReady) {
  32516. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32517. }
  32518. else {
  32519. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32520. }
  32521. }
  32522. }
  32523. this._delayedOnLoad = null;
  32524. this._delayedOnError = null;
  32525. };
  32526. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32527. x *= this.uScale;
  32528. y *= this.vScale;
  32529. x -= this.uRotationCenter * this.uScale;
  32530. y -= this.vRotationCenter * this.vScale;
  32531. z -= this.wRotationCenter;
  32532. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32533. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32534. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32535. t.z += this.wRotationCenter;
  32536. };
  32537. /**
  32538. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32539. * @returns the transform matrix of the texture.
  32540. */
  32541. Texture.prototype.getTextureMatrix = function () {
  32542. var _this = this;
  32543. if (this.uOffset === this._cachedUOffset &&
  32544. this.vOffset === this._cachedVOffset &&
  32545. this.uScale === this._cachedUScale &&
  32546. this.vScale === this._cachedVScale &&
  32547. this.uAng === this._cachedUAng &&
  32548. this.vAng === this._cachedVAng &&
  32549. this.wAng === this._cachedWAng) {
  32550. return this._cachedTextureMatrix;
  32551. }
  32552. this._cachedUOffset = this.uOffset;
  32553. this._cachedVOffset = this.vOffset;
  32554. this._cachedUScale = this.uScale;
  32555. this._cachedVScale = this.vScale;
  32556. this._cachedUAng = this.uAng;
  32557. this._cachedVAng = this.vAng;
  32558. this._cachedWAng = this.wAng;
  32559. if (!this._cachedTextureMatrix) {
  32560. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32561. this._rowGenerationMatrix = new BABYLON.Matrix();
  32562. this._t0 = BABYLON.Vector3.Zero();
  32563. this._t1 = BABYLON.Vector3.Zero();
  32564. this._t2 = BABYLON.Vector3.Zero();
  32565. }
  32566. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32567. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32568. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32569. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32570. this._t1.subtractInPlace(this._t0);
  32571. this._t2.subtractInPlace(this._t0);
  32572. 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);
  32573. var scene = this.getScene();
  32574. if (!scene) {
  32575. return this._cachedTextureMatrix;
  32576. }
  32577. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32578. return mat.hasTexture(_this);
  32579. });
  32580. return this._cachedTextureMatrix;
  32581. };
  32582. /**
  32583. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32584. * @returns The reflection texture transform
  32585. */
  32586. Texture.prototype.getReflectionTextureMatrix = function () {
  32587. var _this = this;
  32588. var scene = this.getScene();
  32589. if (!scene) {
  32590. return this._cachedTextureMatrix;
  32591. }
  32592. if (this.uOffset === this._cachedUOffset &&
  32593. this.vOffset === this._cachedVOffset &&
  32594. this.uScale === this._cachedUScale &&
  32595. this.vScale === this._cachedVScale &&
  32596. this.coordinatesMode === this._cachedCoordinatesMode) {
  32597. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32598. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32599. return this._cachedTextureMatrix;
  32600. }
  32601. }
  32602. else {
  32603. return this._cachedTextureMatrix;
  32604. }
  32605. }
  32606. if (!this._cachedTextureMatrix) {
  32607. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32608. }
  32609. if (!this._projectionModeMatrix) {
  32610. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32611. }
  32612. this._cachedUOffset = this.uOffset;
  32613. this._cachedVOffset = this.vOffset;
  32614. this._cachedUScale = this.uScale;
  32615. this._cachedVScale = this.vScale;
  32616. this._cachedCoordinatesMode = this.coordinatesMode;
  32617. switch (this.coordinatesMode) {
  32618. case Texture.PLANAR_MODE:
  32619. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32620. this._cachedTextureMatrix[0] = this.uScale;
  32621. this._cachedTextureMatrix[5] = this.vScale;
  32622. this._cachedTextureMatrix[12] = this.uOffset;
  32623. this._cachedTextureMatrix[13] = this.vOffset;
  32624. break;
  32625. case Texture.PROJECTION_MODE:
  32626. 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);
  32627. var projectionMatrix = scene.getProjectionMatrix();
  32628. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32629. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32630. break;
  32631. default:
  32632. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32633. break;
  32634. }
  32635. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32636. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32637. });
  32638. return this._cachedTextureMatrix;
  32639. };
  32640. /**
  32641. * Clones the texture.
  32642. * @returns the cloned texture
  32643. */
  32644. Texture.prototype.clone = function () {
  32645. var _this = this;
  32646. return BABYLON.SerializationHelper.Clone(function () {
  32647. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32648. }, this);
  32649. };
  32650. /**
  32651. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32652. * @returns The JSON representation of the texture
  32653. */
  32654. Texture.prototype.serialize = function () {
  32655. var serializationObject = _super.prototype.serialize.call(this);
  32656. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32657. serializationObject.base64String = this._buffer;
  32658. serializationObject.name = serializationObject.name.replace("data:", "");
  32659. }
  32660. serializationObject.invertY = this._invertY;
  32661. serializationObject.samplingMode = this.samplingMode;
  32662. return serializationObject;
  32663. };
  32664. /**
  32665. * Get the current class name of the texture useful for serialization or dynamic coding.
  32666. * @returns "Texture"
  32667. */
  32668. Texture.prototype.getClassName = function () {
  32669. return "Texture";
  32670. };
  32671. /**
  32672. * Dispose the texture and release its associated resources.
  32673. */
  32674. Texture.prototype.dispose = function () {
  32675. _super.prototype.dispose.call(this);
  32676. this.onLoadObservable.clear();
  32677. this._delayedOnLoad = null;
  32678. this._delayedOnError = null;
  32679. };
  32680. /**
  32681. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32682. * @param parsedTexture Define the JSON representation of the texture
  32683. * @param scene Define the scene the parsed texture should be instantiated in
  32684. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32685. * @returns The parsed texture if successful
  32686. */
  32687. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32688. if (parsedTexture.customType) {
  32689. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32690. // Update Sampling Mode
  32691. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32692. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32693. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32694. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32695. }
  32696. }
  32697. return parsedCustomTexture;
  32698. }
  32699. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32700. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32701. }
  32702. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32703. return null;
  32704. }
  32705. var texture = BABYLON.SerializationHelper.Parse(function () {
  32706. var generateMipMaps = true;
  32707. if (parsedTexture.noMipmap) {
  32708. generateMipMaps = false;
  32709. }
  32710. if (parsedTexture.mirrorPlane) {
  32711. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32712. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32713. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32714. return mirrorTexture;
  32715. }
  32716. else if (parsedTexture.isRenderTarget) {
  32717. var renderTargetTexture = null;
  32718. if (parsedTexture.isCube) {
  32719. // Search for an existing reflection probe (which contains a cube render target texture)
  32720. if (scene.reflectionProbes) {
  32721. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32722. var probe = scene.reflectionProbes[index];
  32723. if (probe.name === parsedTexture.name) {
  32724. return probe.cubeTexture;
  32725. }
  32726. }
  32727. }
  32728. }
  32729. else {
  32730. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32731. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32732. }
  32733. return renderTargetTexture;
  32734. }
  32735. else {
  32736. var texture;
  32737. if (parsedTexture.base64String) {
  32738. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32739. }
  32740. else {
  32741. var url = rootUrl + parsedTexture.name;
  32742. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32743. url = parsedTexture.url;
  32744. }
  32745. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32746. }
  32747. return texture;
  32748. }
  32749. }, parsedTexture, scene);
  32750. // Update Sampling Mode
  32751. if (parsedTexture.samplingMode) {
  32752. var sampling = parsedTexture.samplingMode;
  32753. if (texture && texture._samplingMode !== sampling) {
  32754. texture.updateSamplingMode(sampling);
  32755. }
  32756. }
  32757. // Animations
  32758. if (texture && parsedTexture.animations) {
  32759. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32760. var parsedAnimation = parsedTexture.animations[animationIndex];
  32761. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32762. }
  32763. }
  32764. return texture;
  32765. };
  32766. /**
  32767. * Creates a texture from its base 64 representation.
  32768. * @param data Define the base64 payload without the data: prefix
  32769. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32770. * @param scene Define the scene the texture should belong to
  32771. * @param noMipmap Forces the texture to not create mip map information if true
  32772. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32773. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32774. * @param onLoad define a callback triggered when the texture has been loaded
  32775. * @param onError define a callback triggered when an error occurred during the loading session
  32776. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32777. * @returns the created texture
  32778. */
  32779. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32780. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32781. if (onLoad === void 0) { onLoad = null; }
  32782. if (onError === void 0) { onError = null; }
  32783. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32784. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32785. };
  32786. /**
  32787. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32788. * @param data Define the base64 payload without the data: prefix
  32789. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32790. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32791. * @param scene Define the scene the texture should belong to
  32792. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32793. * @param noMipmap Forces the texture to not create mip map information if true
  32794. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32795. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32796. * @param onLoad define a callback triggered when the texture has been loaded
  32797. * @param onError define a callback triggered when an error occurred during the loading session
  32798. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32799. * @returns the created texture
  32800. */
  32801. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32802. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32803. if (noMipmap === void 0) { noMipmap = false; }
  32804. if (invertY === void 0) { invertY = true; }
  32805. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32806. if (onLoad === void 0) { onLoad = null; }
  32807. if (onError === void 0) { onError = null; }
  32808. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32809. if (name.substr(0, 5) !== "data:") {
  32810. name = "data:" + name;
  32811. }
  32812. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32813. };
  32814. /** nearest is mag = nearest and min = nearest and mip = linear */
  32815. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32816. /** nearest is mag = nearest and min = nearest and mip = linear */
  32817. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32818. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32819. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32820. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32821. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32822. /** Trilinear is mag = linear and min = linear and mip = linear */
  32823. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32824. /** Trilinear is mag = linear and min = linear and mip = linear */
  32825. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32826. /** mag = nearest and min = nearest and mip = nearest */
  32827. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32828. /** mag = nearest and min = linear and mip = nearest */
  32829. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32830. /** mag = nearest and min = linear and mip = linear */
  32831. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32832. /** mag = nearest and min = linear and mip = none */
  32833. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32834. /** mag = nearest and min = nearest and mip = none */
  32835. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32836. /** mag = linear and min = nearest and mip = nearest */
  32837. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32838. /** mag = linear and min = nearest and mip = linear */
  32839. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32840. /** mag = linear and min = linear and mip = none */
  32841. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32842. /** mag = linear and min = nearest and mip = none */
  32843. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32844. /** Explicit coordinates mode */
  32845. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32846. /** Spherical coordinates mode */
  32847. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32848. /** Planar coordinates mode */
  32849. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32850. /** Cubic coordinates mode */
  32851. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32852. /** Projection coordinates mode */
  32853. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32854. /** Inverse Cubic coordinates mode */
  32855. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32856. /** Inverse Cubic coordinates mode */
  32857. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32858. /** Equirectangular coordinates mode */
  32859. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32860. /** Equirectangular Fixed coordinates mode */
  32861. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32862. /** Equirectangular Fixed Mirrored coordinates mode */
  32863. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32864. /** Texture is not repeating outside of 0..1 UVs */
  32865. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32866. /** Texture is repeating outside of 0..1 UVs */
  32867. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32868. /** Texture is repeating and mirrored */
  32869. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32870. /**
  32871. * 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
  32872. */
  32873. Texture.UseSerializedUrlIfAny = false;
  32874. __decorate([
  32875. BABYLON.serialize()
  32876. ], Texture.prototype, "url", void 0);
  32877. __decorate([
  32878. BABYLON.serialize()
  32879. ], Texture.prototype, "uOffset", void 0);
  32880. __decorate([
  32881. BABYLON.serialize()
  32882. ], Texture.prototype, "vOffset", void 0);
  32883. __decorate([
  32884. BABYLON.serialize()
  32885. ], Texture.prototype, "uScale", void 0);
  32886. __decorate([
  32887. BABYLON.serialize()
  32888. ], Texture.prototype, "vScale", void 0);
  32889. __decorate([
  32890. BABYLON.serialize()
  32891. ], Texture.prototype, "uAng", void 0);
  32892. __decorate([
  32893. BABYLON.serialize()
  32894. ], Texture.prototype, "vAng", void 0);
  32895. __decorate([
  32896. BABYLON.serialize()
  32897. ], Texture.prototype, "wAng", void 0);
  32898. __decorate([
  32899. BABYLON.serialize()
  32900. ], Texture.prototype, "uRotationCenter", void 0);
  32901. __decorate([
  32902. BABYLON.serialize()
  32903. ], Texture.prototype, "vRotationCenter", void 0);
  32904. __decorate([
  32905. BABYLON.serialize()
  32906. ], Texture.prototype, "wRotationCenter", void 0);
  32907. __decorate([
  32908. BABYLON.serialize()
  32909. ], Texture.prototype, "isBlocking", null);
  32910. return Texture;
  32911. }(BABYLON.BaseTexture));
  32912. BABYLON.Texture = Texture;
  32913. })(BABYLON || (BABYLON = {}));
  32914. //# sourceMappingURL=babylon.texture.js.map
  32915. var BABYLON;
  32916. (function (BABYLON) {
  32917. /**
  32918. * @hidden
  32919. **/
  32920. var _CreationDataStorage = /** @class */ (function () {
  32921. function _CreationDataStorage() {
  32922. }
  32923. return _CreationDataStorage;
  32924. }());
  32925. BABYLON._CreationDataStorage = _CreationDataStorage;
  32926. /**
  32927. * @hidden
  32928. **/
  32929. var _InstanceDataStorage = /** @class */ (function () {
  32930. function _InstanceDataStorage() {
  32931. this.visibleInstances = {};
  32932. this.renderIdForInstances = new Array();
  32933. this.batchCache = new _InstancesBatch();
  32934. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32935. }
  32936. return _InstanceDataStorage;
  32937. }());
  32938. /**
  32939. * @hidden
  32940. **/
  32941. var _InstancesBatch = /** @class */ (function () {
  32942. function _InstancesBatch() {
  32943. this.mustReturn = false;
  32944. this.visibleInstances = new Array();
  32945. this.renderSelf = new Array();
  32946. }
  32947. return _InstancesBatch;
  32948. }());
  32949. BABYLON._InstancesBatch = _InstancesBatch;
  32950. /**
  32951. * Class used to represent renderable models
  32952. */
  32953. var Mesh = /** @class */ (function (_super) {
  32954. __extends(Mesh, _super);
  32955. /**
  32956. * @constructor
  32957. * @param name The value used by scene.getMeshByName() to do a lookup.
  32958. * @param scene The scene to add this mesh to.
  32959. * @param parent The parent of this mesh, if it has one
  32960. * @param source An optional Mesh from which geometry is shared, cloned.
  32961. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32962. * When false, achieved by calling a clone(), also passing False.
  32963. * This will make creation of children, recursive.
  32964. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32965. */
  32966. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32967. if (scene === void 0) { scene = null; }
  32968. if (parent === void 0) { parent = null; }
  32969. if (source === void 0) { source = null; }
  32970. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32971. var _this = _super.call(this, name, scene) || this;
  32972. // Members
  32973. /**
  32974. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32975. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32976. */
  32977. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32978. /**
  32979. * Gets the list of instances created from this mesh
  32980. * it is not supposed to be modified manually.
  32981. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32982. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32983. */
  32984. _this.instances = new Array();
  32985. _this._LODLevels = new Array();
  32986. /** @hidden */
  32987. _this._instanceDataStorage = new _InstanceDataStorage();
  32988. // Use by builder only to know what orientation were the mesh build in.
  32989. /** @hidden */
  32990. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32991. /**
  32992. * Use this property to change the original side orientation defined at construction time
  32993. */
  32994. _this.overrideMaterialSideOrientation = null;
  32995. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32996. // Will be used to save a source mesh reference, If any
  32997. _this._source = null;
  32998. scene = _this.getScene();
  32999. if (source) {
  33000. // Geometry
  33001. if (source._geometry) {
  33002. source._geometry.applyToMesh(_this);
  33003. }
  33004. // Deep copy
  33005. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  33006. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  33007. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  33008. ], ["_poseMatrix"]);
  33009. // Source mesh
  33010. _this._source = source;
  33011. if (scene.useClonedMeshhMap) {
  33012. if (!source.meshMap) {
  33013. source.meshMap = {};
  33014. }
  33015. source.meshMap[_this.uniqueId] = _this;
  33016. }
  33017. // Construction Params
  33018. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  33019. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  33020. _this._creationDataStorage = source._creationDataStorage;
  33021. // Animation ranges
  33022. if (_this._source._ranges) {
  33023. var ranges = _this._source._ranges;
  33024. for (var name in ranges) {
  33025. if (!ranges.hasOwnProperty(name)) {
  33026. continue;
  33027. }
  33028. if (!ranges[name]) {
  33029. continue;
  33030. }
  33031. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  33032. }
  33033. }
  33034. // Metadata
  33035. if (source.metadata && source.metadata.clone) {
  33036. _this.metadata = source.metadata.clone();
  33037. }
  33038. else {
  33039. _this.metadata = source.metadata;
  33040. }
  33041. // Tags
  33042. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  33043. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  33044. }
  33045. // Parent
  33046. _this.parent = source.parent;
  33047. // Pivot
  33048. _this.setPivotMatrix(source.getPivotMatrix());
  33049. _this.id = name + "." + source.id;
  33050. // Material
  33051. _this.material = source.material;
  33052. var index;
  33053. if (!doNotCloneChildren) {
  33054. // Children
  33055. var directDescendants = source.getDescendants(true);
  33056. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  33057. var child = directDescendants[index_1];
  33058. if (child.clone) {
  33059. child.clone(name + "." + child.name, _this);
  33060. }
  33061. }
  33062. }
  33063. // Physics clone
  33064. var physicsEngine = _this.getScene().getPhysicsEngine();
  33065. if (clonePhysicsImpostor && physicsEngine) {
  33066. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  33067. if (impostor) {
  33068. _this.physicsImpostor = impostor.clone(_this);
  33069. }
  33070. }
  33071. // Particles
  33072. for (index = 0; index < scene.particleSystems.length; index++) {
  33073. var system = scene.particleSystems[index];
  33074. if (system.emitter === source) {
  33075. system.clone(system.name, _this);
  33076. }
  33077. }
  33078. _this.refreshBoundingInfo();
  33079. _this.computeWorldMatrix(true);
  33080. }
  33081. // Parent
  33082. if (parent !== null) {
  33083. _this.parent = parent;
  33084. }
  33085. return _this;
  33086. }
  33087. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33088. /**
  33089. * An event triggered before rendering the mesh
  33090. */
  33091. get: function () {
  33092. if (!this._onBeforeRenderObservable) {
  33093. this._onBeforeRenderObservable = new BABYLON.Observable();
  33094. }
  33095. return this._onBeforeRenderObservable;
  33096. },
  33097. enumerable: true,
  33098. configurable: true
  33099. });
  33100. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33101. /**
  33102. * An event triggered after rendering the mesh
  33103. */
  33104. get: function () {
  33105. if (!this._onAfterRenderObservable) {
  33106. this._onAfterRenderObservable = new BABYLON.Observable();
  33107. }
  33108. return this._onAfterRenderObservable;
  33109. },
  33110. enumerable: true,
  33111. configurable: true
  33112. });
  33113. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33114. /**
  33115. * An event triggered before drawing the mesh
  33116. */
  33117. get: function () {
  33118. if (!this._onBeforeDrawObservable) {
  33119. this._onBeforeDrawObservable = new BABYLON.Observable();
  33120. }
  33121. return this._onBeforeDrawObservable;
  33122. },
  33123. enumerable: true,
  33124. configurable: true
  33125. });
  33126. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33127. /**
  33128. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33129. */
  33130. set: function (callback) {
  33131. if (this._onBeforeDrawObserver) {
  33132. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33133. }
  33134. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33135. },
  33136. enumerable: true,
  33137. configurable: true
  33138. });
  33139. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33140. /**
  33141. * Gets or sets the morph target manager
  33142. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33143. */
  33144. get: function () {
  33145. return this._morphTargetManager;
  33146. },
  33147. set: function (value) {
  33148. if (this._morphTargetManager === value) {
  33149. return;
  33150. }
  33151. this._morphTargetManager = value;
  33152. this._syncGeometryWithMorphTargetManager();
  33153. },
  33154. enumerable: true,
  33155. configurable: true
  33156. });
  33157. Object.defineProperty(Mesh.prototype, "source", {
  33158. /**
  33159. * Gets the source mesh (the one used to clone this one from)
  33160. */
  33161. get: function () {
  33162. return this._source;
  33163. },
  33164. enumerable: true,
  33165. configurable: true
  33166. });
  33167. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33168. /**
  33169. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33170. */
  33171. get: function () {
  33172. return this._unIndexed;
  33173. },
  33174. set: function (value) {
  33175. if (this._unIndexed !== value) {
  33176. this._unIndexed = value;
  33177. this._markSubMeshesAsAttributesDirty();
  33178. }
  33179. },
  33180. enumerable: true,
  33181. configurable: true
  33182. });
  33183. // Methods
  33184. /**
  33185. * Gets the class name
  33186. * @returns the string "Mesh".
  33187. */
  33188. Mesh.prototype.getClassName = function () {
  33189. return "Mesh";
  33190. };
  33191. /**
  33192. * Returns a description of this mesh
  33193. * @param fullDetails define if full details about this mesh must be used
  33194. * @returns a descriptive string representing this mesh
  33195. */
  33196. Mesh.prototype.toString = function (fullDetails) {
  33197. var ret = _super.prototype.toString.call(this, fullDetails);
  33198. ret += ", n vertices: " + this.getTotalVertices();
  33199. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33200. if (this.animations) {
  33201. for (var i = 0; i < this.animations.length; i++) {
  33202. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33203. }
  33204. }
  33205. if (fullDetails) {
  33206. if (this._geometry) {
  33207. var ib = this.getIndices();
  33208. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33209. if (vb && ib) {
  33210. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33211. }
  33212. }
  33213. else {
  33214. ret += ", flat shading: UNKNOWN";
  33215. }
  33216. }
  33217. return ret;
  33218. };
  33219. /** @hidden */
  33220. Mesh.prototype._unBindEffect = function () {
  33221. _super.prototype._unBindEffect.call(this);
  33222. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33223. var instance = _a[_i];
  33224. instance._unBindEffect();
  33225. }
  33226. };
  33227. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33228. /**
  33229. * Gets a boolean indicating if this mesh has LOD
  33230. */
  33231. get: function () {
  33232. return this._LODLevels.length > 0;
  33233. },
  33234. enumerable: true,
  33235. configurable: true
  33236. });
  33237. /**
  33238. * Gets the list of MeshLODLevel associated with the current mesh
  33239. * @returns an array of MeshLODLevel
  33240. */
  33241. Mesh.prototype.getLODLevels = function () {
  33242. return this._LODLevels;
  33243. };
  33244. Mesh.prototype._sortLODLevels = function () {
  33245. this._LODLevels.sort(function (a, b) {
  33246. if (a.distance < b.distance) {
  33247. return 1;
  33248. }
  33249. if (a.distance > b.distance) {
  33250. return -1;
  33251. }
  33252. return 0;
  33253. });
  33254. };
  33255. /**
  33256. * Add a mesh as LOD level triggered at the given distance.
  33257. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33258. * @param distance The distance from the center of the object to show this level
  33259. * @param mesh The mesh to be added as LOD level (can be null)
  33260. * @return This mesh (for chaining)
  33261. */
  33262. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33263. if (mesh && mesh._masterMesh) {
  33264. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33265. return this;
  33266. }
  33267. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33268. this._LODLevels.push(level);
  33269. if (mesh) {
  33270. mesh._masterMesh = this;
  33271. }
  33272. this._sortLODLevels();
  33273. return this;
  33274. };
  33275. /**
  33276. * Returns the LOD level mesh at the passed distance or null if not found.
  33277. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33278. * @param distance The distance from the center of the object to show this level
  33279. * @returns a Mesh or `null`
  33280. */
  33281. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33282. for (var index = 0; index < this._LODLevels.length; index++) {
  33283. var level = this._LODLevels[index];
  33284. if (level.distance === distance) {
  33285. return level.mesh;
  33286. }
  33287. }
  33288. return null;
  33289. };
  33290. /**
  33291. * Remove a mesh from the LOD array
  33292. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33293. * @param mesh defines the mesh to be removed
  33294. * @return This mesh (for chaining)
  33295. */
  33296. Mesh.prototype.removeLODLevel = function (mesh) {
  33297. for (var index = 0; index < this._LODLevels.length; index++) {
  33298. if (this._LODLevels[index].mesh === mesh) {
  33299. this._LODLevels.splice(index, 1);
  33300. if (mesh) {
  33301. mesh._masterMesh = null;
  33302. }
  33303. }
  33304. }
  33305. this._sortLODLevels();
  33306. return this;
  33307. };
  33308. /**
  33309. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33310. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33311. * @param camera defines the camera to use to compute distance
  33312. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33313. * @return This mesh (for chaining)
  33314. */
  33315. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33316. if (!this._LODLevels || this._LODLevels.length === 0) {
  33317. return this;
  33318. }
  33319. var bSphere;
  33320. if (boundingSphere) {
  33321. bSphere = boundingSphere;
  33322. }
  33323. else {
  33324. var boundingInfo = this.getBoundingInfo();
  33325. bSphere = boundingInfo.boundingSphere;
  33326. }
  33327. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33328. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33329. if (this.onLODLevelSelection) {
  33330. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33331. }
  33332. return this;
  33333. }
  33334. for (var index = 0; index < this._LODLevels.length; index++) {
  33335. var level = this._LODLevels[index];
  33336. if (level.distance < distanceToCamera) {
  33337. if (level.mesh) {
  33338. level.mesh._preActivate();
  33339. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33340. }
  33341. if (this.onLODLevelSelection) {
  33342. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33343. }
  33344. return level.mesh;
  33345. }
  33346. }
  33347. if (this.onLODLevelSelection) {
  33348. this.onLODLevelSelection(distanceToCamera, this, this);
  33349. }
  33350. return this;
  33351. };
  33352. Object.defineProperty(Mesh.prototype, "geometry", {
  33353. /**
  33354. * Gets the mesh internal Geometry object
  33355. */
  33356. get: function () {
  33357. return this._geometry;
  33358. },
  33359. enumerable: true,
  33360. configurable: true
  33361. });
  33362. /**
  33363. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33364. * @returns the total number of vertices
  33365. */
  33366. Mesh.prototype.getTotalVertices = function () {
  33367. if (this._geometry === null || this._geometry === undefined) {
  33368. return 0;
  33369. }
  33370. return this._geometry.getTotalVertices();
  33371. };
  33372. /**
  33373. * Returns the content of an associated vertex buffer
  33374. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33375. * - BABYLON.VertexBuffer.PositionKind
  33376. * - BABYLON.VertexBuffer.UVKind
  33377. * - BABYLON.VertexBuffer.UV2Kind
  33378. * - BABYLON.VertexBuffer.UV3Kind
  33379. * - BABYLON.VertexBuffer.UV4Kind
  33380. * - BABYLON.VertexBuffer.UV5Kind
  33381. * - BABYLON.VertexBuffer.UV6Kind
  33382. * - BABYLON.VertexBuffer.ColorKind
  33383. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33384. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33385. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33386. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33387. * @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
  33388. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33389. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33390. */
  33391. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33392. if (!this._geometry) {
  33393. return null;
  33394. }
  33395. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33396. };
  33397. /**
  33398. * Returns the mesh VertexBuffer object from the requested `kind`
  33399. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33400. * - BABYLON.VertexBuffer.PositionKind
  33401. * - BABYLON.VertexBuffer.UVKind
  33402. * - BABYLON.VertexBuffer.UV2Kind
  33403. * - BABYLON.VertexBuffer.UV3Kind
  33404. * - BABYLON.VertexBuffer.UV4Kind
  33405. * - BABYLON.VertexBuffer.UV5Kind
  33406. * - BABYLON.VertexBuffer.UV6Kind
  33407. * - BABYLON.VertexBuffer.ColorKind
  33408. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33409. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33410. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33411. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33412. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33413. */
  33414. Mesh.prototype.getVertexBuffer = function (kind) {
  33415. if (!this._geometry) {
  33416. return null;
  33417. }
  33418. return this._geometry.getVertexBuffer(kind);
  33419. };
  33420. /**
  33421. * Tests if a specific vertex buffer is associated with this mesh
  33422. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33423. * - BABYLON.VertexBuffer.PositionKind
  33424. * - BABYLON.VertexBuffer.UVKind
  33425. * - BABYLON.VertexBuffer.UV2Kind
  33426. * - BABYLON.VertexBuffer.UV3Kind
  33427. * - BABYLON.VertexBuffer.UV4Kind
  33428. * - BABYLON.VertexBuffer.UV5Kind
  33429. * - BABYLON.VertexBuffer.UV6Kind
  33430. * - BABYLON.VertexBuffer.ColorKind
  33431. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33432. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33433. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33434. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33435. * @returns a boolean
  33436. */
  33437. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33438. if (!this._geometry) {
  33439. if (this._delayInfo) {
  33440. return this._delayInfo.indexOf(kind) !== -1;
  33441. }
  33442. return false;
  33443. }
  33444. return this._geometry.isVerticesDataPresent(kind);
  33445. };
  33446. /**
  33447. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33448. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33449. * - BABYLON.VertexBuffer.PositionKind
  33450. * - BABYLON.VertexBuffer.UVKind
  33451. * - BABYLON.VertexBuffer.UV2Kind
  33452. * - BABYLON.VertexBuffer.UV3Kind
  33453. * - BABYLON.VertexBuffer.UV4Kind
  33454. * - BABYLON.VertexBuffer.UV5Kind
  33455. * - BABYLON.VertexBuffer.UV6Kind
  33456. * - BABYLON.VertexBuffer.ColorKind
  33457. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33458. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33459. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33460. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33461. * @returns a boolean
  33462. */
  33463. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33464. if (!this._geometry) {
  33465. if (this._delayInfo) {
  33466. return this._delayInfo.indexOf(kind) !== -1;
  33467. }
  33468. return false;
  33469. }
  33470. return this._geometry.isVertexBufferUpdatable(kind);
  33471. };
  33472. /**
  33473. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33474. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33475. * - BABYLON.VertexBuffer.PositionKind
  33476. * - BABYLON.VertexBuffer.UVKind
  33477. * - BABYLON.VertexBuffer.UV2Kind
  33478. * - BABYLON.VertexBuffer.UV3Kind
  33479. * - BABYLON.VertexBuffer.UV4Kind
  33480. * - BABYLON.VertexBuffer.UV5Kind
  33481. * - BABYLON.VertexBuffer.UV6Kind
  33482. * - BABYLON.VertexBuffer.ColorKind
  33483. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33484. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33485. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33486. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33487. * @returns an array of strings
  33488. */
  33489. Mesh.prototype.getVerticesDataKinds = function () {
  33490. if (!this._geometry) {
  33491. var result = new Array();
  33492. if (this._delayInfo) {
  33493. this._delayInfo.forEach(function (kind, index, array) {
  33494. result.push(kind);
  33495. });
  33496. }
  33497. return result;
  33498. }
  33499. return this._geometry.getVerticesDataKinds();
  33500. };
  33501. /**
  33502. * Returns a positive integer : the total number of indices in this mesh geometry.
  33503. * @returns the numner of indices or zero if the mesh has no geometry.
  33504. */
  33505. Mesh.prototype.getTotalIndices = function () {
  33506. if (!this._geometry) {
  33507. return 0;
  33508. }
  33509. return this._geometry.getTotalIndices();
  33510. };
  33511. /**
  33512. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33513. * @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.
  33514. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33515. * @returns the indices array or an empty array if the mesh has no geometry
  33516. */
  33517. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33518. if (!this._geometry) {
  33519. return [];
  33520. }
  33521. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33522. };
  33523. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33524. get: function () {
  33525. return this._masterMesh !== null && this._masterMesh !== undefined;
  33526. },
  33527. enumerable: true,
  33528. configurable: true
  33529. });
  33530. /**
  33531. * Determine if the current mesh is ready to be rendered
  33532. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33533. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33534. * @returns true if all associated assets are ready (material, textures, shaders)
  33535. */
  33536. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33537. if (completeCheck === void 0) { completeCheck = false; }
  33538. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33539. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33540. return false;
  33541. }
  33542. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33543. return false;
  33544. }
  33545. if (!this.subMeshes || this.subMeshes.length === 0) {
  33546. return true;
  33547. }
  33548. if (!completeCheck) {
  33549. return true;
  33550. }
  33551. var engine = this.getEngine();
  33552. var scene = this.getScene();
  33553. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33554. this.computeWorldMatrix();
  33555. var mat = this.material || scene.defaultMaterial;
  33556. if (mat) {
  33557. if (mat._storeEffectOnSubMeshes) {
  33558. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33559. var subMesh = _a[_i];
  33560. var effectiveMaterial = subMesh.getMaterial();
  33561. if (effectiveMaterial) {
  33562. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33563. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33564. return false;
  33565. }
  33566. }
  33567. else {
  33568. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33569. return false;
  33570. }
  33571. }
  33572. }
  33573. }
  33574. }
  33575. else {
  33576. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33577. return false;
  33578. }
  33579. }
  33580. }
  33581. // Shadows
  33582. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33583. var light = _c[_b];
  33584. var generator = light.getShadowGenerator();
  33585. if (generator) {
  33586. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33587. var subMesh = _e[_d];
  33588. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33589. return false;
  33590. }
  33591. }
  33592. }
  33593. }
  33594. // LOD
  33595. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33596. var lod = _g[_f];
  33597. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33598. return false;
  33599. }
  33600. }
  33601. return true;
  33602. };
  33603. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33604. /**
  33605. * 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.
  33606. */
  33607. get: function () {
  33608. return this._areNormalsFrozen;
  33609. },
  33610. enumerable: true,
  33611. configurable: true
  33612. });
  33613. /**
  33614. * 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.
  33615. * @returns the current mesh
  33616. */
  33617. Mesh.prototype.freezeNormals = function () {
  33618. this._areNormalsFrozen = true;
  33619. return this;
  33620. };
  33621. /**
  33622. * 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
  33623. * @returns the current mesh
  33624. */
  33625. Mesh.prototype.unfreezeNormals = function () {
  33626. this._areNormalsFrozen = false;
  33627. return this;
  33628. };
  33629. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33630. /**
  33631. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33632. */
  33633. set: function (count) {
  33634. this._instanceDataStorage.overridenInstanceCount = count;
  33635. },
  33636. enumerable: true,
  33637. configurable: true
  33638. });
  33639. // Methods
  33640. /** @hidden */
  33641. Mesh.prototype._preActivate = function () {
  33642. var sceneRenderId = this.getScene().getRenderId();
  33643. if (this._preActivateId === sceneRenderId) {
  33644. return this;
  33645. }
  33646. this._preActivateId = sceneRenderId;
  33647. this._instanceDataStorage.visibleInstances = null;
  33648. return this;
  33649. };
  33650. /** @hidden */
  33651. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33652. if (this._instanceDataStorage.visibleInstances) {
  33653. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33654. }
  33655. return this;
  33656. };
  33657. /** @hidden */
  33658. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33659. if (!this._instanceDataStorage.visibleInstances) {
  33660. this._instanceDataStorage.visibleInstances = {
  33661. defaultRenderId: renderId,
  33662. selfDefaultRenderId: this._renderId
  33663. };
  33664. }
  33665. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33666. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33667. }
  33668. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33669. return this;
  33670. };
  33671. /**
  33672. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33673. * This means the mesh underlying bounding box and sphere are recomputed.
  33674. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33675. * @returns the current mesh
  33676. */
  33677. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33678. if (applySkeleton === void 0) { applySkeleton = false; }
  33679. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33680. return this;
  33681. }
  33682. var bias = this.geometry ? this.geometry.boundingBias : null;
  33683. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33684. return this;
  33685. };
  33686. /** @hidden */
  33687. Mesh.prototype._createGlobalSubMesh = function (force) {
  33688. var totalVertices = this.getTotalVertices();
  33689. if (!totalVertices || !this.getIndices()) {
  33690. return null;
  33691. }
  33692. // Check if we need to recreate the submeshes
  33693. if (this.subMeshes && this.subMeshes.length > 0) {
  33694. var ib = this.getIndices();
  33695. if (!ib) {
  33696. return null;
  33697. }
  33698. var totalIndices = ib.length;
  33699. var needToRecreate = false;
  33700. if (force) {
  33701. needToRecreate = true;
  33702. }
  33703. else {
  33704. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33705. var submesh = _a[_i];
  33706. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33707. needToRecreate = true;
  33708. break;
  33709. }
  33710. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33711. needToRecreate = true;
  33712. break;
  33713. }
  33714. }
  33715. }
  33716. if (!needToRecreate) {
  33717. return this.subMeshes[0];
  33718. }
  33719. }
  33720. this.releaseSubMeshes();
  33721. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33722. };
  33723. /**
  33724. * This function will subdivide the mesh into multiple submeshes
  33725. * @param count defines the expected number of submeshes
  33726. */
  33727. Mesh.prototype.subdivide = function (count) {
  33728. if (count < 1) {
  33729. return;
  33730. }
  33731. var totalIndices = this.getTotalIndices();
  33732. var subdivisionSize = (totalIndices / count) | 0;
  33733. var offset = 0;
  33734. // Ensure that subdivisionSize is a multiple of 3
  33735. while (subdivisionSize % 3 !== 0) {
  33736. subdivisionSize++;
  33737. }
  33738. this.releaseSubMeshes();
  33739. for (var index = 0; index < count; index++) {
  33740. if (offset >= totalIndices) {
  33741. break;
  33742. }
  33743. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33744. offset += subdivisionSize;
  33745. }
  33746. this.synchronizeInstances();
  33747. };
  33748. /**
  33749. * Copy a FloatArray into a specific associated vertex buffer
  33750. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33751. * - BABYLON.VertexBuffer.PositionKind
  33752. * - BABYLON.VertexBuffer.UVKind
  33753. * - BABYLON.VertexBuffer.UV2Kind
  33754. * - BABYLON.VertexBuffer.UV3Kind
  33755. * - BABYLON.VertexBuffer.UV4Kind
  33756. * - BABYLON.VertexBuffer.UV5Kind
  33757. * - BABYLON.VertexBuffer.UV6Kind
  33758. * - BABYLON.VertexBuffer.ColorKind
  33759. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33760. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33761. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33762. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33763. * @param data defines the data source
  33764. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33765. * @param stride defines the data stride size (can be null)
  33766. * @returns the current mesh
  33767. */
  33768. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33769. if (updatable === void 0) { updatable = false; }
  33770. if (!this._geometry) {
  33771. var vertexData = new BABYLON.VertexData();
  33772. vertexData.set(data, kind);
  33773. var scene = this.getScene();
  33774. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33775. }
  33776. else {
  33777. this._geometry.setVerticesData(kind, data, updatable, stride);
  33778. }
  33779. return this;
  33780. };
  33781. /**
  33782. * Flags an associated vertex buffer as updatable
  33783. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33784. * - BABYLON.VertexBuffer.PositionKind
  33785. * - BABYLON.VertexBuffer.UVKind
  33786. * - BABYLON.VertexBuffer.UV2Kind
  33787. * - BABYLON.VertexBuffer.UV3Kind
  33788. * - BABYLON.VertexBuffer.UV4Kind
  33789. * - BABYLON.VertexBuffer.UV5Kind
  33790. * - BABYLON.VertexBuffer.UV6Kind
  33791. * - BABYLON.VertexBuffer.ColorKind
  33792. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33793. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33794. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33795. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33796. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33797. */
  33798. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33799. if (updatable === void 0) { updatable = true; }
  33800. var vb = this.getVertexBuffer(kind);
  33801. if (!vb || vb.isUpdatable() === updatable) {
  33802. return;
  33803. }
  33804. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33805. };
  33806. /**
  33807. * Sets the mesh global Vertex Buffer
  33808. * @param buffer defines the buffer to use
  33809. * @returns the current mesh
  33810. */
  33811. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33812. if (!this._geometry) {
  33813. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33814. }
  33815. this._geometry.setVerticesBuffer(buffer);
  33816. return this;
  33817. };
  33818. /**
  33819. * Update a specific associated vertex buffer
  33820. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33821. * - BABYLON.VertexBuffer.PositionKind
  33822. * - BABYLON.VertexBuffer.UVKind
  33823. * - BABYLON.VertexBuffer.UV2Kind
  33824. * - BABYLON.VertexBuffer.UV3Kind
  33825. * - BABYLON.VertexBuffer.UV4Kind
  33826. * - BABYLON.VertexBuffer.UV5Kind
  33827. * - BABYLON.VertexBuffer.UV6Kind
  33828. * - BABYLON.VertexBuffer.ColorKind
  33829. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33830. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33831. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33832. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33833. * @param data defines the data source
  33834. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33835. * @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)
  33836. * @returns the current mesh
  33837. */
  33838. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33839. if (!this._geometry) {
  33840. return this;
  33841. }
  33842. if (!makeItUnique) {
  33843. this._geometry.updateVerticesData(kind, data, updateExtends);
  33844. }
  33845. else {
  33846. this.makeGeometryUnique();
  33847. this.updateVerticesData(kind, data, updateExtends, false);
  33848. }
  33849. return this;
  33850. };
  33851. /**
  33852. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33853. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33854. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33855. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33856. * @returns the current mesh
  33857. */
  33858. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33859. if (computeNormals === void 0) { computeNormals = true; }
  33860. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33861. if (!positions) {
  33862. return this;
  33863. }
  33864. positionFunction(positions);
  33865. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33866. if (computeNormals) {
  33867. var indices = this.getIndices();
  33868. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33869. if (!normals) {
  33870. return this;
  33871. }
  33872. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33873. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33874. }
  33875. return this;
  33876. };
  33877. /**
  33878. * Creates a un-shared specific occurence of the geometry for the mesh.
  33879. * @returns the current mesh
  33880. */
  33881. Mesh.prototype.makeGeometryUnique = function () {
  33882. if (!this._geometry) {
  33883. return this;
  33884. }
  33885. var oldGeometry = this._geometry;
  33886. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33887. oldGeometry.releaseForMesh(this, true);
  33888. geometry.applyToMesh(this);
  33889. return this;
  33890. };
  33891. /**
  33892. * Set the index buffer of this mesh
  33893. * @param indices defines the source data
  33894. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33895. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33896. * @returns the current mesh
  33897. */
  33898. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33899. if (totalVertices === void 0) { totalVertices = null; }
  33900. if (updatable === void 0) { updatable = false; }
  33901. if (!this._geometry) {
  33902. var vertexData = new BABYLON.VertexData();
  33903. vertexData.indices = indices;
  33904. var scene = this.getScene();
  33905. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33906. }
  33907. else {
  33908. this._geometry.setIndices(indices, totalVertices, updatable);
  33909. }
  33910. return this;
  33911. };
  33912. /**
  33913. * Update the current index buffer
  33914. * @param indices defines the source data
  33915. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33916. * @returns the current mesh
  33917. */
  33918. Mesh.prototype.updateIndices = function (indices, offset) {
  33919. if (!this._geometry) {
  33920. return this;
  33921. }
  33922. this._geometry.updateIndices(indices, offset);
  33923. return this;
  33924. };
  33925. /**
  33926. * Invert the geometry to move from a right handed system to a left handed one.
  33927. * @returns the current mesh
  33928. */
  33929. Mesh.prototype.toLeftHanded = function () {
  33930. if (!this._geometry) {
  33931. return this;
  33932. }
  33933. this._geometry.toLeftHanded();
  33934. return this;
  33935. };
  33936. /** @hidden */
  33937. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33938. if (!this._geometry) {
  33939. return this;
  33940. }
  33941. var engine = this.getScene().getEngine();
  33942. // Wireframe
  33943. var indexToBind;
  33944. if (this._unIndexed) {
  33945. indexToBind = null;
  33946. }
  33947. else {
  33948. switch (fillMode) {
  33949. case BABYLON.Material.PointFillMode:
  33950. indexToBind = null;
  33951. break;
  33952. case BABYLON.Material.WireFrameFillMode:
  33953. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33954. break;
  33955. default:
  33956. case BABYLON.Material.TriangleFillMode:
  33957. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33958. break;
  33959. }
  33960. }
  33961. // VBOs
  33962. this._geometry._bind(effect, indexToBind);
  33963. return this;
  33964. };
  33965. /** @hidden */
  33966. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33967. if (alternate === void 0) { alternate = false; }
  33968. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33969. return this;
  33970. }
  33971. if (this._onBeforeDrawObservable) {
  33972. this._onBeforeDrawObservable.notifyObservers(this);
  33973. }
  33974. var scene = this.getScene();
  33975. var engine = scene.getEngine();
  33976. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33977. // or triangles as points
  33978. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33979. }
  33980. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33981. // Triangles as wireframe
  33982. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33983. }
  33984. else {
  33985. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33986. }
  33987. if (scene._isAlternateRenderingEnabled && !alternate) {
  33988. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33989. if (!effect || !scene.activeCamera) {
  33990. return this;
  33991. }
  33992. scene._switchToAlternateCameraConfiguration(true);
  33993. this._effectiveMaterial.bindView(effect);
  33994. this._effectiveMaterial.bindViewProjection(effect);
  33995. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33996. this._draw(subMesh, fillMode, instancesCount, true);
  33997. engine.setViewport(scene.activeCamera.viewport);
  33998. scene._switchToAlternateCameraConfiguration(false);
  33999. this._effectiveMaterial.bindView(effect);
  34000. this._effectiveMaterial.bindViewProjection(effect);
  34001. }
  34002. return this;
  34003. };
  34004. /**
  34005. * Registers for this mesh a javascript function called just before the rendering process
  34006. * @param func defines the function to call before rendering this mesh
  34007. * @returns the current mesh
  34008. */
  34009. Mesh.prototype.registerBeforeRender = function (func) {
  34010. this.onBeforeRenderObservable.add(func);
  34011. return this;
  34012. };
  34013. /**
  34014. * Disposes a previously registered javascript function called before the rendering
  34015. * @param func defines the function to remove
  34016. * @returns the current mesh
  34017. */
  34018. Mesh.prototype.unregisterBeforeRender = function (func) {
  34019. this.onBeforeRenderObservable.removeCallback(func);
  34020. return this;
  34021. };
  34022. /**
  34023. * Registers for this mesh a javascript function called just after the rendering is complete
  34024. * @param func defines the function to call after rendering this mesh
  34025. * @returns the current mesh
  34026. */
  34027. Mesh.prototype.registerAfterRender = function (func) {
  34028. this.onAfterRenderObservable.add(func);
  34029. return this;
  34030. };
  34031. /**
  34032. * Disposes a previously registered javascript function called after the rendering.
  34033. * @param func defines the function to remove
  34034. * @returns the current mesh
  34035. */
  34036. Mesh.prototype.unregisterAfterRender = function (func) {
  34037. this.onAfterRenderObservable.removeCallback(func);
  34038. return this;
  34039. };
  34040. /** @hidden */
  34041. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  34042. var scene = this.getScene();
  34043. var batchCache = this._instanceDataStorage.batchCache;
  34044. batchCache.mustReturn = false;
  34045. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  34046. batchCache.visibleInstances[subMeshId] = null;
  34047. if (this._instanceDataStorage.visibleInstances) {
  34048. var visibleInstances = this._instanceDataStorage.visibleInstances;
  34049. var currentRenderId = scene.getRenderId();
  34050. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  34051. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  34052. var selfRenderId = this._renderId;
  34053. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  34054. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  34055. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  34056. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  34057. }
  34058. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  34059. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  34060. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  34061. batchCache.mustReturn = true;
  34062. return batchCache;
  34063. }
  34064. if (currentRenderId !== selfRenderId) {
  34065. batchCache.renderSelf[subMeshId] = false;
  34066. }
  34067. }
  34068. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  34069. }
  34070. return batchCache;
  34071. };
  34072. /** @hidden */
  34073. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  34074. var visibleInstances = batch.visibleInstances[subMesh._id];
  34075. if (!visibleInstances) {
  34076. return this;
  34077. }
  34078. var matricesCount = visibleInstances.length + 1;
  34079. var bufferSize = matricesCount * 16 * 4;
  34080. var instanceStorage = this._instanceDataStorage;
  34081. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  34082. var instancesBuffer = instanceStorage.instancesBuffer;
  34083. while (instanceStorage.instancesBufferSize < bufferSize) {
  34084. instanceStorage.instancesBufferSize *= 2;
  34085. }
  34086. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34087. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34088. }
  34089. var offset = 0;
  34090. var instancesCount = 0;
  34091. var world = this.getWorldMatrix();
  34092. if (batch.renderSelf[subMesh._id]) {
  34093. world.copyToArray(instanceStorage.instancesData, offset);
  34094. offset += 16;
  34095. instancesCount++;
  34096. }
  34097. if (visibleInstances) {
  34098. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34099. var instance = visibleInstances[instanceIndex];
  34100. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34101. offset += 16;
  34102. instancesCount++;
  34103. }
  34104. }
  34105. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34106. if (instancesBuffer) {
  34107. instancesBuffer.dispose();
  34108. }
  34109. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34110. instanceStorage.instancesBuffer = instancesBuffer;
  34111. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34112. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34113. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34114. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34115. }
  34116. else {
  34117. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34118. }
  34119. this._bind(subMesh, effect, fillMode);
  34120. this._draw(subMesh, fillMode, instancesCount);
  34121. engine.unbindInstanceAttributes();
  34122. return this;
  34123. };
  34124. /** @hidden */
  34125. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34126. var scene = this.getScene();
  34127. var engine = scene.getEngine();
  34128. if (hardwareInstancedRendering) {
  34129. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34130. }
  34131. else {
  34132. if (batch.renderSelf[subMesh._id]) {
  34133. // Draw
  34134. if (onBeforeDraw) {
  34135. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34136. }
  34137. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34138. }
  34139. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34140. if (visibleInstancesForSubMesh) {
  34141. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34142. var instance = visibleInstancesForSubMesh[instanceIndex];
  34143. // World
  34144. var world = instance.getWorldMatrix();
  34145. if (onBeforeDraw) {
  34146. onBeforeDraw(true, world, effectiveMaterial);
  34147. }
  34148. // Draw
  34149. this._draw(subMesh, fillMode);
  34150. }
  34151. }
  34152. }
  34153. return this;
  34154. };
  34155. /**
  34156. * 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
  34157. * @param subMesh defines the subMesh to render
  34158. * @param enableAlphaMode defines if alpha mode can be changed
  34159. * @returns the current mesh
  34160. */
  34161. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34162. if (this._checkOcclusionQuery()) {
  34163. return this;
  34164. }
  34165. var scene = this.getScene();
  34166. // Managing instances
  34167. var batch = this._getInstancesRenderList(subMesh._id);
  34168. if (batch.mustReturn) {
  34169. return this;
  34170. }
  34171. // Checking geometry state
  34172. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34173. return this;
  34174. }
  34175. if (this._onBeforeRenderObservable) {
  34176. this._onBeforeRenderObservable.notifyObservers(this);
  34177. }
  34178. var engine = scene.getEngine();
  34179. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34180. // Material
  34181. var material = subMesh.getMaterial();
  34182. if (!material) {
  34183. return this;
  34184. }
  34185. this._effectiveMaterial = material;
  34186. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34187. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34188. return this;
  34189. }
  34190. }
  34191. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34192. return this;
  34193. }
  34194. // Alpha mode
  34195. if (enableAlphaMode) {
  34196. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34197. }
  34198. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34199. var step = _a[_i];
  34200. step.action(this, subMesh, batch);
  34201. }
  34202. var effect;
  34203. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34204. effect = subMesh.effect;
  34205. }
  34206. else {
  34207. effect = this._effectiveMaterial.getEffect();
  34208. }
  34209. if (!effect) {
  34210. return this;
  34211. }
  34212. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  34213. var sideOrientation = this.overrideMaterialSideOrientation;
  34214. if (sideOrientation == null) {
  34215. sideOrientation = this._effectiveMaterial.sideOrientation;
  34216. if (effectiveMesh._getWorldMatrixDeterminant() < 0) {
  34217. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34218. }
  34219. }
  34220. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34221. if (this._effectiveMaterial.forceDepthWrite) {
  34222. engine.setDepthWrite(true);
  34223. }
  34224. // Bind
  34225. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34226. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34227. this._bind(subMesh, effect, fillMode);
  34228. }
  34229. var world = effectiveMesh.getWorldMatrix();
  34230. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34231. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34232. }
  34233. else {
  34234. this._effectiveMaterial.bind(world, this);
  34235. }
  34236. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34237. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34238. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34239. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34240. }
  34241. // Draw
  34242. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34243. // Unbind
  34244. this._effectiveMaterial.unbind();
  34245. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34246. var step = _c[_b];
  34247. step.action(this, subMesh, batch);
  34248. }
  34249. if (this._onAfterRenderObservable) {
  34250. this._onAfterRenderObservable.notifyObservers(this);
  34251. }
  34252. return this;
  34253. };
  34254. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34255. if (isInstance && effectiveMaterial) {
  34256. effectiveMaterial.bindOnlyWorldMatrix(world);
  34257. }
  34258. };
  34259. /**
  34260. * Renormalize the mesh and patch it up if there are no weights
  34261. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34262. * However in the case of zero weights then we set just a single influence to 1.
  34263. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34264. */
  34265. Mesh.prototype.cleanMatrixWeights = function () {
  34266. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34267. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34268. this.normalizeSkinWeightsAndExtra();
  34269. }
  34270. else {
  34271. this.normalizeSkinFourWeights();
  34272. }
  34273. }
  34274. };
  34275. // faster 4 weight version.
  34276. Mesh.prototype.normalizeSkinFourWeights = function () {
  34277. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34278. var numWeights = matricesWeights.length;
  34279. for (var a = 0; a < numWeights; a += 4) {
  34280. // accumulate weights
  34281. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34282. // check for invalid weight and just set it to 1.
  34283. if (t === 0) {
  34284. matricesWeights[a] = 1;
  34285. }
  34286. else {
  34287. // renormalize so everything adds to 1 use reciprical
  34288. var recip = 1 / t;
  34289. matricesWeights[a] *= recip;
  34290. matricesWeights[a + 1] *= recip;
  34291. matricesWeights[a + 2] *= recip;
  34292. matricesWeights[a + 3] *= recip;
  34293. }
  34294. }
  34295. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34296. };
  34297. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34298. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34299. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34300. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34301. var numWeights = matricesWeights.length;
  34302. for (var a = 0; a < numWeights; a += 4) {
  34303. // accumulate weights
  34304. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34305. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34306. // check for invalid weight and just set it to 1.
  34307. if (t === 0) {
  34308. matricesWeights[a] = 1;
  34309. }
  34310. else {
  34311. // renormalize so everything adds to 1 use reciprical
  34312. var recip = 1 / t;
  34313. matricesWeights[a] *= recip;
  34314. matricesWeights[a + 1] *= recip;
  34315. matricesWeights[a + 2] *= recip;
  34316. matricesWeights[a + 3] *= recip;
  34317. // same goes for extras
  34318. matricesWeightsExtra[a] *= recip;
  34319. matricesWeightsExtra[a + 1] *= recip;
  34320. matricesWeightsExtra[a + 2] *= recip;
  34321. matricesWeightsExtra[a + 3] *= recip;
  34322. }
  34323. }
  34324. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34325. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34326. };
  34327. /**
  34328. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34329. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34330. * the user know there was an issue with importing the mesh
  34331. * @returns a validation object with skinned, valid and report string
  34332. */
  34333. Mesh.prototype.validateSkinning = function () {
  34334. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34335. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34336. if (matricesWeights === null || this.skeleton == null) {
  34337. return { skinned: false, valid: true, report: "not skinned" };
  34338. }
  34339. var numWeights = matricesWeights.length;
  34340. var numberNotSorted = 0;
  34341. var missingWeights = 0;
  34342. var maxUsedWeights = 0;
  34343. var numberNotNormalized = 0;
  34344. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34345. var usedWeightCounts = new Array();
  34346. for (var a = 0; a <= numInfluences; a++) {
  34347. usedWeightCounts[a] = 0;
  34348. }
  34349. var toleranceEpsilon = 0.001;
  34350. for (var a = 0; a < numWeights; a += 4) {
  34351. var lastWeight = matricesWeights[a];
  34352. var t = lastWeight;
  34353. var usedWeights = t === 0 ? 0 : 1;
  34354. for (var b = 1; b < numInfluences; b++) {
  34355. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34356. if (d > lastWeight) {
  34357. numberNotSorted++;
  34358. }
  34359. if (d !== 0) {
  34360. usedWeights++;
  34361. }
  34362. t += d;
  34363. lastWeight = d;
  34364. }
  34365. // count the buffer weights usage
  34366. usedWeightCounts[usedWeights]++;
  34367. // max influences
  34368. if (usedWeights > maxUsedWeights) {
  34369. maxUsedWeights = usedWeights;
  34370. }
  34371. // check for invalid weight and just set it to 1.
  34372. if (t === 0) {
  34373. missingWeights++;
  34374. }
  34375. else {
  34376. // renormalize so everything adds to 1 use reciprical
  34377. var recip = 1 / t;
  34378. var tolerance = 0;
  34379. for (b = 0; b < numInfluences; b++) {
  34380. if (b < 4) {
  34381. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34382. }
  34383. else {
  34384. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34385. }
  34386. }
  34387. // arbitary epsilon value for dicdating not normalized
  34388. if (tolerance > toleranceEpsilon) {
  34389. numberNotNormalized++;
  34390. }
  34391. }
  34392. }
  34393. // validate bone indices are in range of the skeleton
  34394. var numBones = this.skeleton.bones.length;
  34395. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34396. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34397. var numBadBoneIndices = 0;
  34398. for (var a = 0; a < numWeights; a++) {
  34399. for (var b = 0; b < numInfluences; b++) {
  34400. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34401. if (index >= numBones || index < 0) {
  34402. numBadBoneIndices++;
  34403. }
  34404. }
  34405. }
  34406. // log mesh stats
  34407. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34408. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34409. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34410. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34411. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34412. };
  34413. /** @hidden */
  34414. Mesh.prototype._checkDelayState = function () {
  34415. var scene = this.getScene();
  34416. if (this._geometry) {
  34417. this._geometry.load(scene);
  34418. }
  34419. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34420. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34421. this._queueLoad(scene);
  34422. }
  34423. return this;
  34424. };
  34425. Mesh.prototype._queueLoad = function (scene) {
  34426. var _this = this;
  34427. scene._addPendingData(this);
  34428. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34429. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34430. if (data instanceof ArrayBuffer) {
  34431. _this._delayLoadingFunction(data, _this);
  34432. }
  34433. else {
  34434. _this._delayLoadingFunction(JSON.parse(data), _this);
  34435. }
  34436. _this.instances.forEach(function (instance) {
  34437. instance._syncSubMeshes();
  34438. });
  34439. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34440. scene._removePendingData(_this);
  34441. }, function () { }, scene.offlineProvider, getBinaryData);
  34442. return this;
  34443. };
  34444. /**
  34445. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34446. * A mesh is in the frustum if its bounding box intersects the frustum
  34447. * @param frustumPlanes defines the frustum to test
  34448. * @returns true if the mesh is in the frustum planes
  34449. */
  34450. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34451. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34452. return false;
  34453. }
  34454. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34455. return false;
  34456. }
  34457. this._checkDelayState();
  34458. return true;
  34459. };
  34460. /**
  34461. * Sets the mesh material by the material or multiMaterial `id` property
  34462. * @param id is a string identifying the material or the multiMaterial
  34463. * @returns the current mesh
  34464. */
  34465. Mesh.prototype.setMaterialByID = function (id) {
  34466. var materials = this.getScene().materials;
  34467. var index;
  34468. for (index = materials.length - 1; index > -1; index--) {
  34469. if (materials[index].id === id) {
  34470. this.material = materials[index];
  34471. return this;
  34472. }
  34473. }
  34474. // Multi
  34475. var multiMaterials = this.getScene().multiMaterials;
  34476. for (index = multiMaterials.length - 1; index > -1; index--) {
  34477. if (multiMaterials[index].id === id) {
  34478. this.material = multiMaterials[index];
  34479. return this;
  34480. }
  34481. }
  34482. return this;
  34483. };
  34484. /**
  34485. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34486. * @returns an array of IAnimatable
  34487. */
  34488. Mesh.prototype.getAnimatables = function () {
  34489. var results = new Array();
  34490. if (this.material) {
  34491. results.push(this.material);
  34492. }
  34493. if (this.skeleton) {
  34494. results.push(this.skeleton);
  34495. }
  34496. return results;
  34497. };
  34498. /**
  34499. * Modifies the mesh geometry according to the passed transformation matrix.
  34500. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34501. * The mesh normals are modified using the same transformation.
  34502. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34503. * @param transform defines the transform matrix to use
  34504. * @see http://doc.babylonjs.com/resources/baking_transformations
  34505. * @returns the current mesh
  34506. */
  34507. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34508. // Position
  34509. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34510. return this;
  34511. }
  34512. var submeshes = this.subMeshes.splice(0);
  34513. this._resetPointsArrayCache();
  34514. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34515. var temp = new Array();
  34516. var index;
  34517. for (index = 0; index < data.length; index += 3) {
  34518. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34519. }
  34520. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34521. // Normals
  34522. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34523. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34524. temp = [];
  34525. for (index = 0; index < data.length; index += 3) {
  34526. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34527. }
  34528. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34529. }
  34530. // flip faces?
  34531. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34532. this.flipFaces();
  34533. }
  34534. // Restore submeshes
  34535. this.releaseSubMeshes();
  34536. this.subMeshes = submeshes;
  34537. return this;
  34538. };
  34539. /**
  34540. * Modifies the mesh geometry according to its own current World Matrix.
  34541. * The mesh World Matrix is then reset.
  34542. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34543. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34544. * @see http://doc.babylonjs.com/resources/baking_transformations
  34545. * @returns the current mesh
  34546. */
  34547. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34548. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34549. this.scaling.copyFromFloats(1, 1, 1);
  34550. this.position.copyFromFloats(0, 0, 0);
  34551. this.rotation.copyFromFloats(0, 0, 0);
  34552. //only if quaternion is already set
  34553. if (this.rotationQuaternion) {
  34554. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34555. }
  34556. this._worldMatrix = BABYLON.Matrix.Identity();
  34557. return this;
  34558. };
  34559. Object.defineProperty(Mesh.prototype, "_positions", {
  34560. // Cache
  34561. /** @hidden */
  34562. get: function () {
  34563. if (this._geometry) {
  34564. return this._geometry._positions;
  34565. }
  34566. return null;
  34567. },
  34568. enumerable: true,
  34569. configurable: true
  34570. });
  34571. /** @hidden */
  34572. Mesh.prototype._resetPointsArrayCache = function () {
  34573. if (this._geometry) {
  34574. this._geometry._resetPointsArrayCache();
  34575. }
  34576. return this;
  34577. };
  34578. /** @hidden */
  34579. Mesh.prototype._generatePointsArray = function () {
  34580. if (this._geometry) {
  34581. return this._geometry._generatePointsArray();
  34582. }
  34583. return false;
  34584. };
  34585. /**
  34586. * Returns a new Mesh object generated from the current mesh properties.
  34587. * This method must not get confused with createInstance()
  34588. * @param name is a string, the name given to the new mesh
  34589. * @param newParent can be any Node object (default `null`)
  34590. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34591. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34592. * @returns a new mesh
  34593. */
  34594. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34595. if (name === void 0) { name = ""; }
  34596. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34597. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34598. };
  34599. /**
  34600. * Releases resources associated with this mesh.
  34601. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34602. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34603. */
  34604. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34605. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34606. this.morphTargetManager = null;
  34607. if (this._geometry) {
  34608. this._geometry.releaseForMesh(this, true);
  34609. }
  34610. if (this._onBeforeDrawObservable) {
  34611. this._onBeforeDrawObservable.clear();
  34612. }
  34613. if (this._onBeforeRenderObservable) {
  34614. this._onBeforeRenderObservable.clear();
  34615. }
  34616. if (this._onAfterRenderObservable) {
  34617. this._onAfterRenderObservable.clear();
  34618. }
  34619. // Sources
  34620. if (this._scene.useClonedMeshhMap) {
  34621. if (this.meshMap) {
  34622. for (var uniqueId in this.meshMap) {
  34623. var mesh = this.meshMap[uniqueId];
  34624. if (mesh) {
  34625. mesh._source = null;
  34626. this.meshMap[uniqueId] = undefined;
  34627. }
  34628. }
  34629. }
  34630. if (this._source && this._source.meshMap) {
  34631. this._source.meshMap[this.uniqueId] = undefined;
  34632. }
  34633. }
  34634. else {
  34635. var meshes = this.getScene().meshes;
  34636. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34637. var abstractMesh = meshes_1[_i];
  34638. var mesh = abstractMesh;
  34639. if (mesh._source && mesh._source === this) {
  34640. mesh._source = null;
  34641. }
  34642. }
  34643. }
  34644. this._source = null;
  34645. // Instances
  34646. if (this._instanceDataStorage.instancesBuffer) {
  34647. this._instanceDataStorage.instancesBuffer.dispose();
  34648. this._instanceDataStorage.instancesBuffer = null;
  34649. }
  34650. while (this.instances.length) {
  34651. this.instances[0].dispose();
  34652. }
  34653. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34654. };
  34655. /**
  34656. * Modifies the mesh geometry according to a displacement map.
  34657. * 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.
  34658. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34659. * @param url is a string, the URL from the image file is to be downloaded.
  34660. * @param minHeight is the lower limit of the displacement.
  34661. * @param maxHeight is the upper limit of the displacement.
  34662. * @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.
  34663. * @param uvOffset is an optional vector2 used to offset UV.
  34664. * @param uvScale is an optional vector2 used to scale UV.
  34665. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34666. * @returns the Mesh.
  34667. */
  34668. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34669. var _this = this;
  34670. if (forceUpdate === void 0) { forceUpdate = false; }
  34671. var scene = this.getScene();
  34672. var onload = function (img) {
  34673. // Getting height map data
  34674. var canvas = document.createElement("canvas");
  34675. var context = canvas.getContext("2d");
  34676. var heightMapWidth = img.width;
  34677. var heightMapHeight = img.height;
  34678. canvas.width = heightMapWidth;
  34679. canvas.height = heightMapHeight;
  34680. context.drawImage(img, 0, 0);
  34681. // Create VertexData from map data
  34682. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34683. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34684. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34685. //execute success callback, if set
  34686. if (onSuccess) {
  34687. onSuccess(_this);
  34688. }
  34689. };
  34690. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34691. return this;
  34692. };
  34693. /**
  34694. * Modifies the mesh geometry according to a displacementMap buffer.
  34695. * 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.
  34696. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34697. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34698. * @param heightMapWidth is the width of the buffer image.
  34699. * @param heightMapHeight is the height of the buffer image.
  34700. * @param minHeight is the lower limit of the displacement.
  34701. * @param maxHeight is the upper limit of the displacement.
  34702. * @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.
  34703. * @param uvOffset is an optional vector2 used to offset UV.
  34704. * @param uvScale is an optional vector2 used to scale UV.
  34705. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34706. * @returns the Mesh.
  34707. */
  34708. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34709. if (forceUpdate === void 0) { forceUpdate = false; }
  34710. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34711. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34712. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34713. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34714. return this;
  34715. }
  34716. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34717. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34718. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34719. var position = BABYLON.Vector3.Zero();
  34720. var normal = BABYLON.Vector3.Zero();
  34721. var uv = BABYLON.Vector2.Zero();
  34722. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34723. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34724. for (var index = 0; index < positions.length; index += 3) {
  34725. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34726. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34727. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34728. // Compute height
  34729. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34730. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34731. var pos = (u + v * heightMapWidth) * 4;
  34732. var r = buffer[pos] / 255.0;
  34733. var g = buffer[pos + 1] / 255.0;
  34734. var b = buffer[pos + 2] / 255.0;
  34735. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34736. normal.normalize();
  34737. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34738. position = position.add(normal);
  34739. position.toArray(positions, index);
  34740. }
  34741. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34742. if (forceUpdate) {
  34743. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34744. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34745. }
  34746. else {
  34747. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34748. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34749. }
  34750. return this;
  34751. };
  34752. /**
  34753. * Modify the mesh to get a flat shading rendering.
  34754. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34755. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34756. * @returns current mesh
  34757. */
  34758. Mesh.prototype.convertToFlatShadedMesh = function () {
  34759. var kinds = this.getVerticesDataKinds();
  34760. var vbs = {};
  34761. var data = {};
  34762. var newdata = {};
  34763. var updatableNormals = false;
  34764. var kindIndex;
  34765. var kind;
  34766. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34767. kind = kinds[kindIndex];
  34768. var vertexBuffer = this.getVertexBuffer(kind);
  34769. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34770. updatableNormals = vertexBuffer.isUpdatable();
  34771. kinds.splice(kindIndex, 1);
  34772. kindIndex--;
  34773. continue;
  34774. }
  34775. vbs[kind] = vertexBuffer;
  34776. data[kind] = vbs[kind].getData();
  34777. newdata[kind] = [];
  34778. }
  34779. // Save previous submeshes
  34780. var previousSubmeshes = this.subMeshes.slice(0);
  34781. var indices = this.getIndices();
  34782. var totalIndices = this.getTotalIndices();
  34783. // Generating unique vertices per face
  34784. var index;
  34785. for (index = 0; index < totalIndices; index++) {
  34786. var vertexIndex = indices[index];
  34787. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34788. kind = kinds[kindIndex];
  34789. var stride = vbs[kind].getStrideSize();
  34790. for (var offset = 0; offset < stride; offset++) {
  34791. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34792. }
  34793. }
  34794. }
  34795. // Updating faces & normal
  34796. var normals = [];
  34797. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34798. for (index = 0; index < totalIndices; index += 3) {
  34799. indices[index] = index;
  34800. indices[index + 1] = index + 1;
  34801. indices[index + 2] = index + 2;
  34802. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34803. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34804. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34805. var p1p2 = p1.subtract(p2);
  34806. var p3p2 = p3.subtract(p2);
  34807. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34808. // Store same normals for every vertex
  34809. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34810. normals.push(normal.x);
  34811. normals.push(normal.y);
  34812. normals.push(normal.z);
  34813. }
  34814. }
  34815. this.setIndices(indices);
  34816. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34817. // Updating vertex buffers
  34818. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34819. kind = kinds[kindIndex];
  34820. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34821. }
  34822. // Updating submeshes
  34823. this.releaseSubMeshes();
  34824. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34825. var previousOne = previousSubmeshes[submeshIndex];
  34826. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34827. }
  34828. this.synchronizeInstances();
  34829. return this;
  34830. };
  34831. /**
  34832. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34833. * In other words, more vertices, no more indices and a single bigger VBO.
  34834. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34835. * @returns current mesh
  34836. */
  34837. Mesh.prototype.convertToUnIndexedMesh = function () {
  34838. var kinds = this.getVerticesDataKinds();
  34839. var vbs = {};
  34840. var data = {};
  34841. var newdata = {};
  34842. var kindIndex;
  34843. var kind;
  34844. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34845. kind = kinds[kindIndex];
  34846. var vertexBuffer = this.getVertexBuffer(kind);
  34847. vbs[kind] = vertexBuffer;
  34848. data[kind] = vbs[kind].getData();
  34849. newdata[kind] = [];
  34850. }
  34851. // Save previous submeshes
  34852. var previousSubmeshes = this.subMeshes.slice(0);
  34853. var indices = this.getIndices();
  34854. var totalIndices = this.getTotalIndices();
  34855. // Generating unique vertices per face
  34856. var index;
  34857. for (index = 0; index < totalIndices; index++) {
  34858. var vertexIndex = indices[index];
  34859. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34860. kind = kinds[kindIndex];
  34861. var stride = vbs[kind].getStrideSize();
  34862. for (var offset = 0; offset < stride; offset++) {
  34863. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34864. }
  34865. }
  34866. }
  34867. // Updating indices
  34868. for (index = 0; index < totalIndices; index += 3) {
  34869. indices[index] = index;
  34870. indices[index + 1] = index + 1;
  34871. indices[index + 2] = index + 2;
  34872. }
  34873. this.setIndices(indices);
  34874. // Updating vertex buffers
  34875. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34876. kind = kinds[kindIndex];
  34877. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34878. }
  34879. // Updating submeshes
  34880. this.releaseSubMeshes();
  34881. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34882. var previousOne = previousSubmeshes[submeshIndex];
  34883. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34884. }
  34885. this._unIndexed = true;
  34886. this.synchronizeInstances();
  34887. return this;
  34888. };
  34889. /**
  34890. * Inverses facet orientations.
  34891. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34892. * @param flipNormals will also inverts the normals
  34893. * @returns current mesh
  34894. */
  34895. Mesh.prototype.flipFaces = function (flipNormals) {
  34896. if (flipNormals === void 0) { flipNormals = false; }
  34897. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34898. var i;
  34899. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34900. for (i = 0; i < vertex_data.normals.length; i++) {
  34901. vertex_data.normals[i] *= -1;
  34902. }
  34903. }
  34904. if (vertex_data.indices) {
  34905. var temp;
  34906. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34907. // reassign indices
  34908. temp = vertex_data.indices[i + 1];
  34909. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34910. vertex_data.indices[i + 2] = temp;
  34911. }
  34912. }
  34913. vertex_data.applyToMesh(this);
  34914. return this;
  34915. };
  34916. // Instances
  34917. /**
  34918. * Creates a new InstancedMesh object from the mesh model.
  34919. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34920. * @param name defines the name of the new instance
  34921. * @returns a new InstancedMesh
  34922. */
  34923. Mesh.prototype.createInstance = function (name) {
  34924. return new BABYLON.InstancedMesh(name, this);
  34925. };
  34926. /**
  34927. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34928. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34929. * @returns the current mesh
  34930. */
  34931. Mesh.prototype.synchronizeInstances = function () {
  34932. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34933. var instance = this.instances[instanceIndex];
  34934. instance._syncSubMeshes();
  34935. }
  34936. return this;
  34937. };
  34938. /**
  34939. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34940. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34941. * This should be used together with the simplification to avoid disappearing triangles.
  34942. * @param successCallback an optional success callback to be called after the optimization finished.
  34943. * @returns the current mesh
  34944. */
  34945. Mesh.prototype.optimizeIndices = function (successCallback) {
  34946. var _this = this;
  34947. var indices = this.getIndices();
  34948. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34949. if (!positions || !indices) {
  34950. return this;
  34951. }
  34952. var vectorPositions = new Array();
  34953. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34954. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34955. }
  34956. var dupes = new Array();
  34957. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34958. var realPos = vectorPositions.length - 1 - iteration;
  34959. var testedPosition = vectorPositions[realPos];
  34960. for (var j = 0; j < realPos; ++j) {
  34961. var againstPosition = vectorPositions[j];
  34962. if (testedPosition.equals(againstPosition)) {
  34963. dupes[realPos] = j;
  34964. break;
  34965. }
  34966. }
  34967. }, function () {
  34968. for (var i = 0; i < indices.length; ++i) {
  34969. indices[i] = dupes[indices[i]] || indices[i];
  34970. }
  34971. //indices are now reordered
  34972. var originalSubMeshes = _this.subMeshes.slice(0);
  34973. _this.setIndices(indices);
  34974. _this.subMeshes = originalSubMeshes;
  34975. if (successCallback) {
  34976. successCallback(_this);
  34977. }
  34978. });
  34979. return this;
  34980. };
  34981. /**
  34982. * Serialize current mesh
  34983. * @param serializationObject defines the object which will receive the serialization data
  34984. */
  34985. Mesh.prototype.serialize = function (serializationObject) {
  34986. serializationObject.name = this.name;
  34987. serializationObject.id = this.id;
  34988. serializationObject.type = this.getClassName();
  34989. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34990. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34991. }
  34992. serializationObject.position = this.position.asArray();
  34993. if (this.rotationQuaternion) {
  34994. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34995. }
  34996. else if (this.rotation) {
  34997. serializationObject.rotation = this.rotation.asArray();
  34998. }
  34999. serializationObject.scaling = this.scaling.asArray();
  35000. if (this._postMultiplyPivotMatrix) {
  35001. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  35002. }
  35003. else {
  35004. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  35005. }
  35006. serializationObject.isEnabled = this.isEnabled(false);
  35007. serializationObject.isVisible = this.isVisible;
  35008. serializationObject.infiniteDistance = this.infiniteDistance;
  35009. serializationObject.pickable = this.isPickable;
  35010. serializationObject.receiveShadows = this.receiveShadows;
  35011. serializationObject.billboardMode = this.billboardMode;
  35012. serializationObject.visibility = this.visibility;
  35013. serializationObject.checkCollisions = this.checkCollisions;
  35014. serializationObject.isBlocker = this.isBlocker;
  35015. // Parent
  35016. if (this.parent) {
  35017. serializationObject.parentId = this.parent.id;
  35018. }
  35019. // Geometry
  35020. serializationObject.isUnIndexed = this.isUnIndexed;
  35021. var geometry = this._geometry;
  35022. if (geometry) {
  35023. var geometryId = geometry.id;
  35024. serializationObject.geometryId = geometryId;
  35025. // SubMeshes
  35026. serializationObject.subMeshes = [];
  35027. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  35028. var subMesh = this.subMeshes[subIndex];
  35029. serializationObject.subMeshes.push({
  35030. materialIndex: subMesh.materialIndex,
  35031. verticesStart: subMesh.verticesStart,
  35032. verticesCount: subMesh.verticesCount,
  35033. indexStart: subMesh.indexStart,
  35034. indexCount: subMesh.indexCount
  35035. });
  35036. }
  35037. }
  35038. // Material
  35039. if (this.material) {
  35040. serializationObject.materialId = this.material.id;
  35041. }
  35042. else {
  35043. this.material = null;
  35044. }
  35045. // Morph targets
  35046. if (this.morphTargetManager) {
  35047. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  35048. }
  35049. // Skeleton
  35050. if (this.skeleton) {
  35051. serializationObject.skeletonId = this.skeleton.id;
  35052. }
  35053. // Physics
  35054. //TODO implement correct serialization for physics impostors.
  35055. var impostor = this.getPhysicsImpostor();
  35056. if (impostor) {
  35057. serializationObject.physicsMass = impostor.getParam("mass");
  35058. serializationObject.physicsFriction = impostor.getParam("friction");
  35059. serializationObject.physicsRestitution = impostor.getParam("mass");
  35060. serializationObject.physicsImpostor = impostor.type;
  35061. }
  35062. // Metadata
  35063. if (this.metadata) {
  35064. serializationObject.metadata = this.metadata;
  35065. }
  35066. // Instances
  35067. serializationObject.instances = [];
  35068. for (var index = 0; index < this.instances.length; index++) {
  35069. var instance = this.instances[index];
  35070. if (instance.doNotSerialize) {
  35071. continue;
  35072. }
  35073. var serializationInstance = {
  35074. name: instance.name,
  35075. id: instance.id,
  35076. position: instance.position.asArray(),
  35077. scaling: instance.scaling.asArray()
  35078. };
  35079. if (instance.parent) {
  35080. serializationInstance.parentId = instance.parent.id;
  35081. }
  35082. if (instance.rotationQuaternion) {
  35083. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  35084. }
  35085. else if (instance.rotation) {
  35086. serializationInstance.rotation = instance.rotation.asArray();
  35087. }
  35088. serializationObject.instances.push(serializationInstance);
  35089. // Animations
  35090. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35091. serializationInstance.ranges = instance.serializeAnimationRanges();
  35092. }
  35093. //
  35094. // Animations
  35095. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35096. serializationObject.ranges = this.serializeAnimationRanges();
  35097. // Layer mask
  35098. serializationObject.layerMask = this.layerMask;
  35099. // Alpha
  35100. serializationObject.alphaIndex = this.alphaIndex;
  35101. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35102. // Overlay
  35103. serializationObject.overlayAlpha = this.overlayAlpha;
  35104. serializationObject.overlayColor = this.overlayColor.asArray();
  35105. serializationObject.renderOverlay = this.renderOverlay;
  35106. // Fog
  35107. serializationObject.applyFog = this.applyFog;
  35108. // Action Manager
  35109. if (this.actionManager) {
  35110. serializationObject.actions = this.actionManager.serialize(this.name);
  35111. }
  35112. };
  35113. /** @hidden */
  35114. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35115. if (!this.geometry) {
  35116. return;
  35117. }
  35118. this._markSubMeshesAsAttributesDirty();
  35119. var morphTargetManager = this._morphTargetManager;
  35120. if (morphTargetManager && morphTargetManager.vertexCount) {
  35121. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35122. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35123. this.morphTargetManager = null;
  35124. return;
  35125. }
  35126. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35127. var morphTarget = morphTargetManager.getActiveTarget(index);
  35128. var positions = morphTarget.getPositions();
  35129. if (!positions) {
  35130. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35131. return;
  35132. }
  35133. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35134. var normals = morphTarget.getNormals();
  35135. if (normals) {
  35136. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35137. }
  35138. var tangents = morphTarget.getTangents();
  35139. if (tangents) {
  35140. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35141. }
  35142. }
  35143. }
  35144. else {
  35145. var index = 0;
  35146. // Positions
  35147. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35148. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35149. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35150. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35151. }
  35152. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35153. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35154. }
  35155. index++;
  35156. }
  35157. }
  35158. };
  35159. // Statics
  35160. /**
  35161. * Returns a new Mesh object parsed from the source provided.
  35162. * @param parsedMesh is the source
  35163. * @param scene defines the hosting scene
  35164. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35165. * @returns a new Mesh
  35166. */
  35167. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35168. var mesh;
  35169. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35170. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35171. }
  35172. else {
  35173. mesh = new Mesh(parsedMesh.name, scene);
  35174. }
  35175. mesh.id = parsedMesh.id;
  35176. if (BABYLON.Tags) {
  35177. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35178. }
  35179. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35180. if (parsedMesh.metadata !== undefined) {
  35181. mesh.metadata = parsedMesh.metadata;
  35182. }
  35183. if (parsedMesh.rotationQuaternion) {
  35184. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35185. }
  35186. else if (parsedMesh.rotation) {
  35187. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35188. }
  35189. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35190. if (parsedMesh.localMatrix) {
  35191. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35192. }
  35193. else if (parsedMesh.pivotMatrix) {
  35194. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35195. }
  35196. mesh.setEnabled(parsedMesh.isEnabled);
  35197. mesh.isVisible = parsedMesh.isVisible;
  35198. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35199. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35200. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35201. if (parsedMesh.applyFog !== undefined) {
  35202. mesh.applyFog = parsedMesh.applyFog;
  35203. }
  35204. if (parsedMesh.pickable !== undefined) {
  35205. mesh.isPickable = parsedMesh.pickable;
  35206. }
  35207. if (parsedMesh.alphaIndex !== undefined) {
  35208. mesh.alphaIndex = parsedMesh.alphaIndex;
  35209. }
  35210. mesh.receiveShadows = parsedMesh.receiveShadows;
  35211. mesh.billboardMode = parsedMesh.billboardMode;
  35212. if (parsedMesh.visibility !== undefined) {
  35213. mesh.visibility = parsedMesh.visibility;
  35214. }
  35215. mesh.checkCollisions = parsedMesh.checkCollisions;
  35216. if (parsedMesh.isBlocker !== undefined) {
  35217. mesh.isBlocker = parsedMesh.isBlocker;
  35218. }
  35219. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35220. // freezeWorldMatrix
  35221. if (parsedMesh.freezeWorldMatrix) {
  35222. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35223. }
  35224. // Parent
  35225. if (parsedMesh.parentId) {
  35226. mesh._waitingParentId = parsedMesh.parentId;
  35227. }
  35228. // Actions
  35229. if (parsedMesh.actions !== undefined) {
  35230. mesh._waitingActions = parsedMesh.actions;
  35231. }
  35232. // Overlay
  35233. if (parsedMesh.overlayAlpha !== undefined) {
  35234. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35235. }
  35236. if (parsedMesh.overlayColor !== undefined) {
  35237. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35238. }
  35239. if (parsedMesh.renderOverlay !== undefined) {
  35240. mesh.renderOverlay = parsedMesh.renderOverlay;
  35241. }
  35242. // Geometry
  35243. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35244. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35245. if (parsedMesh.delayLoadingFile) {
  35246. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35247. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35248. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35249. if (parsedMesh._binaryInfo) {
  35250. mesh._binaryInfo = parsedMesh._binaryInfo;
  35251. }
  35252. mesh._delayInfo = [];
  35253. if (parsedMesh.hasUVs) {
  35254. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35255. }
  35256. if (parsedMesh.hasUVs2) {
  35257. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35258. }
  35259. if (parsedMesh.hasUVs3) {
  35260. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35261. }
  35262. if (parsedMesh.hasUVs4) {
  35263. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35264. }
  35265. if (parsedMesh.hasUVs5) {
  35266. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35267. }
  35268. if (parsedMesh.hasUVs6) {
  35269. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35270. }
  35271. if (parsedMesh.hasColors) {
  35272. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35273. }
  35274. if (parsedMesh.hasMatricesIndices) {
  35275. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35276. }
  35277. if (parsedMesh.hasMatricesWeights) {
  35278. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35279. }
  35280. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35281. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35282. mesh._checkDelayState();
  35283. }
  35284. }
  35285. else {
  35286. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35287. }
  35288. // Material
  35289. if (parsedMesh.materialId) {
  35290. mesh.setMaterialByID(parsedMesh.materialId);
  35291. }
  35292. else {
  35293. mesh.material = null;
  35294. }
  35295. // Morph targets
  35296. if (parsedMesh.morphTargetManagerId > -1) {
  35297. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35298. }
  35299. // Skeleton
  35300. if (parsedMesh.skeletonId > -1) {
  35301. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35302. if (parsedMesh.numBoneInfluencers) {
  35303. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35304. }
  35305. }
  35306. // Animations
  35307. if (parsedMesh.animations) {
  35308. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35309. var parsedAnimation = parsedMesh.animations[animationIndex];
  35310. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35311. }
  35312. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35313. }
  35314. if (parsedMesh.autoAnimate) {
  35315. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35316. }
  35317. // Layer Mask
  35318. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35319. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35320. }
  35321. else {
  35322. mesh.layerMask = 0x0FFFFFFF;
  35323. }
  35324. // Physics
  35325. if (parsedMesh.physicsImpostor) {
  35326. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35327. mass: parsedMesh.physicsMass,
  35328. friction: parsedMesh.physicsFriction,
  35329. restitution: parsedMesh.physicsRestitution
  35330. }, scene);
  35331. }
  35332. // Instances
  35333. if (parsedMesh.instances) {
  35334. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35335. var parsedInstance = parsedMesh.instances[index];
  35336. var instance = mesh.createInstance(parsedInstance.name);
  35337. if (parsedInstance.id) {
  35338. instance.id = parsedInstance.id;
  35339. }
  35340. if (BABYLON.Tags) {
  35341. if (parsedInstance.tags) {
  35342. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35343. }
  35344. else {
  35345. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35346. }
  35347. }
  35348. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35349. if (parsedInstance.parentId) {
  35350. instance._waitingParentId = parsedInstance.parentId;
  35351. }
  35352. if (parsedInstance.rotationQuaternion) {
  35353. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35354. }
  35355. else if (parsedInstance.rotation) {
  35356. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35357. }
  35358. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35359. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35360. instance.checkCollisions = parsedInstance.checkCollisions;
  35361. }
  35362. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35363. instance.isPickable = parsedInstance.pickable;
  35364. }
  35365. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35366. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35367. }
  35368. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35369. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35370. }
  35371. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35372. instance.alphaIndex = parsedInstance.alphaIndex;
  35373. }
  35374. // Physics
  35375. if (parsedInstance.physicsImpostor) {
  35376. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35377. mass: parsedInstance.physicsMass,
  35378. friction: parsedInstance.physicsFriction,
  35379. restitution: parsedInstance.physicsRestitution
  35380. }, scene);
  35381. }
  35382. // Animation
  35383. if (parsedInstance.animations) {
  35384. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35385. parsedAnimation = parsedInstance.animations[animationIndex];
  35386. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35387. }
  35388. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35389. if (parsedInstance.autoAnimate) {
  35390. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35391. }
  35392. }
  35393. }
  35394. }
  35395. return mesh;
  35396. };
  35397. /**
  35398. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35399. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35400. * @param name defines the name of the mesh to create
  35401. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35402. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35403. * @param closePath creates a seam between the first and the last points of each path of the path array
  35404. * @param offset is taken in account only if the `pathArray` is containing a single path
  35405. * @param scene defines the hosting scene
  35406. * @param updatable defines if the mesh must be flagged as updatable
  35407. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35408. * @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)
  35409. * @returns a new Mesh
  35410. */
  35411. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35412. if (closeArray === void 0) { closeArray = false; }
  35413. if (updatable === void 0) { updatable = false; }
  35414. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35415. pathArray: pathArray,
  35416. closeArray: closeArray,
  35417. closePath: closePath,
  35418. offset: offset,
  35419. updatable: updatable,
  35420. sideOrientation: sideOrientation,
  35421. instance: instance
  35422. }, scene);
  35423. };
  35424. /**
  35425. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35426. * @param name defines the name of the mesh to create
  35427. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35428. * @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
  35429. * @param scene defines the hosting scene
  35430. * @param updatable defines if the mesh must be flagged as updatable
  35431. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35432. * @returns a new Mesh
  35433. */
  35434. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35435. if (scene === void 0) { scene = null; }
  35436. var options = {
  35437. radius: radius,
  35438. tessellation: tessellation,
  35439. sideOrientation: sideOrientation,
  35440. updatable: updatable
  35441. };
  35442. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35443. };
  35444. /**
  35445. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35446. * @param name defines the name of the mesh to create
  35447. * @param size sets the size (float) of each box side (default 1)
  35448. * @param scene defines the hosting scene
  35449. * @param updatable defines if the mesh must be flagged as updatable
  35450. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35451. * @returns a new Mesh
  35452. */
  35453. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35454. if (scene === void 0) { scene = null; }
  35455. var options = {
  35456. size: size,
  35457. sideOrientation: sideOrientation,
  35458. updatable: updatable
  35459. };
  35460. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35461. };
  35462. /**
  35463. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35464. * @param name defines the name of the mesh to create
  35465. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35466. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35467. * @param scene defines the hosting scene
  35468. * @param updatable defines if the mesh must be flagged as updatable
  35469. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35470. * @returns a new Mesh
  35471. */
  35472. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35473. var options = {
  35474. segments: segments,
  35475. diameterX: diameter,
  35476. diameterY: diameter,
  35477. diameterZ: diameter,
  35478. sideOrientation: sideOrientation,
  35479. updatable: updatable
  35480. };
  35481. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35482. };
  35483. /**
  35484. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35485. * @param name defines the name of the mesh to create
  35486. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35487. * @param diameterTop set the top cap diameter (floats, default 1)
  35488. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35489. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35490. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35491. * @param scene defines the hosting scene
  35492. * @param updatable defines if the mesh must be flagged as updatable
  35493. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35494. * @returns a new Mesh
  35495. */
  35496. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35497. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35498. if (scene !== undefined) {
  35499. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35500. updatable = scene;
  35501. }
  35502. scene = subdivisions;
  35503. subdivisions = 1;
  35504. }
  35505. var options = {
  35506. height: height,
  35507. diameterTop: diameterTop,
  35508. diameterBottom: diameterBottom,
  35509. tessellation: tessellation,
  35510. subdivisions: subdivisions,
  35511. sideOrientation: sideOrientation,
  35512. updatable: updatable
  35513. };
  35514. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35515. };
  35516. // Torus (Code from SharpDX.org)
  35517. /**
  35518. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35519. * @param name defines the name of the mesh to create
  35520. * @param diameter sets the diameter size (float) of the torus (default 1)
  35521. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35522. * @param tessellation sets the number of torus sides (postive integer, default 16)
  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.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35529. var options = {
  35530. diameter: diameter,
  35531. thickness: thickness,
  35532. tessellation: tessellation,
  35533. sideOrientation: sideOrientation,
  35534. updatable: updatable
  35535. };
  35536. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35537. };
  35538. /**
  35539. * Creates a torus knot 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 radius sets the global radius size (float) of the torus knot (default 2)
  35542. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35543. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35544. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35545. * @param p the number of windings on X axis (positive integers, default 2)
  35546. * @param q the number of windings on Y axis (positive integers, default 3)
  35547. * @param scene defines the hosting scene
  35548. * @param updatable defines if the mesh must be flagged as updatable
  35549. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35550. * @returns a new Mesh
  35551. */
  35552. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35553. var options = {
  35554. radius: radius,
  35555. tube: tube,
  35556. radialSegments: radialSegments,
  35557. tubularSegments: tubularSegments,
  35558. p: p,
  35559. q: q,
  35560. sideOrientation: sideOrientation,
  35561. updatable: updatable
  35562. };
  35563. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35564. };
  35565. /**
  35566. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35567. * @param name defines the name of the mesh to create
  35568. * @param points is an array successive Vector3
  35569. * @param scene defines the hosting scene
  35570. * @param updatable defines if the mesh must be flagged as updatable
  35571. * @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).
  35572. * @returns a new Mesh
  35573. */
  35574. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35575. if (scene === void 0) { scene = null; }
  35576. if (updatable === void 0) { updatable = false; }
  35577. if (instance === void 0) { instance = null; }
  35578. var options = {
  35579. points: points,
  35580. updatable: updatable,
  35581. instance: instance
  35582. };
  35583. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35584. };
  35585. /**
  35586. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35587. * @param name defines the name of the mesh to create
  35588. * @param points is an array successive Vector3
  35589. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35590. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35591. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35592. * @param scene defines the hosting scene
  35593. * @param updatable defines if the mesh must be flagged as updatable
  35594. * @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)
  35595. * @returns a new Mesh
  35596. */
  35597. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35598. if (scene === void 0) { scene = null; }
  35599. var options = {
  35600. points: points,
  35601. dashSize: dashSize,
  35602. gapSize: gapSize,
  35603. dashNb: dashNb,
  35604. updatable: updatable,
  35605. instance: instance
  35606. };
  35607. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35608. };
  35609. /**
  35610. * Creates a polygon mesh.
  35611. * Please consider using the same method from the MeshBuilder class instead.
  35612. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35613. * 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.
  35614. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35615. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35616. * Remember you can only change the shape positions, not their number when updating a polygon.
  35617. */
  35618. /**
  35619. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35620. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35621. * @param name defines the name of the mesh to create
  35622. * @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
  35623. * @param scene defines the hosting scene
  35624. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35625. * @param updatable defines if the mesh must be flagged as updatable
  35626. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35627. * @returns a new Mesh
  35628. */
  35629. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35630. var options = {
  35631. shape: shape,
  35632. holes: holes,
  35633. updatable: updatable,
  35634. sideOrientation: sideOrientation
  35635. };
  35636. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35637. };
  35638. /**
  35639. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35640. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35641. * @param name defines the name of the mesh to create
  35642. * @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
  35643. * @param depth defines the height of extrusion
  35644. * @param scene defines the hosting scene
  35645. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  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. * @returns a new Mesh
  35649. */
  35650. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35651. var options = {
  35652. shape: shape,
  35653. holes: holes,
  35654. depth: depth,
  35655. updatable: updatable,
  35656. sideOrientation: sideOrientation
  35657. };
  35658. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35659. };
  35660. /**
  35661. * Creates an extruded shape mesh.
  35662. * 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
  35663. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35664. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35665. * @param name defines the name of the mesh to create
  35666. * @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
  35667. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35668. * @param scale is the value to scale the shape
  35669. * @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
  35670. * @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
  35671. * @param scene defines the hosting scene
  35672. * @param updatable defines if the mesh must be flagged as updatable
  35673. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35674. * @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)
  35675. * @returns a new Mesh
  35676. */
  35677. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35678. if (scene === void 0) { scene = null; }
  35679. var options = {
  35680. shape: shape,
  35681. path: path,
  35682. scale: scale,
  35683. rotation: rotation,
  35684. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35685. sideOrientation: sideOrientation,
  35686. instance: instance,
  35687. updatable: updatable
  35688. };
  35689. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35690. };
  35691. /**
  35692. * Creates an custom extruded shape mesh.
  35693. * The custom extrusion is a parametric shape.
  35694. * It has no predefined shape. Its final shape will depend on the input parameters.
  35695. * Please consider using the same method from the MeshBuilder class instead
  35696. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35697. * @param name defines the name of the mesh to create
  35698. * @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
  35699. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35700. * @param scaleFunction is a custom Javascript function called on each path point
  35701. * @param rotationFunction is a custom Javascript function called on each path point
  35702. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35703. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35704. * @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
  35705. * @param scene defines the hosting scene
  35706. * @param updatable defines if the mesh must be flagged as updatable
  35707. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35708. * @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)
  35709. * @returns a new Mesh
  35710. */
  35711. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35712. var options = {
  35713. shape: shape,
  35714. path: path,
  35715. scaleFunction: scaleFunction,
  35716. rotationFunction: rotationFunction,
  35717. ribbonCloseArray: ribbonCloseArray,
  35718. ribbonClosePath: ribbonClosePath,
  35719. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35720. sideOrientation: sideOrientation,
  35721. instance: instance,
  35722. updatable: updatable
  35723. };
  35724. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35725. };
  35726. /**
  35727. * Creates lathe mesh.
  35728. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35729. * Please consider using the same method from the MeshBuilder class instead
  35730. * @param name defines the name of the mesh to create
  35731. * @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
  35732. * @param radius is the radius value of the lathe
  35733. * @param tessellation is the side number of the lathe.
  35734. * @param scene defines the hosting scene
  35735. * @param updatable defines if the mesh must be flagged as updatable
  35736. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35737. * @returns a new Mesh
  35738. */
  35739. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35740. var options = {
  35741. shape: shape,
  35742. radius: radius,
  35743. tessellation: tessellation,
  35744. sideOrientation: sideOrientation,
  35745. updatable: updatable
  35746. };
  35747. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35748. };
  35749. /**
  35750. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35751. * @param name defines the name of the mesh to create
  35752. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35753. * @param scene defines the hosting scene
  35754. * @param updatable defines if the mesh must be flagged as updatable
  35755. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35756. * @returns a new Mesh
  35757. */
  35758. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35759. var options = {
  35760. size: size,
  35761. width: size,
  35762. height: size,
  35763. sideOrientation: sideOrientation,
  35764. updatable: updatable
  35765. };
  35766. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35767. };
  35768. /**
  35769. * Creates a ground mesh.
  35770. * Please consider using the same method from the MeshBuilder class instead
  35771. * @param name defines the name of the mesh to create
  35772. * @param width set the width of the ground
  35773. * @param height set the height of the ground
  35774. * @param subdivisions sets the number of subdivisions per side
  35775. * @param scene defines the hosting scene
  35776. * @param updatable defines if the mesh must be flagged as updatable
  35777. * @returns a new Mesh
  35778. */
  35779. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35780. var options = {
  35781. width: width,
  35782. height: height,
  35783. subdivisions: subdivisions,
  35784. updatable: updatable
  35785. };
  35786. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35787. };
  35788. /**
  35789. * Creates a tiled ground mesh.
  35790. * Please consider using the same method from the MeshBuilder class instead
  35791. * @param name defines the name of the mesh to create
  35792. * @param xmin set the ground minimum X coordinate
  35793. * @param zmin set the ground minimum Y coordinate
  35794. * @param xmax set the ground maximum X coordinate
  35795. * @param zmax set the ground maximum Z coordinate
  35796. * @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
  35797. * @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
  35798. * @param scene defines the hosting scene
  35799. * @param updatable defines if the mesh must be flagged as updatable
  35800. * @returns a new Mesh
  35801. */
  35802. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35803. var options = {
  35804. xmin: xmin,
  35805. zmin: zmin,
  35806. xmax: xmax,
  35807. zmax: zmax,
  35808. subdivisions: subdivisions,
  35809. precision: precision,
  35810. updatable: updatable
  35811. };
  35812. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35813. };
  35814. /**
  35815. * Creates a ground mesh from a height map.
  35816. * Please consider using the same method from the MeshBuilder class instead
  35817. * @see http://doc.babylonjs.com/babylon101/height_map
  35818. * @param name defines the name of the mesh to create
  35819. * @param url sets the URL of the height map image resource
  35820. * @param width set the ground width size
  35821. * @param height set the ground height size
  35822. * @param subdivisions sets the number of subdivision per side
  35823. * @param minHeight is the minimum altitude on the ground
  35824. * @param maxHeight is the maximum altitude on the ground
  35825. * @param scene defines the hosting scene
  35826. * @param updatable defines if the mesh must be flagged as updatable
  35827. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35828. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35829. * @returns a new Mesh
  35830. */
  35831. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35832. var options = {
  35833. width: width,
  35834. height: height,
  35835. subdivisions: subdivisions,
  35836. minHeight: minHeight,
  35837. maxHeight: maxHeight,
  35838. updatable: updatable,
  35839. onReady: onReady,
  35840. alphaFilter: alphaFilter
  35841. };
  35842. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35843. };
  35844. /**
  35845. * Creates a tube mesh.
  35846. * The tube is a parametric shape.
  35847. * It has no predefined shape. Its final shape will depend on the input parameters.
  35848. * Please consider using the same method from the MeshBuilder class instead
  35849. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35850. * @param name defines the name of the mesh to create
  35851. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35852. * @param radius sets the tube radius size
  35853. * @param tessellation is the number of sides on the tubular surface
  35854. * @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
  35855. * @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
  35856. * @param scene defines the hosting scene
  35857. * @param updatable defines if the mesh must be flagged as updatable
  35858. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35859. * @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)
  35860. * @returns a new Mesh
  35861. */
  35862. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35863. var options = {
  35864. path: path,
  35865. radius: radius,
  35866. tessellation: tessellation,
  35867. radiusFunction: radiusFunction,
  35868. arc: 1,
  35869. cap: cap,
  35870. updatable: updatable,
  35871. sideOrientation: sideOrientation,
  35872. instance: instance
  35873. };
  35874. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35875. };
  35876. /**
  35877. * Creates a polyhedron mesh.
  35878. * Please consider using the same method from the MeshBuilder class instead.
  35879. * * 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
  35880. * * The parameter `size` (positive float, default 1) sets the polygon size
  35881. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35882. * * 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`
  35883. * * 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
  35884. * * 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)`)
  35885. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  35886. * * 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
  35887. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35888. * * 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
  35889. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35890. * @param name defines the name of the mesh to create
  35891. * @param options defines the options used to create the mesh
  35892. * @param scene defines the hosting scene
  35893. * @returns a new Mesh
  35894. */
  35895. Mesh.CreatePolyhedron = function (name, options, scene) {
  35896. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35897. };
  35898. /**
  35899. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35900. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35901. * * 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`)
  35902. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35903. * * 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
  35904. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35905. * * 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
  35906. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35907. * @param name defines the name of the mesh
  35908. * @param options defines the options used to create the mesh
  35909. * @param scene defines the hosting scene
  35910. * @returns a new Mesh
  35911. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35912. */
  35913. Mesh.CreateIcoSphere = function (name, options, scene) {
  35914. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35915. };
  35916. /**
  35917. * Creates a decal mesh.
  35918. * Please consider using the same method from the MeshBuilder class instead.
  35919. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35920. * @param name defines the name of the mesh
  35921. * @param sourceMesh defines the mesh receiving the decal
  35922. * @param position sets the position of the decal in world coordinates
  35923. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35924. * @param size sets the decal scaling
  35925. * @param angle sets the angle to rotate the decal
  35926. * @returns a new Mesh
  35927. */
  35928. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35929. var options = {
  35930. position: position,
  35931. normal: normal,
  35932. size: size,
  35933. angle: angle
  35934. };
  35935. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35936. };
  35937. // Skeletons
  35938. /**
  35939. * Prepare internal position array for software CPU skinning
  35940. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35941. */
  35942. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35943. if (!this._sourcePositions) {
  35944. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35945. if (!source) {
  35946. return this._sourcePositions;
  35947. }
  35948. this._sourcePositions = new Float32Array(source);
  35949. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35950. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35951. }
  35952. }
  35953. return this._sourcePositions;
  35954. };
  35955. /**
  35956. * Prepare internal normal array for software CPU skinning
  35957. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35958. */
  35959. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35960. if (!this._sourceNormals) {
  35961. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35962. if (!source) {
  35963. return this._sourceNormals;
  35964. }
  35965. this._sourceNormals = new Float32Array(source);
  35966. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35967. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35968. }
  35969. }
  35970. return this._sourceNormals;
  35971. };
  35972. /**
  35973. * Updates the vertex buffer by applying transformation from the bones
  35974. * @param skeleton defines the skeleton to apply to current mesh
  35975. * @returns the current mesh
  35976. */
  35977. Mesh.prototype.applySkeleton = function (skeleton) {
  35978. if (!this.geometry) {
  35979. return this;
  35980. }
  35981. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35982. return this;
  35983. }
  35984. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35985. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35986. return this;
  35987. }
  35988. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35989. return this;
  35990. }
  35991. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35992. return this;
  35993. }
  35994. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35995. return this;
  35996. }
  35997. if (!this._sourcePositions) {
  35998. var submeshes = this.subMeshes.slice();
  35999. this.setPositionsForCPUSkinning();
  36000. this.subMeshes = submeshes;
  36001. }
  36002. if (!this._sourceNormals) {
  36003. this.setNormalsForCPUSkinning();
  36004. }
  36005. // positionsData checks for not being Float32Array will only pass at most once
  36006. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36007. if (!positionsData) {
  36008. return this;
  36009. }
  36010. if (!(positionsData instanceof Float32Array)) {
  36011. positionsData = new Float32Array(positionsData);
  36012. }
  36013. // normalsData checks for not being Float32Array will only pass at most once
  36014. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  36015. if (!normalsData) {
  36016. return this;
  36017. }
  36018. if (!(normalsData instanceof Float32Array)) {
  36019. normalsData = new Float32Array(normalsData);
  36020. }
  36021. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  36022. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  36023. if (!matricesWeightsData || !matricesIndicesData) {
  36024. return this;
  36025. }
  36026. var needExtras = this.numBoneInfluencers > 4;
  36027. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  36028. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  36029. var skeletonMatrices = skeleton.getTransformMatrices(this);
  36030. var tempVector3 = BABYLON.Vector3.Zero();
  36031. var finalMatrix = new BABYLON.Matrix();
  36032. var tempMatrix = new BABYLON.Matrix();
  36033. var matWeightIdx = 0;
  36034. var inf;
  36035. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  36036. var weight;
  36037. for (inf = 0; inf < 4; inf++) {
  36038. weight = matricesWeightsData[matWeightIdx + inf];
  36039. if (weight > 0) {
  36040. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36041. finalMatrix.addToSelf(tempMatrix);
  36042. }
  36043. }
  36044. if (needExtras) {
  36045. for (inf = 0; inf < 4; inf++) {
  36046. weight = matricesWeightsExtraData[matWeightIdx + inf];
  36047. if (weight > 0) {
  36048. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36049. finalMatrix.addToSelf(tempMatrix);
  36050. }
  36051. }
  36052. }
  36053. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  36054. tempVector3.toArray(positionsData, index);
  36055. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  36056. tempVector3.toArray(normalsData, index);
  36057. finalMatrix.reset();
  36058. }
  36059. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  36060. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  36061. return this;
  36062. };
  36063. // Tools
  36064. /**
  36065. * 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
  36066. * @param meshes defines the list of meshes to scan
  36067. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  36068. */
  36069. Mesh.MinMax = function (meshes) {
  36070. var minVector = null;
  36071. var maxVector = null;
  36072. meshes.forEach(function (mesh, index, array) {
  36073. var boundingInfo = mesh.getBoundingInfo();
  36074. var boundingBox = boundingInfo.boundingBox;
  36075. if (!minVector || !maxVector) {
  36076. minVector = boundingBox.minimumWorld;
  36077. maxVector = boundingBox.maximumWorld;
  36078. }
  36079. else {
  36080. minVector.minimizeInPlace(boundingBox.minimumWorld);
  36081. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  36082. }
  36083. });
  36084. if (!minVector || !maxVector) {
  36085. return {
  36086. min: BABYLON.Vector3.Zero(),
  36087. max: BABYLON.Vector3.Zero()
  36088. };
  36089. }
  36090. return {
  36091. min: minVector,
  36092. max: maxVector
  36093. };
  36094. };
  36095. /**
  36096. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36097. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36098. * @returns a vector3
  36099. */
  36100. Mesh.Center = function (meshesOrMinMaxVector) {
  36101. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36102. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36103. };
  36104. /**
  36105. * Merge the array of meshes into a single mesh for performance reasons.
  36106. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36107. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36108. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36109. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36110. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36111. * @returns a new mesh
  36112. */
  36113. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36114. if (disposeSource === void 0) { disposeSource = true; }
  36115. var index;
  36116. if (!allow32BitsIndices) {
  36117. var totalVertices = 0;
  36118. // Counting vertices
  36119. for (index = 0; index < meshes.length; index++) {
  36120. if (meshes[index]) {
  36121. totalVertices += meshes[index].getTotalVertices();
  36122. if (totalVertices > 65536) {
  36123. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36124. return null;
  36125. }
  36126. }
  36127. }
  36128. }
  36129. // Merge
  36130. var vertexData = null;
  36131. var otherVertexData;
  36132. var indiceArray = new Array();
  36133. var source = null;
  36134. for (index = 0; index < meshes.length; index++) {
  36135. if (meshes[index]) {
  36136. var wm = meshes[index].computeWorldMatrix(true);
  36137. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36138. otherVertexData.transform(wm);
  36139. if (vertexData) {
  36140. vertexData.merge(otherVertexData, allow32BitsIndices);
  36141. }
  36142. else {
  36143. vertexData = otherVertexData;
  36144. source = meshes[index];
  36145. }
  36146. if (subdivideWithSubMeshes) {
  36147. indiceArray.push(meshes[index].getTotalIndices());
  36148. }
  36149. }
  36150. }
  36151. source = source;
  36152. if (!meshSubclass) {
  36153. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36154. }
  36155. vertexData.applyToMesh(meshSubclass);
  36156. // Setting properties
  36157. meshSubclass.material = source.material;
  36158. meshSubclass.checkCollisions = source.checkCollisions;
  36159. // Cleaning
  36160. if (disposeSource) {
  36161. for (index = 0; index < meshes.length; index++) {
  36162. if (meshes[index]) {
  36163. meshes[index].dispose();
  36164. }
  36165. }
  36166. }
  36167. // Subdivide
  36168. if (subdivideWithSubMeshes) {
  36169. //-- removal of global submesh
  36170. meshSubclass.releaseSubMeshes();
  36171. index = 0;
  36172. var offset = 0;
  36173. //-- apply subdivision according to index table
  36174. while (index < indiceArray.length) {
  36175. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36176. offset += indiceArray[index];
  36177. index++;
  36178. }
  36179. }
  36180. return meshSubclass;
  36181. };
  36182. /** @hidden */
  36183. Mesh.prototype.addInstance = function (instance) {
  36184. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36185. this.instances.push(instance);
  36186. };
  36187. /** @hidden */
  36188. Mesh.prototype.removeInstance = function (instance) {
  36189. // Remove from mesh
  36190. var index = instance._indexInSourceMeshInstanceArray;
  36191. if (index != -1) {
  36192. if (index !== this.instances.length - 1) {
  36193. var last = this.instances[this.instances.length - 1];
  36194. this.instances[index] = last;
  36195. last._indexInSourceMeshInstanceArray = index;
  36196. }
  36197. instance._indexInSourceMeshInstanceArray = -1;
  36198. this.instances.pop();
  36199. }
  36200. };
  36201. // Consts
  36202. /**
  36203. * Mesh side orientation : usually the external or front surface
  36204. */
  36205. Mesh.FRONTSIDE = 0;
  36206. /**
  36207. * Mesh side orientation : usually the internal or back surface
  36208. */
  36209. Mesh.BACKSIDE = 1;
  36210. /**
  36211. * Mesh side orientation : both internal and external or front and back surfaces
  36212. */
  36213. Mesh.DOUBLESIDE = 2;
  36214. /**
  36215. * Mesh side orientation : by default, `FRONTSIDE`
  36216. */
  36217. Mesh.DEFAULTSIDE = 0;
  36218. /**
  36219. * Mesh cap setting : no cap
  36220. */
  36221. Mesh.NO_CAP = 0;
  36222. /**
  36223. * Mesh cap setting : one cap at the beginning of the mesh
  36224. */
  36225. Mesh.CAP_START = 1;
  36226. /**
  36227. * Mesh cap setting : one cap at the end of the mesh
  36228. */
  36229. Mesh.CAP_END = 2;
  36230. /**
  36231. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36232. */
  36233. Mesh.CAP_ALL = 3;
  36234. return Mesh;
  36235. }(BABYLON.AbstractMesh));
  36236. BABYLON.Mesh = Mesh;
  36237. })(BABYLON || (BABYLON = {}));
  36238. //# sourceMappingURL=babylon.mesh.js.map
  36239. var BABYLON;
  36240. (function (BABYLON) {
  36241. /**
  36242. * Base class for submeshes
  36243. */
  36244. var BaseSubMesh = /** @class */ (function () {
  36245. function BaseSubMesh() {
  36246. }
  36247. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36248. /**
  36249. * Gets associated effect
  36250. */
  36251. get: function () {
  36252. return this._materialEffect;
  36253. },
  36254. enumerable: true,
  36255. configurable: true
  36256. });
  36257. /**
  36258. * Sets associated effect (effect used to render this submesh)
  36259. * @param effect defines the effect to associate with
  36260. * @param defines defines the set of defines used to compile this effect
  36261. */
  36262. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36263. if (defines === void 0) { defines = null; }
  36264. if (this._materialEffect === effect) {
  36265. if (!effect) {
  36266. this._materialDefines = null;
  36267. }
  36268. return;
  36269. }
  36270. this._materialDefines = defines;
  36271. this._materialEffect = effect;
  36272. };
  36273. return BaseSubMesh;
  36274. }());
  36275. BABYLON.BaseSubMesh = BaseSubMesh;
  36276. /**
  36277. * Defines a subdivision inside a mesh
  36278. */
  36279. var SubMesh = /** @class */ (function (_super) {
  36280. __extends(SubMesh, _super);
  36281. /**
  36282. * Creates a new submesh
  36283. * @param materialIndex defines the material index to use
  36284. * @param verticesStart defines vertex index start
  36285. * @param verticesCount defines vertices count
  36286. * @param indexStart defines index start
  36287. * @param indexCount defines indices count
  36288. * @param mesh defines the parent mesh
  36289. * @param renderingMesh defines an optional rendering mesh
  36290. * @param createBoundingBox defines if bounding box should be created for this submesh
  36291. */
  36292. function SubMesh(
  36293. /** the material index to use */
  36294. materialIndex,
  36295. /** vertex index start */
  36296. verticesStart,
  36297. /** vertices count */
  36298. verticesCount,
  36299. /** index start */
  36300. indexStart,
  36301. /** indices count */
  36302. indexCount, mesh, renderingMesh, createBoundingBox) {
  36303. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36304. var _this = _super.call(this) || this;
  36305. _this.materialIndex = materialIndex;
  36306. _this.verticesStart = verticesStart;
  36307. _this.verticesCount = verticesCount;
  36308. _this.indexStart = indexStart;
  36309. _this.indexCount = indexCount;
  36310. /** @hidden */
  36311. _this._renderId = 0;
  36312. _this._mesh = mesh;
  36313. _this._renderingMesh = renderingMesh || mesh;
  36314. mesh.subMeshes.push(_this);
  36315. _this._trianglePlanes = [];
  36316. _this._id = mesh.subMeshes.length - 1;
  36317. if (createBoundingBox) {
  36318. _this.refreshBoundingInfo();
  36319. mesh.computeWorldMatrix(true);
  36320. }
  36321. return _this;
  36322. }
  36323. /**
  36324. * Add a new submesh to a mesh
  36325. * @param materialIndex defines the material index to use
  36326. * @param verticesStart defines vertex index start
  36327. * @param verticesCount defines vertices count
  36328. * @param indexStart defines index start
  36329. * @param indexCount defines indices count
  36330. * @param mesh defines the parent mesh
  36331. * @param renderingMesh defines an optional rendering mesh
  36332. * @param createBoundingBox defines if bounding box should be created for this submesh
  36333. * @returns the new submesh
  36334. */
  36335. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36336. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36337. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36338. };
  36339. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36340. /**
  36341. * Returns true if this submesh covers the entire parent mesh
  36342. * @ignorenaming
  36343. */
  36344. get: function () {
  36345. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36346. },
  36347. enumerable: true,
  36348. configurable: true
  36349. });
  36350. /**
  36351. * Returns the submesh BoudingInfo object
  36352. * @returns current bounding info (or mesh's one if the submesh is global)
  36353. */
  36354. SubMesh.prototype.getBoundingInfo = function () {
  36355. if (this.IsGlobal) {
  36356. return this._mesh.getBoundingInfo();
  36357. }
  36358. return this._boundingInfo;
  36359. };
  36360. /**
  36361. * Sets the submesh BoundingInfo
  36362. * @param boundingInfo defines the new bounding info to use
  36363. * @returns the SubMesh
  36364. */
  36365. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36366. this._boundingInfo = boundingInfo;
  36367. return this;
  36368. };
  36369. /**
  36370. * Returns the mesh of the current submesh
  36371. * @return the parent mesh
  36372. */
  36373. SubMesh.prototype.getMesh = function () {
  36374. return this._mesh;
  36375. };
  36376. /**
  36377. * Returns the rendering mesh of the submesh
  36378. * @returns the rendering mesh (could be different from parent mesh)
  36379. */
  36380. SubMesh.prototype.getRenderingMesh = function () {
  36381. return this._renderingMesh;
  36382. };
  36383. /**
  36384. * Returns the submesh material
  36385. * @returns null or the current material
  36386. */
  36387. SubMesh.prototype.getMaterial = function () {
  36388. var rootMaterial = this._renderingMesh.material;
  36389. if (rootMaterial === null || rootMaterial === undefined) {
  36390. return this._mesh.getScene().defaultMaterial;
  36391. }
  36392. else if (rootMaterial.getSubMaterial) {
  36393. var multiMaterial = rootMaterial;
  36394. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36395. if (this._currentMaterial !== effectiveMaterial) {
  36396. this._currentMaterial = effectiveMaterial;
  36397. this._materialDefines = null;
  36398. }
  36399. return effectiveMaterial;
  36400. }
  36401. return rootMaterial;
  36402. };
  36403. // Methods
  36404. /**
  36405. * Sets a new updated BoundingInfo object to the submesh
  36406. * @returns the SubMesh
  36407. */
  36408. SubMesh.prototype.refreshBoundingInfo = function () {
  36409. this._lastColliderWorldVertices = null;
  36410. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36411. return this;
  36412. }
  36413. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36414. if (!data) {
  36415. this._boundingInfo = this._mesh.getBoundingInfo();
  36416. return this;
  36417. }
  36418. var indices = this._renderingMesh.getIndices();
  36419. var extend;
  36420. //is this the only submesh?
  36421. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36422. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36423. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36424. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36425. }
  36426. else {
  36427. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36428. }
  36429. if (this._boundingInfo) {
  36430. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36431. }
  36432. else {
  36433. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36434. }
  36435. return this;
  36436. };
  36437. /** @hidden */
  36438. SubMesh.prototype._checkCollision = function (collider) {
  36439. var boundingInfo = this.getBoundingInfo();
  36440. return boundingInfo._checkCollision(collider);
  36441. };
  36442. /**
  36443. * Updates the submesh BoundingInfo
  36444. * @param world defines the world matrix to use to update the bounding info
  36445. * @returns the submesh
  36446. */
  36447. SubMesh.prototype.updateBoundingInfo = function (world) {
  36448. var boundingInfo = this.getBoundingInfo();
  36449. if (!boundingInfo) {
  36450. this.refreshBoundingInfo();
  36451. boundingInfo = this.getBoundingInfo();
  36452. }
  36453. boundingInfo.update(world);
  36454. return this;
  36455. };
  36456. /**
  36457. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36458. * @param frustumPlanes defines the frustum planes
  36459. * @returns true if the submesh is intersecting with the frustum
  36460. */
  36461. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36462. var boundingInfo = this.getBoundingInfo();
  36463. if (!boundingInfo) {
  36464. return false;
  36465. }
  36466. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36467. };
  36468. /**
  36469. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36470. * @param frustumPlanes defines the frustum planes
  36471. * @returns true if the submesh is inside the frustum
  36472. */
  36473. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36474. var boundingInfo = this.getBoundingInfo();
  36475. if (!boundingInfo) {
  36476. return false;
  36477. }
  36478. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36479. };
  36480. /**
  36481. * Renders the submesh
  36482. * @param enableAlphaMode defines if alpha needs to be used
  36483. * @returns the submesh
  36484. */
  36485. SubMesh.prototype.render = function (enableAlphaMode) {
  36486. this._renderingMesh.render(this, enableAlphaMode);
  36487. return this;
  36488. };
  36489. /**
  36490. * @hidden
  36491. */
  36492. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36493. if (!this._linesIndexBuffer) {
  36494. var linesIndices = [];
  36495. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36496. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36497. }
  36498. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36499. this._linesIndexCount = linesIndices.length;
  36500. }
  36501. return this._linesIndexBuffer;
  36502. };
  36503. /**
  36504. * Checks if the submesh intersects with a ray
  36505. * @param ray defines the ray to test
  36506. * @returns true is the passed ray intersects the submesh bounding box
  36507. */
  36508. SubMesh.prototype.canIntersects = function (ray) {
  36509. var boundingInfo = this.getBoundingInfo();
  36510. if (!boundingInfo) {
  36511. return false;
  36512. }
  36513. return ray.intersectsBox(boundingInfo.boundingBox);
  36514. };
  36515. /**
  36516. * Intersects current submesh with a ray
  36517. * @param ray defines the ray to test
  36518. * @param positions defines mesh's positions array
  36519. * @param indices defines mesh's indices array
  36520. * @param fastCheck defines if only bounding info should be used
  36521. * @returns intersection info or null if no intersection
  36522. */
  36523. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36524. var material = this.getMaterial();
  36525. if (!material) {
  36526. return null;
  36527. }
  36528. switch (material.fillMode) {
  36529. case BABYLON.Material.PointListDrawMode:
  36530. case BABYLON.Material.LineListDrawMode:
  36531. case BABYLON.Material.LineLoopDrawMode:
  36532. case BABYLON.Material.LineStripDrawMode:
  36533. case BABYLON.Material.TriangleFanDrawMode:
  36534. case BABYLON.Material.TriangleStripDrawMode:
  36535. return null;
  36536. }
  36537. // LineMesh first as it's also a Mesh...
  36538. if (BABYLON.LinesMesh) {
  36539. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36540. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36541. }
  36542. }
  36543. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36544. };
  36545. /** @hidden */
  36546. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36547. var intersectInfo = null;
  36548. // Line test
  36549. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36550. var p0 = positions[indices[index]];
  36551. var p1 = positions[indices[index + 1]];
  36552. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36553. if (length < 0) {
  36554. continue;
  36555. }
  36556. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36557. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36558. if (fastCheck) {
  36559. break;
  36560. }
  36561. }
  36562. }
  36563. return intersectInfo;
  36564. };
  36565. /** @hidden */
  36566. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36567. var intersectInfo = null;
  36568. // Triangles test
  36569. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36570. var p0 = positions[indices[index]];
  36571. var p1 = positions[indices[index + 1]];
  36572. var p2 = positions[indices[index + 2]];
  36573. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36574. if (currentIntersectInfo) {
  36575. if (currentIntersectInfo.distance < 0) {
  36576. continue;
  36577. }
  36578. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36579. intersectInfo = currentIntersectInfo;
  36580. intersectInfo.faceId = index / 3;
  36581. if (fastCheck) {
  36582. break;
  36583. }
  36584. }
  36585. }
  36586. }
  36587. return intersectInfo;
  36588. };
  36589. /** @hidden */
  36590. SubMesh.prototype._rebuild = function () {
  36591. if (this._linesIndexBuffer) {
  36592. this._linesIndexBuffer = null;
  36593. }
  36594. };
  36595. // Clone
  36596. /**
  36597. * Creates a new submesh from the passed mesh
  36598. * @param newMesh defines the new hosting mesh
  36599. * @param newRenderingMesh defines an optional rendering mesh
  36600. * @returns the new submesh
  36601. */
  36602. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36603. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36604. if (!this.IsGlobal) {
  36605. var boundingInfo = this.getBoundingInfo();
  36606. if (!boundingInfo) {
  36607. return result;
  36608. }
  36609. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36610. }
  36611. return result;
  36612. };
  36613. // Dispose
  36614. /**
  36615. * Release associated resources
  36616. */
  36617. SubMesh.prototype.dispose = function () {
  36618. if (this._linesIndexBuffer) {
  36619. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36620. this._linesIndexBuffer = null;
  36621. }
  36622. // Remove from mesh
  36623. var index = this._mesh.subMeshes.indexOf(this);
  36624. this._mesh.subMeshes.splice(index, 1);
  36625. };
  36626. // Statics
  36627. /**
  36628. * Creates a new submesh from indices data
  36629. * @param materialIndex the index of the main mesh material
  36630. * @param startIndex the index where to start the copy in the mesh indices array
  36631. * @param indexCount the number of indices to copy then from the startIndex
  36632. * @param mesh the main mesh to create the submesh from
  36633. * @param renderingMesh the optional rendering mesh
  36634. * @returns a new submesh
  36635. */
  36636. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36637. var minVertexIndex = Number.MAX_VALUE;
  36638. var maxVertexIndex = -Number.MAX_VALUE;
  36639. renderingMesh = (renderingMesh || mesh);
  36640. var indices = renderingMesh.getIndices();
  36641. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36642. var vertexIndex = indices[index];
  36643. if (vertexIndex < minVertexIndex) {
  36644. minVertexIndex = vertexIndex;
  36645. }
  36646. if (vertexIndex > maxVertexIndex) {
  36647. maxVertexIndex = vertexIndex;
  36648. }
  36649. }
  36650. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36651. };
  36652. return SubMesh;
  36653. }(BaseSubMesh));
  36654. BABYLON.SubMesh = SubMesh;
  36655. })(BABYLON || (BABYLON = {}));
  36656. //# sourceMappingURL=babylon.subMesh.js.map
  36657. var __assign = (this && this.__assign) || function () {
  36658. __assign = Object.assign || function(t) {
  36659. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36660. s = arguments[i];
  36661. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36662. t[p] = s[p];
  36663. }
  36664. return t;
  36665. };
  36666. return __assign.apply(this, arguments);
  36667. };
  36668. var BABYLON;
  36669. (function (BABYLON) {
  36670. /**
  36671. * Manages the defines for the Material
  36672. */
  36673. var MaterialDefines = /** @class */ (function () {
  36674. function MaterialDefines() {
  36675. this._isDirty = true;
  36676. /** @hidden */
  36677. this._areLightsDirty = true;
  36678. /** @hidden */
  36679. this._areAttributesDirty = true;
  36680. /** @hidden */
  36681. this._areTexturesDirty = true;
  36682. /** @hidden */
  36683. this._areFresnelDirty = true;
  36684. /** @hidden */
  36685. this._areMiscDirty = true;
  36686. /** @hidden */
  36687. this._areImageProcessingDirty = true;
  36688. /** @hidden */
  36689. this._normals = false;
  36690. /** @hidden */
  36691. this._uvs = false;
  36692. /** @hidden */
  36693. this._needNormals = false;
  36694. /** @hidden */
  36695. this._needUVs = false;
  36696. }
  36697. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36698. /**
  36699. * Specifies if the material needs to be re-calculated
  36700. */
  36701. get: function () {
  36702. return this._isDirty;
  36703. },
  36704. enumerable: true,
  36705. configurable: true
  36706. });
  36707. /**
  36708. * Marks the material to indicate that it has been re-calculated
  36709. */
  36710. MaterialDefines.prototype.markAsProcessed = function () {
  36711. this._isDirty = false;
  36712. this._areAttributesDirty = false;
  36713. this._areTexturesDirty = false;
  36714. this._areFresnelDirty = false;
  36715. this._areLightsDirty = false;
  36716. this._areMiscDirty = false;
  36717. this._areImageProcessingDirty = false;
  36718. };
  36719. /**
  36720. * Marks the material to indicate that it needs to be re-calculated
  36721. */
  36722. MaterialDefines.prototype.markAsUnprocessed = function () {
  36723. this._isDirty = true;
  36724. };
  36725. /**
  36726. * Marks the material to indicate all of its defines need to be re-calculated
  36727. */
  36728. MaterialDefines.prototype.markAllAsDirty = function () {
  36729. this._areTexturesDirty = true;
  36730. this._areAttributesDirty = true;
  36731. this._areLightsDirty = true;
  36732. this._areFresnelDirty = true;
  36733. this._areMiscDirty = true;
  36734. this._areImageProcessingDirty = true;
  36735. this._isDirty = true;
  36736. };
  36737. /**
  36738. * Marks the material to indicate that image processing needs to be re-calculated
  36739. */
  36740. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36741. this._areImageProcessingDirty = true;
  36742. this._isDirty = true;
  36743. };
  36744. /**
  36745. * Marks the material to indicate the lights need to be re-calculated
  36746. */
  36747. MaterialDefines.prototype.markAsLightDirty = function () {
  36748. this._areLightsDirty = true;
  36749. this._isDirty = true;
  36750. };
  36751. /**
  36752. * Marks the attribute state as changed
  36753. */
  36754. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36755. this._areAttributesDirty = true;
  36756. this._isDirty = true;
  36757. };
  36758. /**
  36759. * Marks the texture state as changed
  36760. */
  36761. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36762. this._areTexturesDirty = true;
  36763. this._isDirty = true;
  36764. };
  36765. /**
  36766. * Marks the fresnel state as changed
  36767. */
  36768. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36769. this._areFresnelDirty = true;
  36770. this._isDirty = true;
  36771. };
  36772. /**
  36773. * Marks the misc state as changed
  36774. */
  36775. MaterialDefines.prototype.markAsMiscDirty = function () {
  36776. this._areMiscDirty = true;
  36777. this._isDirty = true;
  36778. };
  36779. /**
  36780. * Rebuilds the material defines
  36781. */
  36782. MaterialDefines.prototype.rebuild = function () {
  36783. if (this._keys) {
  36784. delete this._keys;
  36785. }
  36786. this._keys = [];
  36787. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36788. var key = _a[_i];
  36789. if (key[0] === "_") {
  36790. continue;
  36791. }
  36792. this._keys.push(key);
  36793. }
  36794. };
  36795. /**
  36796. * Specifies if two material defines are equal
  36797. * @param other - A material define instance to compare to
  36798. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36799. */
  36800. MaterialDefines.prototype.isEqual = function (other) {
  36801. if (this._keys.length !== other._keys.length) {
  36802. return false;
  36803. }
  36804. for (var index = 0; index < this._keys.length; index++) {
  36805. var prop = this._keys[index];
  36806. if (this[prop] !== other[prop]) {
  36807. return false;
  36808. }
  36809. }
  36810. return true;
  36811. };
  36812. /**
  36813. * Clones this instance's defines to another instance
  36814. * @param other - material defines to clone values to
  36815. */
  36816. MaterialDefines.prototype.cloneTo = function (other) {
  36817. if (this._keys.length !== other._keys.length) {
  36818. other._keys = this._keys.slice(0);
  36819. }
  36820. for (var index = 0; index < this._keys.length; index++) {
  36821. var prop = this._keys[index];
  36822. other[prop] = this[prop];
  36823. }
  36824. };
  36825. /**
  36826. * Resets the material define values
  36827. */
  36828. MaterialDefines.prototype.reset = function () {
  36829. for (var index = 0; index < this._keys.length; index++) {
  36830. var prop = this._keys[index];
  36831. var type = typeof this[prop];
  36832. switch (type) {
  36833. case "number":
  36834. this[prop] = 0;
  36835. break;
  36836. case "string":
  36837. this[prop] = "";
  36838. break;
  36839. default:
  36840. this[prop] = false;
  36841. break;
  36842. }
  36843. }
  36844. };
  36845. /**
  36846. * Converts the material define values to a string
  36847. * @returns - String of material define information
  36848. */
  36849. MaterialDefines.prototype.toString = function () {
  36850. var result = "";
  36851. for (var index = 0; index < this._keys.length; index++) {
  36852. var prop = this._keys[index];
  36853. var value = this[prop];
  36854. var type = typeof value;
  36855. switch (type) {
  36856. case "number":
  36857. case "string":
  36858. result += "#define " + prop + " " + value + "\n";
  36859. break;
  36860. default:
  36861. if (value) {
  36862. result += "#define " + prop + "\n";
  36863. }
  36864. break;
  36865. }
  36866. }
  36867. return result;
  36868. };
  36869. return MaterialDefines;
  36870. }());
  36871. BABYLON.MaterialDefines = MaterialDefines;
  36872. /**
  36873. * Base class for the main features of a material in Babylon.js
  36874. */
  36875. var Material = /** @class */ (function () {
  36876. /**
  36877. * Creates a material instance
  36878. * @param name defines the name of the material
  36879. * @param scene defines the scene to reference
  36880. * @param doNotAdd specifies if the material should be added to the scene
  36881. */
  36882. function Material(name, scene, doNotAdd) {
  36883. /**
  36884. * Gets or sets user defined metadata
  36885. */
  36886. this.metadata = null;
  36887. /**
  36888. * For internal use only. Please do not use.
  36889. */
  36890. this.reservedDataStore = null;
  36891. /**
  36892. * Specifies if the ready state should be checked on each call
  36893. */
  36894. this.checkReadyOnEveryCall = false;
  36895. /**
  36896. * Specifies if the ready state should be checked once
  36897. */
  36898. this.checkReadyOnlyOnce = false;
  36899. /**
  36900. * The state of the material
  36901. */
  36902. this.state = "";
  36903. /**
  36904. * The alpha value of the material
  36905. */
  36906. this._alpha = 1.0;
  36907. /**
  36908. * Specifies if back face culling is enabled
  36909. */
  36910. this._backFaceCulling = true;
  36911. /**
  36912. * Specifies if the material should be serialized
  36913. */
  36914. this.doNotSerialize = false;
  36915. /**
  36916. * @hidden
  36917. */
  36918. this._storeEffectOnSubMeshes = false;
  36919. /**
  36920. * An event triggered when the material is disposed
  36921. */
  36922. this.onDisposeObservable = new BABYLON.Observable();
  36923. /**
  36924. * Stores the value of the alpha mode
  36925. */
  36926. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36927. /**
  36928. * Stores the state of the need depth pre-pass value
  36929. */
  36930. this._needDepthPrePass = false;
  36931. /**
  36932. * Specifies if depth writing should be disabled
  36933. */
  36934. this.disableDepthWrite = false;
  36935. /**
  36936. * Specifies if depth writing should be forced
  36937. */
  36938. this.forceDepthWrite = false;
  36939. /**
  36940. * Specifies if there should be a separate pass for culling
  36941. */
  36942. this.separateCullingPass = false;
  36943. /**
  36944. * Stores the state specifing if fog should be enabled
  36945. */
  36946. this._fogEnabled = true;
  36947. /**
  36948. * Stores the size of points
  36949. */
  36950. this.pointSize = 1.0;
  36951. /**
  36952. * Stores the z offset value
  36953. */
  36954. this.zOffset = 0;
  36955. /**
  36956. * @hidden
  36957. * Specifies if the material was previously ready
  36958. */
  36959. this._wasPreviouslyReady = false;
  36960. /**
  36961. * Stores the fill mode state
  36962. */
  36963. this._fillMode = Material.TriangleFillMode;
  36964. /** @hidden */
  36965. this._indexInSceneMaterialArray = -1;
  36966. this.name = name;
  36967. this.id = name || BABYLON.Tools.RandomId();
  36968. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36969. this.uniqueId = this._scene.getUniqueId();
  36970. if (this._scene.useRightHandedSystem) {
  36971. this.sideOrientation = Material.ClockWiseSideOrientation;
  36972. }
  36973. else {
  36974. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36975. }
  36976. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36977. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36978. if (!doNotAdd) {
  36979. this._scene.addMaterial(this);
  36980. }
  36981. if (this._scene.useMaterialMeshMap) {
  36982. this.meshMap = {};
  36983. }
  36984. }
  36985. Object.defineProperty(Material, "TriangleFillMode", {
  36986. /**
  36987. * Returns the triangle fill mode
  36988. */
  36989. get: function () {
  36990. return Material._TriangleFillMode;
  36991. },
  36992. enumerable: true,
  36993. configurable: true
  36994. });
  36995. Object.defineProperty(Material, "WireFrameFillMode", {
  36996. /**
  36997. * Returns the wireframe mode
  36998. */
  36999. get: function () {
  37000. return Material._WireFrameFillMode;
  37001. },
  37002. enumerable: true,
  37003. configurable: true
  37004. });
  37005. Object.defineProperty(Material, "PointFillMode", {
  37006. /**
  37007. * Returns the point fill mode
  37008. */
  37009. get: function () {
  37010. return Material._PointFillMode;
  37011. },
  37012. enumerable: true,
  37013. configurable: true
  37014. });
  37015. Object.defineProperty(Material, "PointListDrawMode", {
  37016. /**
  37017. * Returns the point list draw mode
  37018. */
  37019. get: function () {
  37020. return Material._PointListDrawMode;
  37021. },
  37022. enumerable: true,
  37023. configurable: true
  37024. });
  37025. Object.defineProperty(Material, "LineListDrawMode", {
  37026. /**
  37027. * Returns the line list draw mode
  37028. */
  37029. get: function () {
  37030. return Material._LineListDrawMode;
  37031. },
  37032. enumerable: true,
  37033. configurable: true
  37034. });
  37035. Object.defineProperty(Material, "LineLoopDrawMode", {
  37036. /**
  37037. * Returns the line loop draw mode
  37038. */
  37039. get: function () {
  37040. return Material._LineLoopDrawMode;
  37041. },
  37042. enumerable: true,
  37043. configurable: true
  37044. });
  37045. Object.defineProperty(Material, "LineStripDrawMode", {
  37046. /**
  37047. * Returns the line strip draw mode
  37048. */
  37049. get: function () {
  37050. return Material._LineStripDrawMode;
  37051. },
  37052. enumerable: true,
  37053. configurable: true
  37054. });
  37055. Object.defineProperty(Material, "TriangleStripDrawMode", {
  37056. /**
  37057. * Returns the triangle strip draw mode
  37058. */
  37059. get: function () {
  37060. return Material._TriangleStripDrawMode;
  37061. },
  37062. enumerable: true,
  37063. configurable: true
  37064. });
  37065. Object.defineProperty(Material, "TriangleFanDrawMode", {
  37066. /**
  37067. * Returns the triangle fan draw mode
  37068. */
  37069. get: function () {
  37070. return Material._TriangleFanDrawMode;
  37071. },
  37072. enumerable: true,
  37073. configurable: true
  37074. });
  37075. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  37076. /**
  37077. * Returns the clock-wise side orientation
  37078. */
  37079. get: function () {
  37080. return Material._ClockWiseSideOrientation;
  37081. },
  37082. enumerable: true,
  37083. configurable: true
  37084. });
  37085. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  37086. /**
  37087. * Returns the counter clock-wise side orientation
  37088. */
  37089. get: function () {
  37090. return Material._CounterClockWiseSideOrientation;
  37091. },
  37092. enumerable: true,
  37093. configurable: true
  37094. });
  37095. Object.defineProperty(Material.prototype, "alpha", {
  37096. /**
  37097. * Gets the alpha value of the material
  37098. */
  37099. get: function () {
  37100. return this._alpha;
  37101. },
  37102. /**
  37103. * Sets the alpha value of the material
  37104. */
  37105. set: function (value) {
  37106. if (this._alpha === value) {
  37107. return;
  37108. }
  37109. this._alpha = value;
  37110. this.markAsDirty(Material.MiscDirtyFlag);
  37111. },
  37112. enumerable: true,
  37113. configurable: true
  37114. });
  37115. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37116. /**
  37117. * Gets the back-face culling state
  37118. */
  37119. get: function () {
  37120. return this._backFaceCulling;
  37121. },
  37122. /**
  37123. * Sets the back-face culling state
  37124. */
  37125. set: function (value) {
  37126. if (this._backFaceCulling === value) {
  37127. return;
  37128. }
  37129. this._backFaceCulling = value;
  37130. this.markAsDirty(Material.TextureDirtyFlag);
  37131. },
  37132. enumerable: true,
  37133. configurable: true
  37134. });
  37135. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37136. /**
  37137. * Gets a boolean indicating that current material needs to register RTT
  37138. */
  37139. get: function () {
  37140. return false;
  37141. },
  37142. enumerable: true,
  37143. configurable: true
  37144. });
  37145. Object.defineProperty(Material.prototype, "onDispose", {
  37146. /**
  37147. * Called during a dispose event
  37148. */
  37149. set: function (callback) {
  37150. if (this._onDisposeObserver) {
  37151. this.onDisposeObservable.remove(this._onDisposeObserver);
  37152. }
  37153. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37154. },
  37155. enumerable: true,
  37156. configurable: true
  37157. });
  37158. Object.defineProperty(Material.prototype, "onBindObservable", {
  37159. /**
  37160. * An event triggered when the material is bound
  37161. */
  37162. get: function () {
  37163. if (!this._onBindObservable) {
  37164. this._onBindObservable = new BABYLON.Observable();
  37165. }
  37166. return this._onBindObservable;
  37167. },
  37168. enumerable: true,
  37169. configurable: true
  37170. });
  37171. Object.defineProperty(Material.prototype, "onBind", {
  37172. /**
  37173. * Called during a bind event
  37174. */
  37175. set: function (callback) {
  37176. if (this._onBindObserver) {
  37177. this.onBindObservable.remove(this._onBindObserver);
  37178. }
  37179. this._onBindObserver = this.onBindObservable.add(callback);
  37180. },
  37181. enumerable: true,
  37182. configurable: true
  37183. });
  37184. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37185. /**
  37186. * An event triggered when the material is unbound
  37187. */
  37188. get: function () {
  37189. if (!this._onUnBindObservable) {
  37190. this._onUnBindObservable = new BABYLON.Observable();
  37191. }
  37192. return this._onUnBindObservable;
  37193. },
  37194. enumerable: true,
  37195. configurable: true
  37196. });
  37197. Object.defineProperty(Material.prototype, "alphaMode", {
  37198. /**
  37199. * Gets the value of the alpha mode
  37200. */
  37201. get: function () {
  37202. return this._alphaMode;
  37203. },
  37204. /**
  37205. * Sets the value of the alpha mode.
  37206. *
  37207. * | Value | Type | Description |
  37208. * | --- | --- | --- |
  37209. * | 0 | ALPHA_DISABLE | |
  37210. * | 1 | ALPHA_ADD | |
  37211. * | 2 | ALPHA_COMBINE | |
  37212. * | 3 | ALPHA_SUBTRACT | |
  37213. * | 4 | ALPHA_MULTIPLY | |
  37214. * | 5 | ALPHA_MAXIMIZED | |
  37215. * | 6 | ALPHA_ONEONE | |
  37216. * | 7 | ALPHA_PREMULTIPLIED | |
  37217. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37218. * | 9 | ALPHA_INTERPOLATE | |
  37219. * | 10 | ALPHA_SCREENMODE | |
  37220. *
  37221. */
  37222. set: function (value) {
  37223. if (this._alphaMode === value) {
  37224. return;
  37225. }
  37226. this._alphaMode = value;
  37227. this.markAsDirty(Material.TextureDirtyFlag);
  37228. },
  37229. enumerable: true,
  37230. configurable: true
  37231. });
  37232. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37233. /**
  37234. * Gets the depth pre-pass value
  37235. */
  37236. get: function () {
  37237. return this._needDepthPrePass;
  37238. },
  37239. /**
  37240. * Sets the need depth pre-pass value
  37241. */
  37242. set: function (value) {
  37243. if (this._needDepthPrePass === value) {
  37244. return;
  37245. }
  37246. this._needDepthPrePass = value;
  37247. if (this._needDepthPrePass) {
  37248. this.checkReadyOnEveryCall = true;
  37249. }
  37250. },
  37251. enumerable: true,
  37252. configurable: true
  37253. });
  37254. Object.defineProperty(Material.prototype, "fogEnabled", {
  37255. /**
  37256. * Gets the value of the fog enabled state
  37257. */
  37258. get: function () {
  37259. return this._fogEnabled;
  37260. },
  37261. /**
  37262. * Sets the state for enabling fog
  37263. */
  37264. set: function (value) {
  37265. if (this._fogEnabled === value) {
  37266. return;
  37267. }
  37268. this._fogEnabled = value;
  37269. this.markAsDirty(Material.MiscDirtyFlag);
  37270. },
  37271. enumerable: true,
  37272. configurable: true
  37273. });
  37274. Object.defineProperty(Material.prototype, "wireframe", {
  37275. /**
  37276. * Gets a value specifying if wireframe mode is enabled
  37277. */
  37278. get: function () {
  37279. switch (this._fillMode) {
  37280. case Material.WireFrameFillMode:
  37281. case Material.LineListDrawMode:
  37282. case Material.LineLoopDrawMode:
  37283. case Material.LineStripDrawMode:
  37284. return true;
  37285. }
  37286. return this._scene.forceWireframe;
  37287. },
  37288. /**
  37289. * Sets the state of wireframe mode
  37290. */
  37291. set: function (value) {
  37292. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37293. },
  37294. enumerable: true,
  37295. configurable: true
  37296. });
  37297. Object.defineProperty(Material.prototype, "pointsCloud", {
  37298. /**
  37299. * Gets the value specifying if point clouds are enabled
  37300. */
  37301. get: function () {
  37302. switch (this._fillMode) {
  37303. case Material.PointFillMode:
  37304. case Material.PointListDrawMode:
  37305. return true;
  37306. }
  37307. return this._scene.forcePointsCloud;
  37308. },
  37309. /**
  37310. * Sets the state of point cloud mode
  37311. */
  37312. set: function (value) {
  37313. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37314. },
  37315. enumerable: true,
  37316. configurable: true
  37317. });
  37318. Object.defineProperty(Material.prototype, "fillMode", {
  37319. /**
  37320. * Gets the material fill mode
  37321. */
  37322. get: function () {
  37323. return this._fillMode;
  37324. },
  37325. /**
  37326. * Sets the material fill mode
  37327. */
  37328. set: function (value) {
  37329. if (this._fillMode === value) {
  37330. return;
  37331. }
  37332. this._fillMode = value;
  37333. this.markAsDirty(Material.MiscDirtyFlag);
  37334. },
  37335. enumerable: true,
  37336. configurable: true
  37337. });
  37338. /**
  37339. * Returns a string representation of the current material
  37340. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37341. * @returns a string with material information
  37342. */
  37343. Material.prototype.toString = function (fullDetails) {
  37344. var ret = "Name: " + this.name;
  37345. if (fullDetails) {
  37346. }
  37347. return ret;
  37348. };
  37349. /**
  37350. * Gets the class name of the material
  37351. * @returns a string with the class name of the material
  37352. */
  37353. Material.prototype.getClassName = function () {
  37354. return "Material";
  37355. };
  37356. Object.defineProperty(Material.prototype, "isFrozen", {
  37357. /**
  37358. * Specifies if updates for the material been locked
  37359. */
  37360. get: function () {
  37361. return this.checkReadyOnlyOnce;
  37362. },
  37363. enumerable: true,
  37364. configurable: true
  37365. });
  37366. /**
  37367. * Locks updates for the material
  37368. */
  37369. Material.prototype.freeze = function () {
  37370. this.checkReadyOnlyOnce = true;
  37371. };
  37372. /**
  37373. * Unlocks updates for the material
  37374. */
  37375. Material.prototype.unfreeze = function () {
  37376. this.checkReadyOnlyOnce = false;
  37377. };
  37378. /**
  37379. * Specifies if the material is ready to be used
  37380. * @param mesh defines the mesh to check
  37381. * @param useInstances specifies if instances should be used
  37382. * @returns a boolean indicating if the material is ready to be used
  37383. */
  37384. Material.prototype.isReady = function (mesh, useInstances) {
  37385. return true;
  37386. };
  37387. /**
  37388. * Specifies that the submesh is ready to be used
  37389. * @param mesh defines the mesh to check
  37390. * @param subMesh defines which submesh to check
  37391. * @param useInstances specifies that instances should be used
  37392. * @returns a boolean indicating that the submesh is ready or not
  37393. */
  37394. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37395. return false;
  37396. };
  37397. /**
  37398. * Returns the material effect
  37399. * @returns the effect associated with the material
  37400. */
  37401. Material.prototype.getEffect = function () {
  37402. return this._effect;
  37403. };
  37404. /**
  37405. * Returns the current scene
  37406. * @returns a Scene
  37407. */
  37408. Material.prototype.getScene = function () {
  37409. return this._scene;
  37410. };
  37411. /**
  37412. * Specifies if the material will require alpha blending
  37413. * @returns a boolean specifying if alpha blending is needed
  37414. */
  37415. Material.prototype.needAlphaBlending = function () {
  37416. return (this.alpha < 1.0);
  37417. };
  37418. /**
  37419. * Specifies if the mesh will require alpha blending
  37420. * @param mesh defines the mesh to check
  37421. * @returns a boolean specifying if alpha blending is needed for the mesh
  37422. */
  37423. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37424. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37425. };
  37426. /**
  37427. * Specifies if this material should be rendered in alpha test mode
  37428. * @returns a boolean specifying if an alpha test is needed.
  37429. */
  37430. Material.prototype.needAlphaTesting = function () {
  37431. return false;
  37432. };
  37433. /**
  37434. * Gets the texture used for the alpha test
  37435. * @returns the texture to use for alpha testing
  37436. */
  37437. Material.prototype.getAlphaTestTexture = function () {
  37438. return null;
  37439. };
  37440. /**
  37441. * Marks the material to indicate that it needs to be re-calculated
  37442. */
  37443. Material.prototype.markDirty = function () {
  37444. this._wasPreviouslyReady = false;
  37445. };
  37446. /** @hidden */
  37447. Material.prototype._preBind = function (effect, overrideOrientation) {
  37448. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37449. var engine = this._scene.getEngine();
  37450. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37451. var reverse = orientation === Material.ClockWiseSideOrientation;
  37452. engine.enableEffect(effect ? effect : this._effect);
  37453. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37454. return reverse;
  37455. };
  37456. /**
  37457. * Binds the material to the mesh
  37458. * @param world defines the world transformation matrix
  37459. * @param mesh defines the mesh to bind the material to
  37460. */
  37461. Material.prototype.bind = function (world, mesh) {
  37462. };
  37463. /**
  37464. * Binds the submesh to the material
  37465. * @param world defines the world transformation matrix
  37466. * @param mesh defines the mesh containing the submesh
  37467. * @param subMesh defines the submesh to bind the material to
  37468. */
  37469. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37470. };
  37471. /**
  37472. * Binds the world matrix to the material
  37473. * @param world defines the world transformation matrix
  37474. */
  37475. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37476. };
  37477. /**
  37478. * Binds the scene's uniform buffer to the effect.
  37479. * @param effect defines the effect to bind to the scene uniform buffer
  37480. * @param sceneUbo defines the uniform buffer storing scene data
  37481. */
  37482. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37483. sceneUbo.bindToEffect(effect, "Scene");
  37484. };
  37485. /**
  37486. * Binds the view matrix to the effect
  37487. * @param effect defines the effect to bind the view matrix to
  37488. */
  37489. Material.prototype.bindView = function (effect) {
  37490. if (!this._useUBO) {
  37491. effect.setMatrix("view", this.getScene().getViewMatrix());
  37492. }
  37493. else {
  37494. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37495. }
  37496. };
  37497. /**
  37498. * Binds the view projection matrix to the effect
  37499. * @param effect defines the effect to bind the view projection matrix to
  37500. */
  37501. Material.prototype.bindViewProjection = function (effect) {
  37502. if (!this._useUBO) {
  37503. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37504. }
  37505. else {
  37506. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37507. }
  37508. };
  37509. /**
  37510. * Specifies if material alpha testing should be turned on for the mesh
  37511. * @param mesh defines the mesh to check
  37512. */
  37513. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37514. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37515. };
  37516. /**
  37517. * Processes to execute after binding the material to a mesh
  37518. * @param mesh defines the rendered mesh
  37519. */
  37520. Material.prototype._afterBind = function (mesh) {
  37521. this._scene._cachedMaterial = this;
  37522. if (mesh) {
  37523. this._scene._cachedVisibility = mesh.visibility;
  37524. }
  37525. else {
  37526. this._scene._cachedVisibility = 1;
  37527. }
  37528. if (this._onBindObservable && mesh) {
  37529. this._onBindObservable.notifyObservers(mesh);
  37530. }
  37531. if (this.disableDepthWrite) {
  37532. var engine = this._scene.getEngine();
  37533. this._cachedDepthWriteState = engine.getDepthWrite();
  37534. engine.setDepthWrite(false);
  37535. }
  37536. };
  37537. /**
  37538. * Unbinds the material from the mesh
  37539. */
  37540. Material.prototype.unbind = function () {
  37541. if (this._onUnBindObservable) {
  37542. this._onUnBindObservable.notifyObservers(this);
  37543. }
  37544. if (this.disableDepthWrite) {
  37545. var engine = this._scene.getEngine();
  37546. engine.setDepthWrite(this._cachedDepthWriteState);
  37547. }
  37548. };
  37549. /**
  37550. * Gets the active textures from the material
  37551. * @returns an array of textures
  37552. */
  37553. Material.prototype.getActiveTextures = function () {
  37554. return [];
  37555. };
  37556. /**
  37557. * Specifies if the material uses a texture
  37558. * @param texture defines the texture to check against the material
  37559. * @returns a boolean specifying if the material uses the texture
  37560. */
  37561. Material.prototype.hasTexture = function (texture) {
  37562. return false;
  37563. };
  37564. /**
  37565. * Makes a duplicate of the material, and gives it a new name
  37566. * @param name defines the new name for the duplicated material
  37567. * @returns the cloned material
  37568. */
  37569. Material.prototype.clone = function (name) {
  37570. return null;
  37571. };
  37572. /**
  37573. * Gets the meshes bound to the material
  37574. * @returns an array of meshes bound to the material
  37575. */
  37576. Material.prototype.getBindedMeshes = function () {
  37577. var _this = this;
  37578. if (this.meshMap) {
  37579. var result = new Array();
  37580. for (var meshId in this.meshMap) {
  37581. var mesh = this.meshMap[meshId];
  37582. if (mesh) {
  37583. result.push(mesh);
  37584. }
  37585. }
  37586. return result;
  37587. }
  37588. else {
  37589. var meshes = this._scene.meshes;
  37590. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37591. }
  37592. };
  37593. /**
  37594. * Force shader compilation
  37595. * @param mesh defines the mesh associated with this material
  37596. * @param onCompiled defines a function to execute once the material is compiled
  37597. * @param options defines the options to configure the compilation
  37598. */
  37599. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37600. var _this = this;
  37601. var localOptions = __assign({ clipPlane: false }, options);
  37602. var subMesh = new BABYLON.BaseSubMesh();
  37603. var scene = this.getScene();
  37604. var checkReady = function () {
  37605. if (!_this._scene || !_this._scene.getEngine()) {
  37606. return;
  37607. }
  37608. if (subMesh._materialDefines) {
  37609. subMesh._materialDefines._renderId = -1;
  37610. }
  37611. var clipPlaneState = scene.clipPlane;
  37612. if (localOptions.clipPlane) {
  37613. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37614. }
  37615. if (_this._storeEffectOnSubMeshes) {
  37616. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37617. if (onCompiled) {
  37618. onCompiled(_this);
  37619. }
  37620. }
  37621. else {
  37622. setTimeout(checkReady, 16);
  37623. }
  37624. }
  37625. else {
  37626. if (_this.isReady(mesh)) {
  37627. if (onCompiled) {
  37628. onCompiled(_this);
  37629. }
  37630. }
  37631. else {
  37632. setTimeout(checkReady, 16);
  37633. }
  37634. }
  37635. if (localOptions.clipPlane) {
  37636. scene.clipPlane = clipPlaneState;
  37637. }
  37638. };
  37639. checkReady();
  37640. };
  37641. /**
  37642. * Force shader compilation
  37643. * @param mesh defines the mesh that will use this material
  37644. * @param options defines additional options for compiling the shaders
  37645. * @returns a promise that resolves when the compilation completes
  37646. */
  37647. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37648. var _this = this;
  37649. return new Promise(function (resolve) {
  37650. _this.forceCompilation(mesh, function () {
  37651. resolve();
  37652. }, options);
  37653. });
  37654. };
  37655. /**
  37656. * Marks a define in the material to indicate that it needs to be re-computed
  37657. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37658. */
  37659. Material.prototype.markAsDirty = function (flag) {
  37660. if (this.getScene().blockMaterialDirtyMechanism) {
  37661. return;
  37662. }
  37663. Material._DirtyCallbackArray.length = 0;
  37664. if (flag & Material.TextureDirtyFlag) {
  37665. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37666. }
  37667. if (flag & Material.LightDirtyFlag) {
  37668. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37669. }
  37670. if (flag & Material.FresnelDirtyFlag) {
  37671. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37672. }
  37673. if (flag & Material.AttributesDirtyFlag) {
  37674. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37675. }
  37676. if (flag & Material.MiscDirtyFlag) {
  37677. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37678. }
  37679. if (Material._DirtyCallbackArray.length) {
  37680. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37681. }
  37682. this.getScene().resetCachedMaterial();
  37683. };
  37684. /**
  37685. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37686. * @param func defines a function which checks material defines against the submeshes
  37687. */
  37688. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37689. if (this.getScene().blockMaterialDirtyMechanism) {
  37690. return;
  37691. }
  37692. var meshes = this.getScene().meshes;
  37693. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37694. var mesh = meshes_1[_i];
  37695. if (!mesh.subMeshes) {
  37696. continue;
  37697. }
  37698. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37699. var subMesh = _b[_a];
  37700. if (subMesh.getMaterial() !== this) {
  37701. continue;
  37702. }
  37703. if (!subMesh._materialDefines) {
  37704. continue;
  37705. }
  37706. func(subMesh._materialDefines);
  37707. }
  37708. }
  37709. };
  37710. /**
  37711. * Indicates that image processing needs to be re-calculated for all submeshes
  37712. */
  37713. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37714. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37715. };
  37716. /**
  37717. * Indicates that textures need to be re-calculated for all submeshes
  37718. */
  37719. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37720. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37721. };
  37722. /**
  37723. * Indicates that fresnel needs to be re-calculated for all submeshes
  37724. */
  37725. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37726. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37727. };
  37728. /**
  37729. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37730. */
  37731. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37732. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37733. };
  37734. /**
  37735. * Indicates that lights need to be re-calculated for all submeshes
  37736. */
  37737. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37738. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37739. };
  37740. /**
  37741. * Indicates that attributes need to be re-calculated for all submeshes
  37742. */
  37743. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37744. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37745. };
  37746. /**
  37747. * Indicates that misc needs to be re-calculated for all submeshes
  37748. */
  37749. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37750. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37751. };
  37752. /**
  37753. * Indicates that textures and misc need to be re-calculated for all submeshes
  37754. */
  37755. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37756. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37757. };
  37758. /**
  37759. * Disposes the material
  37760. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37761. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37762. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37763. */
  37764. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37765. var scene = this.getScene();
  37766. // Animations
  37767. scene.stopAnimation(this);
  37768. scene.freeProcessedMaterials();
  37769. // Remove from scene
  37770. scene.removeMaterial(this);
  37771. if (notBoundToMesh !== true) {
  37772. // Remove from meshes
  37773. if (this.meshMap) {
  37774. for (var meshId in this.meshMap) {
  37775. var mesh = this.meshMap[meshId];
  37776. if (mesh) {
  37777. mesh.material = null; // will set the entry in the map to undefined
  37778. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37779. }
  37780. }
  37781. }
  37782. else {
  37783. var meshes = scene.meshes;
  37784. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37785. var mesh = meshes_2[_i];
  37786. if (mesh.material === this) {
  37787. mesh.material = null;
  37788. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37789. }
  37790. }
  37791. }
  37792. }
  37793. this._uniformBuffer.dispose();
  37794. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37795. if (forceDisposeEffect && this._effect) {
  37796. if (!this._storeEffectOnSubMeshes) {
  37797. scene.getEngine()._releaseEffect(this._effect);
  37798. }
  37799. this._effect = null;
  37800. }
  37801. // Callback
  37802. this.onDisposeObservable.notifyObservers(this);
  37803. this.onDisposeObservable.clear();
  37804. if (this._onBindObservable) {
  37805. this._onBindObservable.clear();
  37806. }
  37807. if (this._onUnBindObservable) {
  37808. this._onUnBindObservable.clear();
  37809. }
  37810. };
  37811. /** @hidden */
  37812. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37813. if (mesh.geometry) {
  37814. var geometry = (mesh.geometry);
  37815. var scene = this.getScene();
  37816. if (this._storeEffectOnSubMeshes) {
  37817. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37818. var subMesh = _a[_i];
  37819. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37820. if (forceDisposeEffect && subMesh._materialEffect) {
  37821. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37822. }
  37823. }
  37824. }
  37825. else {
  37826. geometry._releaseVertexArrayObject(this._effect);
  37827. }
  37828. }
  37829. };
  37830. /**
  37831. * Serializes this material
  37832. * @returns the serialized material object
  37833. */
  37834. Material.prototype.serialize = function () {
  37835. return BABYLON.SerializationHelper.Serialize(this);
  37836. };
  37837. /**
  37838. * Creates a MultiMaterial from parsed MultiMaterial data.
  37839. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37840. * @param scene defines the hosting scene
  37841. * @returns a new MultiMaterial
  37842. */
  37843. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37844. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37845. multiMaterial.id = parsedMultiMaterial.id;
  37846. if (BABYLON.Tags) {
  37847. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37848. }
  37849. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37850. var subMatId = parsedMultiMaterial.materials[matIndex];
  37851. if (subMatId) {
  37852. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37853. }
  37854. else {
  37855. multiMaterial.subMaterials.push(null);
  37856. }
  37857. }
  37858. return multiMaterial;
  37859. };
  37860. /**
  37861. * Creates a material from parsed material data
  37862. * @param parsedMaterial defines parsed material data
  37863. * @param scene defines the hosting scene
  37864. * @param rootUrl defines the root URL to use to load textures
  37865. * @returns a new material
  37866. */
  37867. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37868. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37869. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37870. }
  37871. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37872. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37873. if (!BABYLON.LegacyPBRMaterial) {
  37874. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37875. return;
  37876. }
  37877. }
  37878. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37879. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37880. };
  37881. // Triangle views
  37882. Material._TriangleFillMode = 0;
  37883. Material._WireFrameFillMode = 1;
  37884. Material._PointFillMode = 2;
  37885. // Draw modes
  37886. Material._PointListDrawMode = 3;
  37887. Material._LineListDrawMode = 4;
  37888. Material._LineLoopDrawMode = 5;
  37889. Material._LineStripDrawMode = 6;
  37890. Material._TriangleStripDrawMode = 7;
  37891. Material._TriangleFanDrawMode = 8;
  37892. /**
  37893. * Stores the clock-wise side orientation
  37894. */
  37895. Material._ClockWiseSideOrientation = 0;
  37896. /**
  37897. * Stores the counter clock-wise side orientation
  37898. */
  37899. Material._CounterClockWiseSideOrientation = 1;
  37900. /**
  37901. * The dirty texture flag value
  37902. */
  37903. Material.TextureDirtyFlag = 1;
  37904. /**
  37905. * The dirty light flag value
  37906. */
  37907. Material.LightDirtyFlag = 2;
  37908. /**
  37909. * The dirty fresnel flag value
  37910. */
  37911. Material.FresnelDirtyFlag = 4;
  37912. /**
  37913. * The dirty attribute flag value
  37914. */
  37915. Material.AttributesDirtyFlag = 8;
  37916. /**
  37917. * The dirty misc flag value
  37918. */
  37919. Material.MiscDirtyFlag = 16;
  37920. /**
  37921. * The all dirty flag value
  37922. */
  37923. Material.AllDirtyFlag = 31;
  37924. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37925. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37926. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37927. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37928. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37929. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37930. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37931. Material._FresnelDirtyCallBack(defines);
  37932. Material._MiscDirtyCallBack(defines);
  37933. };
  37934. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37935. Material._TextureDirtyCallBack(defines);
  37936. Material._MiscDirtyCallBack(defines);
  37937. };
  37938. Material._DirtyCallbackArray = [];
  37939. Material._RunDirtyCallBacks = function (defines) {
  37940. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37941. var cb = _a[_i];
  37942. cb(defines);
  37943. }
  37944. };
  37945. __decorate([
  37946. BABYLON.serialize()
  37947. ], Material.prototype, "id", void 0);
  37948. __decorate([
  37949. BABYLON.serialize()
  37950. ], Material.prototype, "uniqueId", void 0);
  37951. __decorate([
  37952. BABYLON.serialize()
  37953. ], Material.prototype, "name", void 0);
  37954. __decorate([
  37955. BABYLON.serialize()
  37956. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37957. __decorate([
  37958. BABYLON.serialize()
  37959. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37960. __decorate([
  37961. BABYLON.serialize()
  37962. ], Material.prototype, "state", void 0);
  37963. __decorate([
  37964. BABYLON.serialize("alpha")
  37965. ], Material.prototype, "_alpha", void 0);
  37966. __decorate([
  37967. BABYLON.serialize("backFaceCulling")
  37968. ], Material.prototype, "_backFaceCulling", void 0);
  37969. __decorate([
  37970. BABYLON.serialize()
  37971. ], Material.prototype, "sideOrientation", void 0);
  37972. __decorate([
  37973. BABYLON.serialize("alphaMode")
  37974. ], Material.prototype, "_alphaMode", void 0);
  37975. __decorate([
  37976. BABYLON.serialize()
  37977. ], Material.prototype, "_needDepthPrePass", void 0);
  37978. __decorate([
  37979. BABYLON.serialize()
  37980. ], Material.prototype, "disableDepthWrite", void 0);
  37981. __decorate([
  37982. BABYLON.serialize()
  37983. ], Material.prototype, "forceDepthWrite", void 0);
  37984. __decorate([
  37985. BABYLON.serialize()
  37986. ], Material.prototype, "separateCullingPass", void 0);
  37987. __decorate([
  37988. BABYLON.serialize("fogEnabled")
  37989. ], Material.prototype, "_fogEnabled", void 0);
  37990. __decorate([
  37991. BABYLON.serialize()
  37992. ], Material.prototype, "pointSize", void 0);
  37993. __decorate([
  37994. BABYLON.serialize()
  37995. ], Material.prototype, "zOffset", void 0);
  37996. __decorate([
  37997. BABYLON.serialize()
  37998. ], Material.prototype, "wireframe", null);
  37999. __decorate([
  38000. BABYLON.serialize()
  38001. ], Material.prototype, "pointsCloud", null);
  38002. __decorate([
  38003. BABYLON.serialize()
  38004. ], Material.prototype, "fillMode", null);
  38005. return Material;
  38006. }());
  38007. BABYLON.Material = Material;
  38008. })(BABYLON || (BABYLON = {}));
  38009. //# sourceMappingURL=babylon.material.js.map
  38010. var BABYLON;
  38011. (function (BABYLON) {
  38012. /**
  38013. * Uniform buffer objects.
  38014. *
  38015. * Handles blocks of uniform on the GPU.
  38016. *
  38017. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38018. *
  38019. * For more information, please refer to :
  38020. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38021. */
  38022. var UniformBuffer = /** @class */ (function () {
  38023. /**
  38024. * Instantiates a new Uniform buffer objects.
  38025. *
  38026. * Handles blocks of uniform on the GPU.
  38027. *
  38028. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38029. *
  38030. * For more information, please refer to :
  38031. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38032. * @param engine Define the engine the buffer is associated with
  38033. * @param data Define the data contained in the buffer
  38034. * @param dynamic Define if the buffer is updatable
  38035. */
  38036. function UniformBuffer(engine, data, dynamic) {
  38037. this._engine = engine;
  38038. this._noUBO = !engine.supportsUniformBuffers;
  38039. this._dynamic = dynamic;
  38040. this._data = data || [];
  38041. this._uniformLocations = {};
  38042. this._uniformSizes = {};
  38043. this._uniformLocationPointer = 0;
  38044. this._needSync = false;
  38045. if (this._noUBO) {
  38046. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  38047. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  38048. this.updateFloat = this._updateFloatForEffect;
  38049. this.updateFloat2 = this._updateFloat2ForEffect;
  38050. this.updateFloat3 = this._updateFloat3ForEffect;
  38051. this.updateFloat4 = this._updateFloat4ForEffect;
  38052. this.updateMatrix = this._updateMatrixForEffect;
  38053. this.updateVector3 = this._updateVector3ForEffect;
  38054. this.updateVector4 = this._updateVector4ForEffect;
  38055. this.updateColor3 = this._updateColor3ForEffect;
  38056. this.updateColor4 = this._updateColor4ForEffect;
  38057. }
  38058. else {
  38059. this._engine._uniformBuffers.push(this);
  38060. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  38061. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  38062. this.updateFloat = this._updateFloatForUniform;
  38063. this.updateFloat2 = this._updateFloat2ForUniform;
  38064. this.updateFloat3 = this._updateFloat3ForUniform;
  38065. this.updateFloat4 = this._updateFloat4ForUniform;
  38066. this.updateMatrix = this._updateMatrixForUniform;
  38067. this.updateVector3 = this._updateVector3ForUniform;
  38068. this.updateVector4 = this._updateVector4ForUniform;
  38069. this.updateColor3 = this._updateColor3ForUniform;
  38070. this.updateColor4 = this._updateColor4ForUniform;
  38071. }
  38072. }
  38073. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  38074. /**
  38075. * Indicates if the buffer is using the WebGL2 UBO implementation,
  38076. * or just falling back on setUniformXXX calls.
  38077. */
  38078. get: function () {
  38079. return !this._noUBO;
  38080. },
  38081. enumerable: true,
  38082. configurable: true
  38083. });
  38084. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  38085. /**
  38086. * Indicates if the WebGL underlying uniform buffer is in sync
  38087. * with the javascript cache data.
  38088. */
  38089. get: function () {
  38090. return !this._needSync;
  38091. },
  38092. enumerable: true,
  38093. configurable: true
  38094. });
  38095. /**
  38096. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38097. * Also, a dynamic UniformBuffer will disable cache verification and always
  38098. * update the underlying WebGL uniform buffer to the GPU.
  38099. * @returns if Dynamic, otherwise false
  38100. */
  38101. UniformBuffer.prototype.isDynamic = function () {
  38102. return this._dynamic !== undefined;
  38103. };
  38104. /**
  38105. * The data cache on JS side.
  38106. * @returns the underlying data as a float array
  38107. */
  38108. UniformBuffer.prototype.getData = function () {
  38109. return this._bufferData;
  38110. };
  38111. /**
  38112. * The underlying WebGL Uniform buffer.
  38113. * @returns the webgl buffer
  38114. */
  38115. UniformBuffer.prototype.getBuffer = function () {
  38116. return this._buffer;
  38117. };
  38118. /**
  38119. * std140 layout specifies how to align data within an UBO structure.
  38120. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38121. * for specs.
  38122. */
  38123. UniformBuffer.prototype._fillAlignment = function (size) {
  38124. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38125. // and 4x4 matrices
  38126. // TODO : change if other types are used
  38127. var alignment;
  38128. if (size <= 2) {
  38129. alignment = size;
  38130. }
  38131. else {
  38132. alignment = 4;
  38133. }
  38134. if ((this._uniformLocationPointer % alignment) !== 0) {
  38135. var oldPointer = this._uniformLocationPointer;
  38136. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38137. var diff = this._uniformLocationPointer - oldPointer;
  38138. for (var i = 0; i < diff; i++) {
  38139. this._data.push(0);
  38140. }
  38141. }
  38142. };
  38143. /**
  38144. * Adds an uniform in the buffer.
  38145. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38146. * for the layout to be correct !
  38147. * @param name Name of the uniform, as used in the uniform block in the shader.
  38148. * @param size Data size, or data directly.
  38149. */
  38150. UniformBuffer.prototype.addUniform = function (name, size) {
  38151. if (this._noUBO) {
  38152. return;
  38153. }
  38154. if (this._uniformLocations[name] !== undefined) {
  38155. // Already existing uniform
  38156. return;
  38157. }
  38158. // This function must be called in the order of the shader layout !
  38159. // size can be the size of the uniform, or data directly
  38160. var data;
  38161. if (size instanceof Array) {
  38162. data = size;
  38163. size = data.length;
  38164. }
  38165. else {
  38166. size = size;
  38167. data = [];
  38168. // Fill with zeros
  38169. for (var i = 0; i < size; i++) {
  38170. data.push(0);
  38171. }
  38172. }
  38173. this._fillAlignment(size);
  38174. this._uniformSizes[name] = size;
  38175. this._uniformLocations[name] = this._uniformLocationPointer;
  38176. this._uniformLocationPointer += size;
  38177. for (var i = 0; i < size; i++) {
  38178. this._data.push(data[i]);
  38179. }
  38180. this._needSync = true;
  38181. };
  38182. /**
  38183. * Adds a Matrix 4x4 to the uniform buffer.
  38184. * @param name Name of the uniform, as used in the uniform block in the shader.
  38185. * @param mat A 4x4 matrix.
  38186. */
  38187. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38188. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38189. };
  38190. /**
  38191. * Adds a vec2 to the uniform buffer.
  38192. * @param name Name of the uniform, as used in the uniform block in the shader.
  38193. * @param x Define the x component value of the vec2
  38194. * @param y Define the y component value of the vec2
  38195. */
  38196. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38197. var temp = [x, y];
  38198. this.addUniform(name, temp);
  38199. };
  38200. /**
  38201. * Adds a vec3 to the uniform buffer.
  38202. * @param name Name of the uniform, as used in the uniform block in the shader.
  38203. * @param x Define the x component value of the vec3
  38204. * @param y Define the y component value of the vec3
  38205. * @param z Define the z component value of the vec3
  38206. */
  38207. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38208. var temp = [x, y, z];
  38209. this.addUniform(name, temp);
  38210. };
  38211. /**
  38212. * Adds a vec3 to the uniform buffer.
  38213. * @param name Name of the uniform, as used in the uniform block in the shader.
  38214. * @param color Define the vec3 from a Color
  38215. */
  38216. UniformBuffer.prototype.addColor3 = function (name, color) {
  38217. var temp = new Array();
  38218. color.toArray(temp);
  38219. this.addUniform(name, temp);
  38220. };
  38221. /**
  38222. * Adds a vec4 to the uniform buffer.
  38223. * @param name Name of the uniform, as used in the uniform block in the shader.
  38224. * @param color Define the rgb components from a Color
  38225. * @param alpha Define the a component of the vec4
  38226. */
  38227. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38228. var temp = new Array();
  38229. color.toArray(temp);
  38230. temp.push(alpha);
  38231. this.addUniform(name, temp);
  38232. };
  38233. /**
  38234. * Adds a vec3 to the uniform buffer.
  38235. * @param name Name of the uniform, as used in the uniform block in the shader.
  38236. * @param vector Define the vec3 components from a Vector
  38237. */
  38238. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38239. var temp = new Array();
  38240. vector.toArray(temp);
  38241. this.addUniform(name, temp);
  38242. };
  38243. /**
  38244. * Adds a Matrix 3x3 to the uniform buffer.
  38245. * @param name Name of the uniform, as used in the uniform block in the shader.
  38246. */
  38247. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38248. this.addUniform(name, 12);
  38249. };
  38250. /**
  38251. * Adds a Matrix 2x2 to the uniform buffer.
  38252. * @param name Name of the uniform, as used in the uniform block in the shader.
  38253. */
  38254. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38255. this.addUniform(name, 8);
  38256. };
  38257. /**
  38258. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38259. */
  38260. UniformBuffer.prototype.create = function () {
  38261. if (this._noUBO) {
  38262. return;
  38263. }
  38264. if (this._buffer) {
  38265. return; // nothing to do
  38266. }
  38267. // See spec, alignment must be filled as a vec4
  38268. this._fillAlignment(4);
  38269. this._bufferData = new Float32Array(this._data);
  38270. this._rebuild();
  38271. this._needSync = true;
  38272. };
  38273. /** @hidden */
  38274. UniformBuffer.prototype._rebuild = function () {
  38275. if (this._noUBO) {
  38276. return;
  38277. }
  38278. if (this._dynamic) {
  38279. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38280. }
  38281. else {
  38282. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38283. }
  38284. };
  38285. /**
  38286. * Updates the WebGL Uniform Buffer on the GPU.
  38287. * If the `dynamic` flag is set to true, no cache comparison is done.
  38288. * Otherwise, the buffer will be updated only if the cache differs.
  38289. */
  38290. UniformBuffer.prototype.update = function () {
  38291. if (!this._buffer) {
  38292. this.create();
  38293. return;
  38294. }
  38295. if (!this._dynamic && !this._needSync) {
  38296. return;
  38297. }
  38298. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38299. this._needSync = false;
  38300. };
  38301. /**
  38302. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38303. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38304. * @param data Define the flattened data
  38305. * @param size Define the size of the data.
  38306. */
  38307. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38308. var location = this._uniformLocations[uniformName];
  38309. if (location === undefined) {
  38310. if (this._buffer) {
  38311. // Cannot add an uniform if the buffer is already created
  38312. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38313. return;
  38314. }
  38315. this.addUniform(uniformName, size);
  38316. location = this._uniformLocations[uniformName];
  38317. }
  38318. if (!this._buffer) {
  38319. this.create();
  38320. }
  38321. if (!this._dynamic) {
  38322. // Cache for static uniform buffers
  38323. var changed = false;
  38324. for (var i = 0; i < size; i++) {
  38325. if (this._bufferData[location + i] !== data[i]) {
  38326. changed = true;
  38327. this._bufferData[location + i] = data[i];
  38328. }
  38329. }
  38330. this._needSync = this._needSync || changed;
  38331. }
  38332. else {
  38333. // No cache for dynamic
  38334. for (var i = 0; i < size; i++) {
  38335. this._bufferData[location + i] = data[i];
  38336. }
  38337. }
  38338. };
  38339. // Update methods
  38340. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38341. // To match std140, matrix must be realigned
  38342. for (var i = 0; i < 3; i++) {
  38343. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38344. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38345. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38346. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38347. }
  38348. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38349. };
  38350. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38351. this._currentEffect.setMatrix3x3(name, matrix);
  38352. };
  38353. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38354. this._currentEffect.setMatrix2x2(name, matrix);
  38355. };
  38356. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38357. // To match std140, matrix must be realigned
  38358. for (var i = 0; i < 2; i++) {
  38359. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38360. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38361. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38362. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38363. }
  38364. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38365. };
  38366. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38367. this._currentEffect.setFloat(name, x);
  38368. };
  38369. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38370. UniformBuffer._tempBuffer[0] = x;
  38371. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38372. };
  38373. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38374. if (suffix === void 0) { suffix = ""; }
  38375. this._currentEffect.setFloat2(name + suffix, x, y);
  38376. };
  38377. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38378. if (suffix === void 0) { suffix = ""; }
  38379. UniformBuffer._tempBuffer[0] = x;
  38380. UniformBuffer._tempBuffer[1] = y;
  38381. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38382. };
  38383. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38384. if (suffix === void 0) { suffix = ""; }
  38385. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38386. };
  38387. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38388. if (suffix === void 0) { suffix = ""; }
  38389. UniformBuffer._tempBuffer[0] = x;
  38390. UniformBuffer._tempBuffer[1] = y;
  38391. UniformBuffer._tempBuffer[2] = z;
  38392. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38393. };
  38394. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38395. if (suffix === void 0) { suffix = ""; }
  38396. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38397. };
  38398. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38399. if (suffix === void 0) { suffix = ""; }
  38400. UniformBuffer._tempBuffer[0] = x;
  38401. UniformBuffer._tempBuffer[1] = y;
  38402. UniformBuffer._tempBuffer[2] = z;
  38403. UniformBuffer._tempBuffer[3] = w;
  38404. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38405. };
  38406. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38407. this._currentEffect.setMatrix(name, mat);
  38408. };
  38409. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38410. this.updateUniform(name, mat.toArray(), 16);
  38411. };
  38412. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38413. this._currentEffect.setVector3(name, vector);
  38414. };
  38415. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38416. vector.toArray(UniformBuffer._tempBuffer);
  38417. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38418. };
  38419. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38420. this._currentEffect.setVector4(name, vector);
  38421. };
  38422. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38423. vector.toArray(UniformBuffer._tempBuffer);
  38424. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38425. };
  38426. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38427. if (suffix === void 0) { suffix = ""; }
  38428. this._currentEffect.setColor3(name + suffix, color);
  38429. };
  38430. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38431. if (suffix === void 0) { suffix = ""; }
  38432. color.toArray(UniformBuffer._tempBuffer);
  38433. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38434. };
  38435. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38436. if (suffix === void 0) { suffix = ""; }
  38437. this._currentEffect.setColor4(name + suffix, color, alpha);
  38438. };
  38439. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38440. if (suffix === void 0) { suffix = ""; }
  38441. color.toArray(UniformBuffer._tempBuffer);
  38442. UniformBuffer._tempBuffer[3] = alpha;
  38443. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38444. };
  38445. /**
  38446. * Sets a sampler uniform on the effect.
  38447. * @param name Define the name of the sampler.
  38448. * @param texture Define the texture to set in the sampler
  38449. */
  38450. UniformBuffer.prototype.setTexture = function (name, texture) {
  38451. this._currentEffect.setTexture(name, texture);
  38452. };
  38453. /**
  38454. * Directly updates the value of the uniform in the cache AND on the GPU.
  38455. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38456. * @param data Define the flattened data
  38457. */
  38458. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38459. this.updateUniform(uniformName, data, data.length);
  38460. this.update();
  38461. };
  38462. /**
  38463. * Binds this uniform buffer to an effect.
  38464. * @param effect Define the effect to bind the buffer to
  38465. * @param name Name of the uniform block in the shader.
  38466. */
  38467. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38468. this._currentEffect = effect;
  38469. if (this._noUBO || !this._buffer) {
  38470. return;
  38471. }
  38472. effect.bindUniformBuffer(this._buffer, name);
  38473. };
  38474. /**
  38475. * Disposes the uniform buffer.
  38476. */
  38477. UniformBuffer.prototype.dispose = function () {
  38478. if (this._noUBO) {
  38479. return;
  38480. }
  38481. var uniformBuffers = this._engine._uniformBuffers;
  38482. var index = uniformBuffers.indexOf(this);
  38483. if (index !== -1) {
  38484. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38485. uniformBuffers.pop();
  38486. }
  38487. if (!this._buffer) {
  38488. return;
  38489. }
  38490. if (this._engine._releaseBuffer(this._buffer)) {
  38491. this._buffer = null;
  38492. }
  38493. };
  38494. // Pool for avoiding memory leaks
  38495. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38496. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38497. return UniformBuffer;
  38498. }());
  38499. BABYLON.UniformBuffer = UniformBuffer;
  38500. })(BABYLON || (BABYLON = {}));
  38501. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38502. var BABYLON;
  38503. (function (BABYLON) {
  38504. /**
  38505. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38506. */
  38507. var VertexData = /** @class */ (function () {
  38508. function VertexData() {
  38509. }
  38510. /**
  38511. * Uses the passed data array to set the set the values for the specified kind of data
  38512. * @param data a linear array of floating numbers
  38513. * @param kind the type of data that is being set, eg positions, colors etc
  38514. */
  38515. VertexData.prototype.set = function (data, kind) {
  38516. switch (kind) {
  38517. case BABYLON.VertexBuffer.PositionKind:
  38518. this.positions = data;
  38519. break;
  38520. case BABYLON.VertexBuffer.NormalKind:
  38521. this.normals = data;
  38522. break;
  38523. case BABYLON.VertexBuffer.TangentKind:
  38524. this.tangents = data;
  38525. break;
  38526. case BABYLON.VertexBuffer.UVKind:
  38527. this.uvs = data;
  38528. break;
  38529. case BABYLON.VertexBuffer.UV2Kind:
  38530. this.uvs2 = data;
  38531. break;
  38532. case BABYLON.VertexBuffer.UV3Kind:
  38533. this.uvs3 = data;
  38534. break;
  38535. case BABYLON.VertexBuffer.UV4Kind:
  38536. this.uvs4 = data;
  38537. break;
  38538. case BABYLON.VertexBuffer.UV5Kind:
  38539. this.uvs5 = data;
  38540. break;
  38541. case BABYLON.VertexBuffer.UV6Kind:
  38542. this.uvs6 = data;
  38543. break;
  38544. case BABYLON.VertexBuffer.ColorKind:
  38545. this.colors = data;
  38546. break;
  38547. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38548. this.matricesIndices = data;
  38549. break;
  38550. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38551. this.matricesWeights = data;
  38552. break;
  38553. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38554. this.matricesIndicesExtra = data;
  38555. break;
  38556. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38557. this.matricesWeightsExtra = data;
  38558. break;
  38559. }
  38560. };
  38561. /**
  38562. * Associates the vertexData to the passed Mesh.
  38563. * Sets it as updatable or not (default `false`)
  38564. * @param mesh the mesh the vertexData is applied to
  38565. * @param updatable when used and having the value true allows new data to update the vertexData
  38566. * @returns the VertexData
  38567. */
  38568. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38569. this._applyTo(mesh, updatable);
  38570. return this;
  38571. };
  38572. /**
  38573. * Associates the vertexData to the passed Geometry.
  38574. * Sets it as updatable or not (default `false`)
  38575. * @param geometry the geometry the vertexData is applied to
  38576. * @param updatable when used and having the value true allows new data to update the vertexData
  38577. * @returns VertexData
  38578. */
  38579. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38580. this._applyTo(geometry, updatable);
  38581. return this;
  38582. };
  38583. /**
  38584. * Updates the associated mesh
  38585. * @param mesh the mesh to be updated
  38586. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38587. * @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
  38588. * @returns VertexData
  38589. */
  38590. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38591. this._update(mesh);
  38592. return this;
  38593. };
  38594. /**
  38595. * Updates the associated geometry
  38596. * @param geometry the geometry to be updated
  38597. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38598. * @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
  38599. * @returns VertexData.
  38600. */
  38601. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38602. this._update(geometry);
  38603. return this;
  38604. };
  38605. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38606. if (updatable === void 0) { updatable = false; }
  38607. if (this.positions) {
  38608. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38609. }
  38610. if (this.normals) {
  38611. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38612. }
  38613. if (this.tangents) {
  38614. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38615. }
  38616. if (this.uvs) {
  38617. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38618. }
  38619. if (this.uvs2) {
  38620. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38621. }
  38622. if (this.uvs3) {
  38623. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38624. }
  38625. if (this.uvs4) {
  38626. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38627. }
  38628. if (this.uvs5) {
  38629. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38630. }
  38631. if (this.uvs6) {
  38632. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38633. }
  38634. if (this.colors) {
  38635. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38636. }
  38637. if (this.matricesIndices) {
  38638. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38639. }
  38640. if (this.matricesWeights) {
  38641. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38642. }
  38643. if (this.matricesIndicesExtra) {
  38644. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38645. }
  38646. if (this.matricesWeightsExtra) {
  38647. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38648. }
  38649. if (this.indices) {
  38650. meshOrGeometry.setIndices(this.indices, null, updatable);
  38651. }
  38652. else {
  38653. meshOrGeometry.setIndices([], null);
  38654. }
  38655. return this;
  38656. };
  38657. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38658. if (this.positions) {
  38659. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38660. }
  38661. if (this.normals) {
  38662. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38663. }
  38664. if (this.tangents) {
  38665. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38666. }
  38667. if (this.uvs) {
  38668. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38669. }
  38670. if (this.uvs2) {
  38671. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38672. }
  38673. if (this.uvs3) {
  38674. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38675. }
  38676. if (this.uvs4) {
  38677. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38678. }
  38679. if (this.uvs5) {
  38680. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38681. }
  38682. if (this.uvs6) {
  38683. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38684. }
  38685. if (this.colors) {
  38686. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38687. }
  38688. if (this.matricesIndices) {
  38689. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38690. }
  38691. if (this.matricesWeights) {
  38692. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38693. }
  38694. if (this.matricesIndicesExtra) {
  38695. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38696. }
  38697. if (this.matricesWeightsExtra) {
  38698. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38699. }
  38700. if (this.indices) {
  38701. meshOrGeometry.setIndices(this.indices, null);
  38702. }
  38703. return this;
  38704. };
  38705. /**
  38706. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38707. * @param matrix the transforming matrix
  38708. * @returns the VertexData
  38709. */
  38710. VertexData.prototype.transform = function (matrix) {
  38711. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38712. var transformed = BABYLON.Vector3.Zero();
  38713. var index;
  38714. if (this.positions) {
  38715. var position = BABYLON.Vector3.Zero();
  38716. for (index = 0; index < this.positions.length; index += 3) {
  38717. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38718. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38719. this.positions[index] = transformed.x;
  38720. this.positions[index + 1] = transformed.y;
  38721. this.positions[index + 2] = transformed.z;
  38722. }
  38723. }
  38724. if (this.normals) {
  38725. var normal = BABYLON.Vector3.Zero();
  38726. for (index = 0; index < this.normals.length; index += 3) {
  38727. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38728. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38729. this.normals[index] = transformed.x;
  38730. this.normals[index + 1] = transformed.y;
  38731. this.normals[index + 2] = transformed.z;
  38732. }
  38733. }
  38734. if (this.tangents) {
  38735. var tangent = BABYLON.Vector4.Zero();
  38736. var tangentTransformed = BABYLON.Vector4.Zero();
  38737. for (index = 0; index < this.tangents.length; index += 4) {
  38738. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38739. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38740. this.tangents[index] = tangentTransformed.x;
  38741. this.tangents[index + 1] = tangentTransformed.y;
  38742. this.tangents[index + 2] = tangentTransformed.z;
  38743. this.tangents[index + 3] = tangentTransformed.w;
  38744. }
  38745. }
  38746. if (flip && this.indices) {
  38747. for (index = 0; index < this.indices.length; index += 3) {
  38748. var tmp = this.indices[index + 1];
  38749. this.indices[index + 1] = this.indices[index + 2];
  38750. this.indices[index + 2] = tmp;
  38751. }
  38752. }
  38753. return this;
  38754. };
  38755. /**
  38756. * Merges the passed VertexData into the current one
  38757. * @param other the VertexData to be merged into the current one
  38758. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38759. * @returns the modified VertexData
  38760. */
  38761. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38762. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38763. this._validate();
  38764. other._validate();
  38765. if (!this.normals !== !other.normals ||
  38766. !this.tangents !== !other.tangents ||
  38767. !this.uvs !== !other.uvs ||
  38768. !this.uvs2 !== !other.uvs2 ||
  38769. !this.uvs3 !== !other.uvs3 ||
  38770. !this.uvs4 !== !other.uvs4 ||
  38771. !this.uvs5 !== !other.uvs5 ||
  38772. !this.uvs6 !== !other.uvs6 ||
  38773. !this.colors !== !other.colors ||
  38774. !this.matricesIndices !== !other.matricesIndices ||
  38775. !this.matricesWeights !== !other.matricesWeights ||
  38776. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38777. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38778. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38779. }
  38780. if (other.indices) {
  38781. if (!this.indices) {
  38782. this.indices = [];
  38783. }
  38784. var offset = this.positions ? this.positions.length / 3 : 0;
  38785. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38786. if (isSrcTypedArray) {
  38787. var len = this.indices.length + other.indices.length;
  38788. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38789. temp.set(this.indices);
  38790. var decal = this.indices.length;
  38791. for (var index = 0; index < other.indices.length; index++) {
  38792. temp[decal + index] = other.indices[index] + offset;
  38793. }
  38794. this.indices = temp;
  38795. }
  38796. else {
  38797. for (var index = 0; index < other.indices.length; index++) {
  38798. this.indices.push(other.indices[index] + offset);
  38799. }
  38800. }
  38801. }
  38802. this.positions = this._mergeElement(this.positions, other.positions);
  38803. this.normals = this._mergeElement(this.normals, other.normals);
  38804. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38805. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38806. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38807. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38808. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38809. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38810. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38811. this.colors = this._mergeElement(this.colors, other.colors);
  38812. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38813. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38814. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38815. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38816. return this;
  38817. };
  38818. VertexData.prototype._mergeElement = function (source, other) {
  38819. if (!source) {
  38820. return other;
  38821. }
  38822. if (!other) {
  38823. return source;
  38824. }
  38825. var len = other.length + source.length;
  38826. var isSrcTypedArray = source instanceof Float32Array;
  38827. var isOthTypedArray = other instanceof Float32Array;
  38828. // use non-loop method when the source is Float32Array
  38829. if (isSrcTypedArray) {
  38830. var ret32 = new Float32Array(len);
  38831. ret32.set(source);
  38832. ret32.set(other, source.length);
  38833. return ret32;
  38834. // source is number[], when other is also use concat
  38835. }
  38836. else if (!isOthTypedArray) {
  38837. return source.concat(other);
  38838. // source is a number[], but other is a Float32Array, loop required
  38839. }
  38840. else {
  38841. var ret = source.slice(0); // copy source to a separate array
  38842. for (var i = 0, len = other.length; i < len; i++) {
  38843. ret.push(other[i]);
  38844. }
  38845. return ret;
  38846. }
  38847. };
  38848. VertexData.prototype._validate = function () {
  38849. if (!this.positions) {
  38850. throw new Error("Positions are required");
  38851. }
  38852. var getElementCount = function (kind, values) {
  38853. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38854. if ((values.length % stride) !== 0) {
  38855. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38856. }
  38857. return values.length / stride;
  38858. };
  38859. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38860. var validateElementCount = function (kind, values) {
  38861. var elementCount = getElementCount(kind, values);
  38862. if (elementCount !== positionsElementCount) {
  38863. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38864. }
  38865. };
  38866. if (this.normals) {
  38867. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38868. }
  38869. if (this.tangents) {
  38870. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38871. }
  38872. if (this.uvs) {
  38873. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38874. }
  38875. if (this.uvs2) {
  38876. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38877. }
  38878. if (this.uvs3) {
  38879. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38880. }
  38881. if (this.uvs4) {
  38882. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38883. }
  38884. if (this.uvs5) {
  38885. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38886. }
  38887. if (this.uvs6) {
  38888. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38889. }
  38890. if (this.colors) {
  38891. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38892. }
  38893. if (this.matricesIndices) {
  38894. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38895. }
  38896. if (this.matricesWeights) {
  38897. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38898. }
  38899. if (this.matricesIndicesExtra) {
  38900. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38901. }
  38902. if (this.matricesWeightsExtra) {
  38903. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38904. }
  38905. };
  38906. /**
  38907. * Serializes the VertexData
  38908. * @returns a serialized object
  38909. */
  38910. VertexData.prototype.serialize = function () {
  38911. var serializationObject = this.serialize();
  38912. if (this.positions) {
  38913. serializationObject.positions = this.positions;
  38914. }
  38915. if (this.normals) {
  38916. serializationObject.normals = this.normals;
  38917. }
  38918. if (this.tangents) {
  38919. serializationObject.tangents = this.tangents;
  38920. }
  38921. if (this.uvs) {
  38922. serializationObject.uvs = this.uvs;
  38923. }
  38924. if (this.uvs2) {
  38925. serializationObject.uvs2 = this.uvs2;
  38926. }
  38927. if (this.uvs3) {
  38928. serializationObject.uvs3 = this.uvs3;
  38929. }
  38930. if (this.uvs4) {
  38931. serializationObject.uvs4 = this.uvs4;
  38932. }
  38933. if (this.uvs5) {
  38934. serializationObject.uvs5 = this.uvs5;
  38935. }
  38936. if (this.uvs6) {
  38937. serializationObject.uvs6 = this.uvs6;
  38938. }
  38939. if (this.colors) {
  38940. serializationObject.colors = this.colors;
  38941. }
  38942. if (this.matricesIndices) {
  38943. serializationObject.matricesIndices = this.matricesIndices;
  38944. serializationObject.matricesIndices._isExpanded = true;
  38945. }
  38946. if (this.matricesWeights) {
  38947. serializationObject.matricesWeights = this.matricesWeights;
  38948. }
  38949. if (this.matricesIndicesExtra) {
  38950. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38951. serializationObject.matricesIndicesExtra._isExpanded = true;
  38952. }
  38953. if (this.matricesWeightsExtra) {
  38954. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38955. }
  38956. serializationObject.indices = this.indices;
  38957. return serializationObject;
  38958. };
  38959. // Statics
  38960. /**
  38961. * Extracts the vertexData from a mesh
  38962. * @param mesh the mesh from which to extract the VertexData
  38963. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38964. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38965. * @returns the object VertexData associated to the passed mesh
  38966. */
  38967. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38968. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38969. };
  38970. /**
  38971. * Extracts the vertexData from the geometry
  38972. * @param geometry the geometry from which to extract the VertexData
  38973. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38974. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38975. * @returns the object VertexData associated to the passed mesh
  38976. */
  38977. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38978. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38979. };
  38980. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38981. var result = new VertexData();
  38982. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38983. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38984. }
  38985. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38986. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38987. }
  38988. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38989. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38990. }
  38991. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38992. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38993. }
  38994. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38995. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38996. }
  38997. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38998. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38999. }
  39000. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  39001. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  39002. }
  39003. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  39004. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  39005. }
  39006. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  39007. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  39008. }
  39009. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  39010. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  39011. }
  39012. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  39013. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  39014. }
  39015. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  39016. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  39017. }
  39018. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  39019. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  39020. }
  39021. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  39022. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  39023. }
  39024. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  39025. return result;
  39026. };
  39027. /**
  39028. * Creates the VertexData for a Ribbon
  39029. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  39030. * * pathArray array of paths, each of which an array of successive Vector3
  39031. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  39032. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  39033. * * 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
  39034. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39035. * * 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)
  39036. * * 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)
  39037. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  39038. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  39039. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  39040. * @returns the VertexData of the ribbon
  39041. */
  39042. VertexData.CreateRibbon = function (options) {
  39043. var pathArray = options.pathArray;
  39044. var closeArray = options.closeArray || false;
  39045. var closePath = options.closePath || false;
  39046. var invertUV = options.invertUV || false;
  39047. var defaultOffset = Math.floor(pathArray[0].length / 2);
  39048. var offset = options.offset || defaultOffset;
  39049. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  39050. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39051. var customUV = options.uvs;
  39052. var customColors = options.colors;
  39053. var positions = [];
  39054. var indices = [];
  39055. var normals = [];
  39056. var uvs = [];
  39057. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  39058. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  39059. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  39060. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  39061. var minlg; // minimal length among all paths from pathArray
  39062. var lg = []; // array of path lengths : nb of vertex per path
  39063. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  39064. var p; // path iterator
  39065. var i; // point iterator
  39066. var j; // point iterator
  39067. // if single path in pathArray
  39068. if (pathArray.length < 2) {
  39069. var ar1 = [];
  39070. var ar2 = [];
  39071. for (i = 0; i < pathArray[0].length - offset; i++) {
  39072. ar1.push(pathArray[0][i]);
  39073. ar2.push(pathArray[0][i + offset]);
  39074. }
  39075. pathArray = [ar1, ar2];
  39076. }
  39077. // positions and horizontal distances (u)
  39078. var idc = 0;
  39079. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  39080. var path;
  39081. var l;
  39082. minlg = pathArray[0].length;
  39083. var vectlg;
  39084. var dist;
  39085. for (p = 0; p < pathArray.length; p++) {
  39086. uTotalDistance[p] = 0;
  39087. us[p] = [0];
  39088. path = pathArray[p];
  39089. l = path.length;
  39090. minlg = (minlg < l) ? minlg : l;
  39091. j = 0;
  39092. while (j < l) {
  39093. positions.push(path[j].x, path[j].y, path[j].z);
  39094. if (j > 0) {
  39095. vectlg = path[j].subtract(path[j - 1]).length();
  39096. dist = vectlg + uTotalDistance[p];
  39097. us[p].push(dist);
  39098. uTotalDistance[p] = dist;
  39099. }
  39100. j++;
  39101. }
  39102. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39103. j--;
  39104. positions.push(path[0].x, path[0].y, path[0].z);
  39105. vectlg = path[j].subtract(path[0]).length();
  39106. dist = vectlg + uTotalDistance[p];
  39107. us[p].push(dist);
  39108. uTotalDistance[p] = dist;
  39109. }
  39110. lg[p] = l + closePathCorr;
  39111. idx[p] = idc;
  39112. idc += (l + closePathCorr);
  39113. }
  39114. // vertical distances (v)
  39115. var path1;
  39116. var path2;
  39117. var vertex1 = null;
  39118. var vertex2 = null;
  39119. for (i = 0; i < minlg + closePathCorr; i++) {
  39120. vTotalDistance[i] = 0;
  39121. vs[i] = [0];
  39122. for (p = 0; p < pathArray.length - 1; p++) {
  39123. path1 = pathArray[p];
  39124. path2 = pathArray[p + 1];
  39125. if (i === minlg) { // closePath
  39126. vertex1 = path1[0];
  39127. vertex2 = path2[0];
  39128. }
  39129. else {
  39130. vertex1 = path1[i];
  39131. vertex2 = path2[i];
  39132. }
  39133. vectlg = vertex2.subtract(vertex1).length();
  39134. dist = vectlg + vTotalDistance[i];
  39135. vs[i].push(dist);
  39136. vTotalDistance[i] = dist;
  39137. }
  39138. if (closeArray && vertex2 && vertex1) {
  39139. path1 = pathArray[p];
  39140. path2 = pathArray[0];
  39141. if (i === minlg) { // closePath
  39142. vertex2 = path2[0];
  39143. }
  39144. vectlg = vertex2.subtract(vertex1).length();
  39145. dist = vectlg + vTotalDistance[i];
  39146. vTotalDistance[i] = dist;
  39147. }
  39148. }
  39149. // uvs
  39150. var u;
  39151. var v;
  39152. if (customUV) {
  39153. for (p = 0; p < customUV.length; p++) {
  39154. uvs.push(customUV[p].x, customUV[p].y);
  39155. }
  39156. }
  39157. else {
  39158. for (p = 0; p < pathArray.length; p++) {
  39159. for (i = 0; i < minlg + closePathCorr; i++) {
  39160. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39161. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39162. if (invertUV) {
  39163. uvs.push(v, u);
  39164. }
  39165. else {
  39166. uvs.push(u, v);
  39167. }
  39168. }
  39169. }
  39170. }
  39171. // indices
  39172. p = 0; // path index
  39173. var pi = 0; // positions array index
  39174. var l1 = lg[p] - 1; // path1 length
  39175. var l2 = lg[p + 1] - 1; // path2 length
  39176. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39177. var shft = idx[1] - idx[0]; // shift
  39178. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39179. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39180. // 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
  39181. indices.push(pi, pi + shft, pi + 1);
  39182. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39183. pi += 1;
  39184. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39185. p++;
  39186. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39187. shft = idx[0] - idx[p];
  39188. l1 = lg[p] - 1;
  39189. l2 = lg[0] - 1;
  39190. }
  39191. else {
  39192. shft = idx[p + 1] - idx[p];
  39193. l1 = lg[p] - 1;
  39194. l2 = lg[p + 1] - 1;
  39195. }
  39196. pi = idx[p];
  39197. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39198. }
  39199. }
  39200. // normals
  39201. VertexData.ComputeNormals(positions, indices, normals);
  39202. if (closePath) { // update both the first and last vertex normals to their average value
  39203. var indexFirst = 0;
  39204. var indexLast = 0;
  39205. for (p = 0; p < pathArray.length; p++) {
  39206. indexFirst = idx[p] * 3;
  39207. if (p + 1 < pathArray.length) {
  39208. indexLast = (idx[p + 1] - 1) * 3;
  39209. }
  39210. else {
  39211. indexLast = normals.length - 3;
  39212. }
  39213. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39214. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39215. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39216. normals[indexLast] = normals[indexFirst];
  39217. normals[indexLast + 1] = normals[indexFirst + 1];
  39218. normals[indexLast + 2] = normals[indexFirst + 2];
  39219. }
  39220. }
  39221. // sides
  39222. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39223. // Colors
  39224. var colors = null;
  39225. if (customColors) {
  39226. colors = new Float32Array(customColors.length * 4);
  39227. for (var c = 0; c < customColors.length; c++) {
  39228. colors[c * 4] = customColors[c].r;
  39229. colors[c * 4 + 1] = customColors[c].g;
  39230. colors[c * 4 + 2] = customColors[c].b;
  39231. colors[c * 4 + 3] = customColors[c].a;
  39232. }
  39233. }
  39234. // Result
  39235. var vertexData = new VertexData();
  39236. var positions32 = new Float32Array(positions);
  39237. var normals32 = new Float32Array(normals);
  39238. var uvs32 = new Float32Array(uvs);
  39239. vertexData.indices = indices;
  39240. vertexData.positions = positions32;
  39241. vertexData.normals = normals32;
  39242. vertexData.uvs = uvs32;
  39243. if (colors) {
  39244. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39245. }
  39246. if (closePath) {
  39247. vertexData._idx = idx;
  39248. }
  39249. return vertexData;
  39250. };
  39251. /**
  39252. * Creates the VertexData for a box
  39253. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39254. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39255. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39256. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39257. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39258. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39259. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39260. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39261. * * 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)
  39262. * * 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)
  39263. * @returns the VertexData of the box
  39264. */
  39265. VertexData.CreateBox = function (options) {
  39266. var normalsSource = [
  39267. new BABYLON.Vector3(0, 0, 1),
  39268. new BABYLON.Vector3(0, 0, -1),
  39269. new BABYLON.Vector3(1, 0, 0),
  39270. new BABYLON.Vector3(-1, 0, 0),
  39271. new BABYLON.Vector3(0, 1, 0),
  39272. new BABYLON.Vector3(0, -1, 0)
  39273. ];
  39274. var indices = [];
  39275. var positions = [];
  39276. var normals = [];
  39277. var uvs = [];
  39278. var width = options.width || options.size || 1;
  39279. var height = options.height || options.size || 1;
  39280. var depth = options.depth || options.size || 1;
  39281. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39282. var faceUV = options.faceUV || new Array(6);
  39283. var faceColors = options.faceColors;
  39284. var colors = [];
  39285. // default face colors and UV if undefined
  39286. for (var f = 0; f < 6; f++) {
  39287. if (faceUV[f] === undefined) {
  39288. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39289. }
  39290. if (faceColors && faceColors[f] === undefined) {
  39291. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39292. }
  39293. }
  39294. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39295. // Create each face in turn.
  39296. for (var index = 0; index < normalsSource.length; index++) {
  39297. var normal = normalsSource[index];
  39298. // Get two vectors perpendicular to the face normal and to each other.
  39299. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39300. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39301. // Six indices (two triangles) per face.
  39302. var verticesLength = positions.length / 3;
  39303. indices.push(verticesLength);
  39304. indices.push(verticesLength + 1);
  39305. indices.push(verticesLength + 2);
  39306. indices.push(verticesLength);
  39307. indices.push(verticesLength + 2);
  39308. indices.push(verticesLength + 3);
  39309. // Four vertices per face.
  39310. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39311. positions.push(vertex.x, vertex.y, vertex.z);
  39312. normals.push(normal.x, normal.y, normal.z);
  39313. uvs.push(faceUV[index].z, faceUV[index].w);
  39314. if (faceColors) {
  39315. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39316. }
  39317. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39318. positions.push(vertex.x, vertex.y, vertex.z);
  39319. normals.push(normal.x, normal.y, normal.z);
  39320. uvs.push(faceUV[index].x, faceUV[index].w);
  39321. if (faceColors) {
  39322. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39323. }
  39324. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39325. positions.push(vertex.x, vertex.y, vertex.z);
  39326. normals.push(normal.x, normal.y, normal.z);
  39327. uvs.push(faceUV[index].x, faceUV[index].y);
  39328. if (faceColors) {
  39329. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39330. }
  39331. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39332. positions.push(vertex.x, vertex.y, vertex.z);
  39333. normals.push(normal.x, normal.y, normal.z);
  39334. uvs.push(faceUV[index].z, faceUV[index].y);
  39335. if (faceColors) {
  39336. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39337. }
  39338. }
  39339. // sides
  39340. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39341. // Result
  39342. var vertexData = new VertexData();
  39343. vertexData.indices = indices;
  39344. vertexData.positions = positions;
  39345. vertexData.normals = normals;
  39346. vertexData.uvs = uvs;
  39347. if (faceColors) {
  39348. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39349. vertexData.colors = totalColors;
  39350. }
  39351. return vertexData;
  39352. };
  39353. /**
  39354. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39355. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39356. * * segments sets the number of horizontal strips optional, default 32
  39357. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39358. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39359. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39360. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39361. * * 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
  39362. * * 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
  39363. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39364. * * 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)
  39365. * * 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)
  39366. * @returns the VertexData of the ellipsoid
  39367. */
  39368. VertexData.CreateSphere = function (options) {
  39369. var segments = options.segments || 32;
  39370. var diameterX = options.diameterX || options.diameter || 1;
  39371. var diameterY = options.diameterY || options.diameter || 1;
  39372. var diameterZ = options.diameterZ || options.diameter || 1;
  39373. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39374. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39375. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39376. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39377. var totalZRotationSteps = 2 + segments;
  39378. var totalYRotationSteps = 2 * totalZRotationSteps;
  39379. var indices = [];
  39380. var positions = [];
  39381. var normals = [];
  39382. var uvs = [];
  39383. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39384. var normalizedZ = zRotationStep / totalZRotationSteps;
  39385. var angleZ = normalizedZ * Math.PI * slice;
  39386. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39387. var normalizedY = yRotationStep / totalYRotationSteps;
  39388. var angleY = normalizedY * Math.PI * 2 * arc;
  39389. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39390. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39391. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39392. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39393. var vertex = complete.multiply(radius);
  39394. var normal = complete.divide(radius).normalize();
  39395. positions.push(vertex.x, vertex.y, vertex.z);
  39396. normals.push(normal.x, normal.y, normal.z);
  39397. uvs.push(normalizedY, normalizedZ);
  39398. }
  39399. if (zRotationStep > 0) {
  39400. var verticesCount = positions.length / 3;
  39401. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39402. indices.push((firstIndex));
  39403. indices.push((firstIndex + 1));
  39404. indices.push(firstIndex + totalYRotationSteps + 1);
  39405. indices.push((firstIndex + totalYRotationSteps + 1));
  39406. indices.push((firstIndex + 1));
  39407. indices.push((firstIndex + totalYRotationSteps + 2));
  39408. }
  39409. }
  39410. }
  39411. // Sides
  39412. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39413. // Result
  39414. var vertexData = new VertexData();
  39415. vertexData.indices = indices;
  39416. vertexData.positions = positions;
  39417. vertexData.normals = normals;
  39418. vertexData.uvs = uvs;
  39419. return vertexData;
  39420. };
  39421. /**
  39422. * Creates the VertexData for a cylinder, cone or prism
  39423. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39424. * * height sets the height (y direction) of the cylinder, optional, default 2
  39425. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39426. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39427. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39428. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39429. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39430. * * 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
  39431. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39432. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39433. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39434. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39435. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39436. * * 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)
  39437. * * 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)
  39438. * @returns the VertexData of the cylinder, cone or prism
  39439. */
  39440. VertexData.CreateCylinder = function (options) {
  39441. var height = options.height || 2;
  39442. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39443. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39444. var tessellation = options.tessellation || 24;
  39445. var subdivisions = options.subdivisions || 1;
  39446. var hasRings = options.hasRings ? true : false;
  39447. var enclose = options.enclose ? true : false;
  39448. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39449. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39450. var faceUV = options.faceUV || new Array(3);
  39451. var faceColors = options.faceColors;
  39452. // default face colors and UV if undefined
  39453. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39454. var ringNb = (hasRings) ? subdivisions : 1;
  39455. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39456. var f;
  39457. for (f = 0; f < surfaceNb; f++) {
  39458. if (faceColors && faceColors[f] === undefined) {
  39459. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39460. }
  39461. }
  39462. for (f = 0; f < surfaceNb; f++) {
  39463. if (faceUV && faceUV[f] === undefined) {
  39464. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39465. }
  39466. }
  39467. var indices = new Array();
  39468. var positions = new Array();
  39469. var normals = new Array();
  39470. var uvs = new Array();
  39471. var colors = new Array();
  39472. var angle_step = Math.PI * 2 * arc / tessellation;
  39473. var angle;
  39474. var h;
  39475. var radius;
  39476. var tan = (diameterBottom - diameterTop) / 2 / height;
  39477. var ringVertex = BABYLON.Vector3.Zero();
  39478. var ringNormal = BABYLON.Vector3.Zero();
  39479. var ringFirstVertex = BABYLON.Vector3.Zero();
  39480. var ringFirstNormal = BABYLON.Vector3.Zero();
  39481. var quadNormal = BABYLON.Vector3.Zero();
  39482. var Y = BABYLON.Axis.Y;
  39483. // positions, normals, uvs
  39484. var i;
  39485. var j;
  39486. var r;
  39487. var ringIdx = 1;
  39488. var s = 1; // surface index
  39489. var cs = 0;
  39490. var v = 0;
  39491. for (i = 0; i <= subdivisions; i++) {
  39492. h = i / subdivisions;
  39493. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39494. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39495. for (r = 0; r < ringIdx; r++) {
  39496. if (hasRings) {
  39497. s += r;
  39498. }
  39499. if (enclose) {
  39500. s += 2 * r;
  39501. }
  39502. for (j = 0; j <= tessellation; j++) {
  39503. angle = j * angle_step;
  39504. // position
  39505. ringVertex.x = Math.cos(-angle) * radius;
  39506. ringVertex.y = -height / 2 + h * height;
  39507. ringVertex.z = Math.sin(-angle) * radius;
  39508. // normal
  39509. if (diameterTop === 0 && i === subdivisions) {
  39510. // if no top cap, reuse former normals
  39511. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39512. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39513. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39514. }
  39515. else {
  39516. ringNormal.x = ringVertex.x;
  39517. ringNormal.z = ringVertex.z;
  39518. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39519. ringNormal.normalize();
  39520. }
  39521. // keep first ring vertex values for enclose
  39522. if (j === 0) {
  39523. ringFirstVertex.copyFrom(ringVertex);
  39524. ringFirstNormal.copyFrom(ringNormal);
  39525. }
  39526. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39527. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39528. if (hasRings) {
  39529. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39530. }
  39531. else {
  39532. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39533. }
  39534. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39535. if (faceColors) {
  39536. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39537. }
  39538. }
  39539. // if enclose, add four vertices and their dedicated normals
  39540. if (arc !== 1 && enclose) {
  39541. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39542. positions.push(0, ringVertex.y, 0);
  39543. positions.push(0, ringVertex.y, 0);
  39544. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39545. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39546. quadNormal.normalize();
  39547. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39548. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39549. quadNormal.normalize();
  39550. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39551. if (hasRings) {
  39552. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39553. }
  39554. else {
  39555. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39556. }
  39557. uvs.push(faceUV[s + 1].x, v);
  39558. uvs.push(faceUV[s + 1].z, v);
  39559. if (hasRings) {
  39560. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39561. }
  39562. else {
  39563. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39564. }
  39565. uvs.push(faceUV[s + 2].x, v);
  39566. uvs.push(faceUV[s + 2].z, v);
  39567. if (faceColors) {
  39568. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39569. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39570. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39571. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39572. }
  39573. }
  39574. if (cs !== s) {
  39575. cs = s;
  39576. }
  39577. }
  39578. }
  39579. // indices
  39580. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39581. var s;
  39582. i = 0;
  39583. for (s = 0; s < subdivisions; s++) {
  39584. var i0 = 0;
  39585. var i1 = 0;
  39586. var i2 = 0;
  39587. var i3 = 0;
  39588. for (j = 0; j < tessellation; j++) {
  39589. i0 = i * (e + 1) + j;
  39590. i1 = (i + 1) * (e + 1) + j;
  39591. i2 = i * (e + 1) + (j + 1);
  39592. i3 = (i + 1) * (e + 1) + (j + 1);
  39593. indices.push(i0, i1, i2);
  39594. indices.push(i3, i2, i1);
  39595. }
  39596. if (arc !== 1 && enclose) { // if enclose, add two quads
  39597. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39598. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39599. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39600. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39601. }
  39602. i = (hasRings) ? (i + 2) : (i + 1);
  39603. }
  39604. // Caps
  39605. var createCylinderCap = function (isTop) {
  39606. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39607. if (radius === 0) {
  39608. return;
  39609. }
  39610. // Cap positions, normals & uvs
  39611. var angle;
  39612. var circleVector;
  39613. var i;
  39614. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39615. var c = null;
  39616. if (faceColors) {
  39617. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39618. }
  39619. // cap center
  39620. var vbase = positions.length / 3;
  39621. var offset = isTop ? height / 2 : -height / 2;
  39622. var center = new BABYLON.Vector3(0, offset, 0);
  39623. positions.push(center.x, center.y, center.z);
  39624. normals.push(0, isTop ? 1 : -1, 0);
  39625. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39626. if (c) {
  39627. colors.push(c.r, c.g, c.b, c.a);
  39628. }
  39629. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39630. for (i = 0; i <= tessellation; i++) {
  39631. angle = Math.PI * 2 * i * arc / tessellation;
  39632. var cos = Math.cos(-angle);
  39633. var sin = Math.sin(-angle);
  39634. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39635. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39636. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39637. normals.push(0, isTop ? 1 : -1, 0);
  39638. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39639. if (c) {
  39640. colors.push(c.r, c.g, c.b, c.a);
  39641. }
  39642. }
  39643. // Cap indices
  39644. for (i = 0; i < tessellation; i++) {
  39645. if (!isTop) {
  39646. indices.push(vbase);
  39647. indices.push(vbase + (i + 1));
  39648. indices.push(vbase + (i + 2));
  39649. }
  39650. else {
  39651. indices.push(vbase);
  39652. indices.push(vbase + (i + 2));
  39653. indices.push(vbase + (i + 1));
  39654. }
  39655. }
  39656. };
  39657. // add caps to geometry
  39658. createCylinderCap(false);
  39659. createCylinderCap(true);
  39660. // Sides
  39661. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39662. var vertexData = new VertexData();
  39663. vertexData.indices = indices;
  39664. vertexData.positions = positions;
  39665. vertexData.normals = normals;
  39666. vertexData.uvs = uvs;
  39667. if (faceColors) {
  39668. vertexData.colors = colors;
  39669. }
  39670. return vertexData;
  39671. };
  39672. /**
  39673. * Creates the VertexData for a torus
  39674. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39675. * * diameter the diameter of the torus, optional default 1
  39676. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39677. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39678. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39679. * * 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)
  39680. * * 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)
  39681. * @returns the VertexData of the torus
  39682. */
  39683. VertexData.CreateTorus = function (options) {
  39684. var indices = [];
  39685. var positions = [];
  39686. var normals = [];
  39687. var uvs = [];
  39688. var diameter = options.diameter || 1;
  39689. var thickness = options.thickness || 0.5;
  39690. var tessellation = options.tessellation || 16;
  39691. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39692. var stride = tessellation + 1;
  39693. for (var i = 0; i <= tessellation; i++) {
  39694. var u = i / tessellation;
  39695. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39696. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39697. for (var j = 0; j <= tessellation; j++) {
  39698. var v = 1 - j / tessellation;
  39699. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39700. var dx = Math.cos(innerAngle);
  39701. var dy = Math.sin(innerAngle);
  39702. // Create a vertex.
  39703. var normal = new BABYLON.Vector3(dx, dy, 0);
  39704. var position = normal.scale(thickness / 2);
  39705. var textureCoordinate = new BABYLON.Vector2(u, v);
  39706. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39707. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39708. positions.push(position.x, position.y, position.z);
  39709. normals.push(normal.x, normal.y, normal.z);
  39710. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39711. // And create indices for two triangles.
  39712. var nextI = (i + 1) % stride;
  39713. var nextJ = (j + 1) % stride;
  39714. indices.push(i * stride + j);
  39715. indices.push(i * stride + nextJ);
  39716. indices.push(nextI * stride + j);
  39717. indices.push(i * stride + nextJ);
  39718. indices.push(nextI * stride + nextJ);
  39719. indices.push(nextI * stride + j);
  39720. }
  39721. }
  39722. // Sides
  39723. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39724. // Result
  39725. var vertexData = new VertexData();
  39726. vertexData.indices = indices;
  39727. vertexData.positions = positions;
  39728. vertexData.normals = normals;
  39729. vertexData.uvs = uvs;
  39730. return vertexData;
  39731. };
  39732. /**
  39733. * Creates the VertexData of the LineSystem
  39734. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39735. * - lines an array of lines, each line being an array of successive Vector3
  39736. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39737. * @returns the VertexData of the LineSystem
  39738. */
  39739. VertexData.CreateLineSystem = function (options) {
  39740. var indices = [];
  39741. var positions = [];
  39742. var lines = options.lines;
  39743. var colors = options.colors;
  39744. var vertexColors = [];
  39745. var idx = 0;
  39746. for (var l = 0; l < lines.length; l++) {
  39747. var points = lines[l];
  39748. for (var index = 0; index < points.length; index++) {
  39749. positions.push(points[index].x, points[index].y, points[index].z);
  39750. if (colors) {
  39751. var color = colors[l];
  39752. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39753. }
  39754. if (index > 0) {
  39755. indices.push(idx - 1);
  39756. indices.push(idx);
  39757. }
  39758. idx++;
  39759. }
  39760. }
  39761. var vertexData = new VertexData();
  39762. vertexData.indices = indices;
  39763. vertexData.positions = positions;
  39764. if (colors) {
  39765. vertexData.colors = vertexColors;
  39766. }
  39767. return vertexData;
  39768. };
  39769. /**
  39770. * Create the VertexData for a DashedLines
  39771. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39772. * - points an array successive Vector3
  39773. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39774. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39775. * - dashNb the intended total number of dashes, optional, default 200
  39776. * @returns the VertexData for the DashedLines
  39777. */
  39778. VertexData.CreateDashedLines = function (options) {
  39779. var dashSize = options.dashSize || 3;
  39780. var gapSize = options.gapSize || 1;
  39781. var dashNb = options.dashNb || 200;
  39782. var points = options.points;
  39783. var positions = new Array();
  39784. var indices = new Array();
  39785. var curvect = BABYLON.Vector3.Zero();
  39786. var lg = 0;
  39787. var nb = 0;
  39788. var shft = 0;
  39789. var dashshft = 0;
  39790. var curshft = 0;
  39791. var idx = 0;
  39792. var i = 0;
  39793. for (i = 0; i < points.length - 1; i++) {
  39794. points[i + 1].subtractToRef(points[i], curvect);
  39795. lg += curvect.length();
  39796. }
  39797. shft = lg / dashNb;
  39798. dashshft = dashSize * shft / (dashSize + gapSize);
  39799. for (i = 0; i < points.length - 1; i++) {
  39800. points[i + 1].subtractToRef(points[i], curvect);
  39801. nb = Math.floor(curvect.length() / shft);
  39802. curvect.normalize();
  39803. for (var j = 0; j < nb; j++) {
  39804. curshft = shft * j;
  39805. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39806. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39807. indices.push(idx, idx + 1);
  39808. idx += 2;
  39809. }
  39810. }
  39811. // Result
  39812. var vertexData = new VertexData();
  39813. vertexData.positions = positions;
  39814. vertexData.indices = indices;
  39815. return vertexData;
  39816. };
  39817. /**
  39818. * Creates the VertexData for a Ground
  39819. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39820. * - width the width (x direction) of the ground, optional, default 1
  39821. * - height the height (z direction) of the ground, optional, default 1
  39822. * - subdivisions the number of subdivisions per side, optional, default 1
  39823. * @returns the VertexData of the Ground
  39824. */
  39825. VertexData.CreateGround = function (options) {
  39826. var indices = [];
  39827. var positions = [];
  39828. var normals = [];
  39829. var uvs = [];
  39830. var row, col;
  39831. var width = options.width || 1;
  39832. var height = options.height || 1;
  39833. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39834. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39835. for (row = 0; row <= subdivisionsY; row++) {
  39836. for (col = 0; col <= subdivisionsX; col++) {
  39837. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39838. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39839. positions.push(position.x, position.y, position.z);
  39840. normals.push(normal.x, normal.y, normal.z);
  39841. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39842. }
  39843. }
  39844. for (row = 0; row < subdivisionsY; row++) {
  39845. for (col = 0; col < subdivisionsX; col++) {
  39846. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39847. indices.push(col + 1 + row * (subdivisionsX + 1));
  39848. indices.push(col + row * (subdivisionsX + 1));
  39849. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39850. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39851. indices.push(col + row * (subdivisionsX + 1));
  39852. }
  39853. }
  39854. // Result
  39855. var vertexData = new VertexData();
  39856. vertexData.indices = indices;
  39857. vertexData.positions = positions;
  39858. vertexData.normals = normals;
  39859. vertexData.uvs = uvs;
  39860. return vertexData;
  39861. };
  39862. /**
  39863. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39864. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39865. * * xmin the ground minimum X coordinate, optional, default -1
  39866. * * zmin the ground minimum Z coordinate, optional, default -1
  39867. * * xmax the ground maximum X coordinate, optional, default 1
  39868. * * zmax the ground maximum Z coordinate, optional, default 1
  39869. * * 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}
  39870. * * 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}
  39871. * @returns the VertexData of the TiledGround
  39872. */
  39873. VertexData.CreateTiledGround = function (options) {
  39874. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39875. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39876. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39877. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39878. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39879. var precision = options.precision || { w: 1, h: 1 };
  39880. var indices = new Array();
  39881. var positions = new Array();
  39882. var normals = new Array();
  39883. var uvs = new Array();
  39884. var row, col, tileRow, tileCol;
  39885. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39886. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39887. precision.w = (precision.w < 1) ? 1 : precision.w;
  39888. precision.h = (precision.h < 1) ? 1 : precision.h;
  39889. var tileSize = {
  39890. 'w': (xmax - xmin) / subdivisions.w,
  39891. 'h': (zmax - zmin) / subdivisions.h
  39892. };
  39893. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39894. // Indices
  39895. var base = positions.length / 3;
  39896. var rowLength = precision.w + 1;
  39897. for (row = 0; row < precision.h; row++) {
  39898. for (col = 0; col < precision.w; col++) {
  39899. var square = [
  39900. base + col + row * rowLength,
  39901. base + (col + 1) + row * rowLength,
  39902. base + (col + 1) + (row + 1) * rowLength,
  39903. base + col + (row + 1) * rowLength
  39904. ];
  39905. indices.push(square[1]);
  39906. indices.push(square[2]);
  39907. indices.push(square[3]);
  39908. indices.push(square[0]);
  39909. indices.push(square[1]);
  39910. indices.push(square[3]);
  39911. }
  39912. }
  39913. // Position, normals and uvs
  39914. var position = BABYLON.Vector3.Zero();
  39915. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39916. for (row = 0; row <= precision.h; row++) {
  39917. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39918. for (col = 0; col <= precision.w; col++) {
  39919. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39920. position.y = 0;
  39921. positions.push(position.x, position.y, position.z);
  39922. normals.push(normal.x, normal.y, normal.z);
  39923. uvs.push(col / precision.w, row / precision.h);
  39924. }
  39925. }
  39926. }
  39927. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39928. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39929. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39930. }
  39931. }
  39932. // Result
  39933. var vertexData = new VertexData();
  39934. vertexData.indices = indices;
  39935. vertexData.positions = positions;
  39936. vertexData.normals = normals;
  39937. vertexData.uvs = uvs;
  39938. return vertexData;
  39939. };
  39940. /**
  39941. * Creates the VertexData of the Ground designed from a heightmap
  39942. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39943. * * width the width (x direction) of the ground
  39944. * * height the height (z direction) of the ground
  39945. * * subdivisions the number of subdivisions per side
  39946. * * minHeight the minimum altitude on the ground, optional, default 0
  39947. * * maxHeight the maximum altitude on the ground, optional default 1
  39948. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39949. * * buffer the array holding the image color data
  39950. * * bufferWidth the width of image
  39951. * * bufferHeight the height of image
  39952. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39953. * @returns the VertexData of the Ground designed from a heightmap
  39954. */
  39955. VertexData.CreateGroundFromHeightMap = function (options) {
  39956. var indices = [];
  39957. var positions = [];
  39958. var normals = [];
  39959. var uvs = [];
  39960. var row, col;
  39961. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39962. var alphaFilter = options.alphaFilter || 0.0;
  39963. // Vertices
  39964. for (row = 0; row <= options.subdivisions; row++) {
  39965. for (col = 0; col <= options.subdivisions; col++) {
  39966. 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));
  39967. // Compute height
  39968. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39969. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39970. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39971. var r = options.buffer[pos] / 255.0;
  39972. var g = options.buffer[pos + 1] / 255.0;
  39973. var b = options.buffer[pos + 2] / 255.0;
  39974. var a = options.buffer[pos + 3] / 255.0;
  39975. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39976. // If our alpha channel is not within our filter then we will assign a 'special' height
  39977. // Then when building the indices, we will ignore any vertex that is using the special height
  39978. if (a >= alphaFilter) {
  39979. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39980. }
  39981. else {
  39982. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39983. }
  39984. // Add vertex
  39985. positions.push(position.x, position.y, position.z);
  39986. normals.push(0, 0, 0);
  39987. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39988. }
  39989. }
  39990. // Indices
  39991. for (row = 0; row < options.subdivisions; row++) {
  39992. for (col = 0; col < options.subdivisions; col++) {
  39993. // Calculate Indices
  39994. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39995. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39996. var idx3 = (col + row * (options.subdivisions + 1));
  39997. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39998. // Check that all indices are visible (based on our special height)
  39999. // Only display the vertex if all Indices are visible
  40000. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  40001. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  40002. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  40003. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  40004. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  40005. indices.push(idx1);
  40006. indices.push(idx2);
  40007. indices.push(idx3);
  40008. }
  40009. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  40010. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  40011. indices.push(idx4);
  40012. indices.push(idx1);
  40013. indices.push(idx3);
  40014. }
  40015. }
  40016. }
  40017. // Normals
  40018. VertexData.ComputeNormals(positions, indices, normals);
  40019. // Result
  40020. var vertexData = new VertexData();
  40021. vertexData.indices = indices;
  40022. vertexData.positions = positions;
  40023. vertexData.normals = normals;
  40024. vertexData.uvs = uvs;
  40025. return vertexData;
  40026. };
  40027. /**
  40028. * Creates the VertexData for a Plane
  40029. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  40030. * * size sets the width and height of the plane to the value of size, optional default 1
  40031. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  40032. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  40033. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40034. * * 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)
  40035. * * 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)
  40036. * @returns the VertexData of the box
  40037. */
  40038. VertexData.CreatePlane = function (options) {
  40039. var indices = [];
  40040. var positions = [];
  40041. var normals = [];
  40042. var uvs = [];
  40043. var width = options.width || options.size || 1;
  40044. var height = options.height || options.size || 1;
  40045. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40046. // Vertices
  40047. var halfWidth = width / 2.0;
  40048. var halfHeight = height / 2.0;
  40049. positions.push(-halfWidth, -halfHeight, 0);
  40050. normals.push(0, 0, -1.0);
  40051. uvs.push(0.0, 0.0);
  40052. positions.push(halfWidth, -halfHeight, 0);
  40053. normals.push(0, 0, -1.0);
  40054. uvs.push(1.0, 0.0);
  40055. positions.push(halfWidth, halfHeight, 0);
  40056. normals.push(0, 0, -1.0);
  40057. uvs.push(1.0, 1.0);
  40058. positions.push(-halfWidth, halfHeight, 0);
  40059. normals.push(0, 0, -1.0);
  40060. uvs.push(0.0, 1.0);
  40061. // Indices
  40062. indices.push(0);
  40063. indices.push(1);
  40064. indices.push(2);
  40065. indices.push(0);
  40066. indices.push(2);
  40067. indices.push(3);
  40068. // Sides
  40069. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40070. // Result
  40071. var vertexData = new VertexData();
  40072. vertexData.indices = indices;
  40073. vertexData.positions = positions;
  40074. vertexData.normals = normals;
  40075. vertexData.uvs = uvs;
  40076. return vertexData;
  40077. };
  40078. /**
  40079. * Creates the VertexData of the Disc or regular Polygon
  40080. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  40081. * * radius the radius of the disc, optional default 0.5
  40082. * * tessellation the number of polygon sides, optional, default 64
  40083. * * 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
  40084. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40085. * * 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)
  40086. * * 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)
  40087. * @returns the VertexData of the box
  40088. */
  40089. VertexData.CreateDisc = function (options) {
  40090. var positions = new Array();
  40091. var indices = new Array();
  40092. var normals = new Array();
  40093. var uvs = new Array();
  40094. var radius = options.radius || 0.5;
  40095. var tessellation = options.tessellation || 64;
  40096. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40097. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40098. // positions and uvs
  40099. positions.push(0, 0, 0); // disc center first
  40100. uvs.push(0.5, 0.5);
  40101. var theta = Math.PI * 2 * arc;
  40102. var step = theta / tessellation;
  40103. for (var a = 0; a < theta; a += step) {
  40104. var x = Math.cos(a);
  40105. var y = Math.sin(a);
  40106. var u = (x + 1) / 2;
  40107. var v = (1 - y) / 2;
  40108. positions.push(radius * x, radius * y, 0);
  40109. uvs.push(u, v);
  40110. }
  40111. if (arc === 1) {
  40112. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40113. uvs.push(uvs[2], uvs[3]);
  40114. }
  40115. //indices
  40116. var vertexNb = positions.length / 3;
  40117. for (var i = 1; i < vertexNb - 1; i++) {
  40118. indices.push(i + 1, 0, i);
  40119. }
  40120. // result
  40121. VertexData.ComputeNormals(positions, indices, normals);
  40122. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40123. var vertexData = new VertexData();
  40124. vertexData.indices = indices;
  40125. vertexData.positions = positions;
  40126. vertexData.normals = normals;
  40127. vertexData.uvs = uvs;
  40128. return vertexData;
  40129. };
  40130. /**
  40131. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40132. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40133. * @param polygon a mesh built from polygonTriangulation.build()
  40134. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40135. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40136. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40137. * @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)
  40138. * @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)
  40139. * @returns the VertexData of the Polygon
  40140. */
  40141. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40142. var faceUV = fUV || new Array(3);
  40143. var faceColors = fColors;
  40144. var colors = [];
  40145. // default face colors and UV if undefined
  40146. for (var f = 0; f < 3; f++) {
  40147. if (faceUV[f] === undefined) {
  40148. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40149. }
  40150. if (faceColors && faceColors[f] === undefined) {
  40151. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40152. }
  40153. }
  40154. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40155. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40156. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40157. var indices = polygon.getIndices();
  40158. // set face colours and textures
  40159. var idx = 0;
  40160. var face = 0;
  40161. for (var index = 0; index < normals.length; index += 3) {
  40162. //Edge Face no. 1
  40163. if (Math.abs(normals[index + 1]) < 0.001) {
  40164. face = 1;
  40165. }
  40166. //Top Face no. 0
  40167. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40168. face = 0;
  40169. }
  40170. //Bottom Face no. 2
  40171. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40172. face = 2;
  40173. }
  40174. idx = index / 3;
  40175. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40176. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40177. if (faceColors) {
  40178. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40179. }
  40180. }
  40181. // sides
  40182. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40183. // Result
  40184. var vertexData = new VertexData();
  40185. vertexData.indices = indices;
  40186. vertexData.positions = positions;
  40187. vertexData.normals = normals;
  40188. vertexData.uvs = uvs;
  40189. if (faceColors) {
  40190. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40191. vertexData.colors = totalColors;
  40192. }
  40193. return vertexData;
  40194. };
  40195. /**
  40196. * Creates the VertexData of the IcoSphere
  40197. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40198. * * radius the radius of the IcoSphere, optional default 1
  40199. * * radiusX allows stretching in the x direction, optional, default radius
  40200. * * radiusY allows stretching in the y direction, optional, default radius
  40201. * * radiusZ allows stretching in the z direction, optional, default radius
  40202. * * flat when true creates a flat shaded mesh, optional, default true
  40203. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40204. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40205. * * 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)
  40206. * * 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)
  40207. * @returns the VertexData of the IcoSphere
  40208. */
  40209. VertexData.CreateIcoSphere = function (options) {
  40210. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40211. var radius = options.radius || 1;
  40212. var flat = (options.flat === undefined) ? true : options.flat;
  40213. var subdivisions = options.subdivisions || 4;
  40214. var radiusX = options.radiusX || radius;
  40215. var radiusY = options.radiusY || radius;
  40216. var radiusZ = options.radiusZ || radius;
  40217. var t = (1 + Math.sqrt(5)) / 2;
  40218. // 12 vertex x,y,z
  40219. var ico_vertices = [
  40220. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40221. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40222. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40223. ];
  40224. // index of 3 vertex makes a face of icopshere
  40225. var ico_indices = [
  40226. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40227. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40228. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40229. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40230. ];
  40231. // vertex for uv have aliased position, not for UV
  40232. var vertices_unalias_id = [
  40233. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40234. // vertex alias
  40235. 0,
  40236. 2,
  40237. 3,
  40238. 3,
  40239. 3,
  40240. 4,
  40241. 7,
  40242. 8,
  40243. 9,
  40244. 9,
  40245. 10,
  40246. 11 // 23: B + 12
  40247. ];
  40248. // uv as integer step (not pixels !)
  40249. var ico_vertexuv = [
  40250. 5, 1, 3, 1, 6, 4, 0, 0,
  40251. 5, 3, 4, 2, 2, 2, 4, 0,
  40252. 2, 0, 1, 1, 6, 0, 6, 2,
  40253. // vertex alias (for same vertex on different faces)
  40254. 0, 4,
  40255. 3, 3,
  40256. 4, 4,
  40257. 3, 1,
  40258. 4, 2,
  40259. 4, 4,
  40260. 0, 2,
  40261. 1, 1,
  40262. 2, 2,
  40263. 3, 3,
  40264. 1, 3,
  40265. 2, 4 // 23: B + 12
  40266. ];
  40267. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40268. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40269. // First island of uv mapping
  40270. // v = 4h 3+ 2
  40271. // v = 3h 9+ 4
  40272. // v = 2h 9+ 5 B
  40273. // v = 1h 9 1 0
  40274. // v = 0h 3 8 7 A
  40275. // u = 0 1 2 3 4 5 6 *a
  40276. // Second island of uv mapping
  40277. // v = 4h 0+ B+ 4+
  40278. // v = 3h A+ 2+
  40279. // v = 2h 7+ 6 3+
  40280. // v = 1h 8+ 3+
  40281. // v = 0h
  40282. // u = 0 1 2 3 4 5 6 *a
  40283. // Face layout on texture UV mapping
  40284. // ============
  40285. // \ 4 /\ 16 / ======
  40286. // \ / \ / /\ 11 /
  40287. // \/ 7 \/ / \ /
  40288. // ======= / 10 \/
  40289. // /\ 17 /\ =======
  40290. // / \ / \ \ 15 /\
  40291. // / 8 \/ 12 \ \ / \
  40292. // ============ \/ 6 \
  40293. // \ 18 /\ ============
  40294. // \ / \ \ 5 /\ 0 /
  40295. // \/ 13 \ \ / \ /
  40296. // ======= \/ 1 \/
  40297. // =============
  40298. // /\ 19 /\ 2 /\
  40299. // / \ / \ / \
  40300. // / 14 \/ 9 \/ 3 \
  40301. // ===================
  40302. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40303. var ustep = 138 / 1024;
  40304. var vstep = 239 / 1024;
  40305. var uoffset = 60 / 1024;
  40306. var voffset = 26 / 1024;
  40307. // Second island should have margin, not to touch the first island
  40308. // avoid any borderline artefact in pixel rounding
  40309. var island_u_offset = -40 / 1024;
  40310. var island_v_offset = +20 / 1024;
  40311. // face is either island 0 or 1 :
  40312. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40313. var island = [
  40314. 0, 0, 0, 0, 1,
  40315. 0, 0, 1, 1, 0,
  40316. 0, 0, 1, 1, 0,
  40317. 0, 1, 1, 1, 0 // 15 - 19
  40318. ];
  40319. var indices = new Array();
  40320. var positions = new Array();
  40321. var normals = new Array();
  40322. var uvs = new Array();
  40323. var current_indice = 0;
  40324. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40325. var face_vertex_pos = new Array(3);
  40326. var face_vertex_uv = new Array(3);
  40327. var v012;
  40328. for (v012 = 0; v012 < 3; v012++) {
  40329. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40330. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40331. }
  40332. // create all with normals
  40333. for (var face = 0; face < 20; face++) {
  40334. // 3 vertex per face
  40335. for (v012 = 0; v012 < 3; v012++) {
  40336. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40337. var v_id = ico_indices[3 * face + v012];
  40338. // vertex have 3D position (x,y,z)
  40339. 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]);
  40340. // Normalize to get normal, then scale to radius
  40341. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40342. // uv Coordinates from vertex ID
  40343. 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);
  40344. }
  40345. // Subdivide the face (interpolate pos, norm, uv)
  40346. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40347. // - norm is linear interpolation of vertex corner normal
  40348. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40349. // - uv is linear interpolation
  40350. //
  40351. // Topology is as below for sub-divide by 2
  40352. // vertex shown as v0,v1,v2
  40353. // interp index is i1 to progress in range [v0,v1[
  40354. // interp index is i2 to progress in range [v0,v2[
  40355. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40356. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40357. //
  40358. //
  40359. // i2 v2
  40360. // ^ ^
  40361. // / / \
  40362. // / / \
  40363. // / / \
  40364. // / / (0,1) \
  40365. // / #---------\
  40366. // / / \ (0,0)'/ \
  40367. // / / \ / \
  40368. // / / \ / \
  40369. // / / (0,0) \ / (1,0) \
  40370. // / #---------#---------\
  40371. // v0 v1
  40372. //
  40373. // --------------------> i1
  40374. //
  40375. // interp of (i1,i2):
  40376. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40377. // along i1 : lerp(x0,x1, i1/(S-i2))
  40378. //
  40379. // centroid of triangle is needed to get help normal computation
  40380. // (c1,c2) are used for centroid location
  40381. var interp_vertex = function (i1, i2, c1, c2) {
  40382. // vertex is interpolated from
  40383. // - face_vertex_pos[0..2]
  40384. // - face_vertex_uv[0..2]
  40385. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40386. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40387. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40388. pos_interp.normalize();
  40389. var vertex_normal;
  40390. if (flat) {
  40391. // in flat mode, recalculate normal as face centroid normal
  40392. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40393. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40394. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40395. }
  40396. else {
  40397. // in smooth mode, recalculate normal from each single vertex position
  40398. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40399. }
  40400. // Vertex normal need correction due to X,Y,Z radius scaling
  40401. vertex_normal.x /= radiusX;
  40402. vertex_normal.y /= radiusY;
  40403. vertex_normal.z /= radiusZ;
  40404. vertex_normal.normalize();
  40405. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40406. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40407. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40408. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40409. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40410. uvs.push(uv_interp.x, uv_interp.y);
  40411. // push each vertex has member of a face
  40412. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40413. indices.push(current_indice);
  40414. current_indice++;
  40415. };
  40416. for (var i2 = 0; i2 < subdivisions; i2++) {
  40417. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40418. // face : (i1,i2) for /\ :
  40419. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40420. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40421. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40422. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40423. if (i1 + i2 + 1 < subdivisions) {
  40424. // face : (i1,i2)' for \/ :
  40425. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40426. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40427. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40428. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40429. }
  40430. }
  40431. }
  40432. }
  40433. // Sides
  40434. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40435. // Result
  40436. var vertexData = new VertexData();
  40437. vertexData.indices = indices;
  40438. vertexData.positions = positions;
  40439. vertexData.normals = normals;
  40440. vertexData.uvs = uvs;
  40441. return vertexData;
  40442. };
  40443. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40444. /**
  40445. * Creates the VertexData for a Polyhedron
  40446. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40447. * * type provided types are:
  40448. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40449. * * 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)
  40450. * * size the size of the IcoSphere, optional default 1
  40451. * * sizeX allows stretching in the x direction, optional, default size
  40452. * * sizeY allows stretching in the y direction, optional, default size
  40453. * * sizeZ allows stretching in the z direction, optional, default size
  40454. * * 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
  40455. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40456. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40457. * * flat when true creates a flat shaded mesh, optional, default true
  40458. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40459. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40460. * * 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)
  40461. * * 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)
  40462. * @returns the VertexData of the Polyhedron
  40463. */
  40464. VertexData.CreatePolyhedron = function (options) {
  40465. // provided polyhedron types :
  40466. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40467. // 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)
  40468. var polyhedra = [];
  40469. 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]] };
  40470. 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]] };
  40471. polyhedra[2] = {
  40472. 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]],
  40473. 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]]
  40474. };
  40475. polyhedra[3] = {
  40476. 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]],
  40477. 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]]
  40478. };
  40479. polyhedra[4] = {
  40480. 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]],
  40481. 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]]
  40482. };
  40483. 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]] };
  40484. 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]] };
  40485. 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]] };
  40486. 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]] };
  40487. 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]] };
  40488. 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]] };
  40489. 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]] };
  40490. 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]] };
  40491. 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]] };
  40492. polyhedra[14] = {
  40493. 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]],
  40494. 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]]
  40495. };
  40496. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40497. var size = options.size;
  40498. var sizeX = options.sizeX || size || 1;
  40499. var sizeY = options.sizeY || size || 1;
  40500. var sizeZ = options.sizeZ || size || 1;
  40501. var data = options.custom || polyhedra[type];
  40502. var nbfaces = data.face.length;
  40503. var faceUV = options.faceUV || new Array(nbfaces);
  40504. var faceColors = options.faceColors;
  40505. var flat = (options.flat === undefined) ? true : options.flat;
  40506. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40507. var positions = new Array();
  40508. var indices = new Array();
  40509. var normals = new Array();
  40510. var uvs = new Array();
  40511. var colors = new Array();
  40512. var index = 0;
  40513. var faceIdx = 0; // face cursor in the array "indexes"
  40514. var indexes = new Array();
  40515. var i = 0;
  40516. var f = 0;
  40517. var u, v, ang, x, y, tmp;
  40518. // default face colors and UV if undefined
  40519. if (flat) {
  40520. for (f = 0; f < nbfaces; f++) {
  40521. if (faceColors && faceColors[f] === undefined) {
  40522. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40523. }
  40524. if (faceUV && faceUV[f] === undefined) {
  40525. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40526. }
  40527. }
  40528. }
  40529. if (!flat) {
  40530. for (i = 0; i < data.vertex.length; i++) {
  40531. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40532. uvs.push(0, 0);
  40533. }
  40534. for (f = 0; f < nbfaces; f++) {
  40535. for (i = 0; i < data.face[f].length - 2; i++) {
  40536. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40537. }
  40538. }
  40539. }
  40540. else {
  40541. for (f = 0; f < nbfaces; f++) {
  40542. var fl = data.face[f].length; // number of vertices of the current face
  40543. ang = 2 * Math.PI / fl;
  40544. x = 0.5 * Math.tan(ang / 2);
  40545. y = 0.5;
  40546. // positions, uvs, colors
  40547. for (i = 0; i < fl; i++) {
  40548. // positions
  40549. 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);
  40550. indexes.push(index);
  40551. index++;
  40552. // uvs
  40553. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40554. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40555. uvs.push(u, v);
  40556. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40557. y = x * Math.sin(ang) + y * Math.cos(ang);
  40558. x = tmp;
  40559. // colors
  40560. if (faceColors) {
  40561. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40562. }
  40563. }
  40564. // indices from indexes
  40565. for (i = 0; i < fl - 2; i++) {
  40566. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40567. }
  40568. faceIdx += fl;
  40569. }
  40570. }
  40571. VertexData.ComputeNormals(positions, indices, normals);
  40572. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40573. var vertexData = new VertexData();
  40574. vertexData.positions = positions;
  40575. vertexData.indices = indices;
  40576. vertexData.normals = normals;
  40577. vertexData.uvs = uvs;
  40578. if (faceColors && flat) {
  40579. vertexData.colors = colors;
  40580. }
  40581. return vertexData;
  40582. };
  40583. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40584. /**
  40585. * Creates the VertexData for a TorusKnot
  40586. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40587. * * radius the radius of the torus knot, optional, default 2
  40588. * * tube the thickness of the tube, optional, default 0.5
  40589. * * radialSegments the number of sides on each tube segments, optional, default 32
  40590. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40591. * * p the number of windings around the z axis, optional, default 2
  40592. * * q the number of windings around the x axis, optional, default 3
  40593. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40594. * * 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)
  40595. * * 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)
  40596. * @returns the VertexData of the Torus Knot
  40597. */
  40598. VertexData.CreateTorusKnot = function (options) {
  40599. var indices = new Array();
  40600. var positions = new Array();
  40601. var normals = new Array();
  40602. var uvs = new Array();
  40603. var radius = options.radius || 2;
  40604. var tube = options.tube || 0.5;
  40605. var radialSegments = options.radialSegments || 32;
  40606. var tubularSegments = options.tubularSegments || 32;
  40607. var p = options.p || 2;
  40608. var q = options.q || 3;
  40609. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40610. // Helper
  40611. var getPos = function (angle) {
  40612. var cu = Math.cos(angle);
  40613. var su = Math.sin(angle);
  40614. var quOverP = q / p * angle;
  40615. var cs = Math.cos(quOverP);
  40616. var tx = radius * (2 + cs) * 0.5 * cu;
  40617. var ty = radius * (2 + cs) * su * 0.5;
  40618. var tz = radius * Math.sin(quOverP) * 0.5;
  40619. return new BABYLON.Vector3(tx, ty, tz);
  40620. };
  40621. // Vertices
  40622. var i;
  40623. var j;
  40624. for (i = 0; i <= radialSegments; i++) {
  40625. var modI = i % radialSegments;
  40626. var u = modI / radialSegments * 2 * p * Math.PI;
  40627. var p1 = getPos(u);
  40628. var p2 = getPos(u + 0.01);
  40629. var tang = p2.subtract(p1);
  40630. var n = p2.add(p1);
  40631. var bitan = BABYLON.Vector3.Cross(tang, n);
  40632. n = BABYLON.Vector3.Cross(bitan, tang);
  40633. bitan.normalize();
  40634. n.normalize();
  40635. for (j = 0; j < tubularSegments; j++) {
  40636. var modJ = j % tubularSegments;
  40637. var v = modJ / tubularSegments * 2 * Math.PI;
  40638. var cx = -tube * Math.cos(v);
  40639. var cy = tube * Math.sin(v);
  40640. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40641. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40642. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40643. uvs.push(i / radialSegments);
  40644. uvs.push(j / tubularSegments);
  40645. }
  40646. }
  40647. for (i = 0; i < radialSegments; i++) {
  40648. for (j = 0; j < tubularSegments; j++) {
  40649. var jNext = (j + 1) % tubularSegments;
  40650. var a = i * tubularSegments + j;
  40651. var b = (i + 1) * tubularSegments + j;
  40652. var c = (i + 1) * tubularSegments + jNext;
  40653. var d = i * tubularSegments + jNext;
  40654. indices.push(d);
  40655. indices.push(b);
  40656. indices.push(a);
  40657. indices.push(d);
  40658. indices.push(c);
  40659. indices.push(b);
  40660. }
  40661. }
  40662. // Normals
  40663. VertexData.ComputeNormals(positions, indices, normals);
  40664. // Sides
  40665. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40666. // Result
  40667. var vertexData = new VertexData();
  40668. vertexData.indices = indices;
  40669. vertexData.positions = positions;
  40670. vertexData.normals = normals;
  40671. vertexData.uvs = uvs;
  40672. return vertexData;
  40673. };
  40674. // Tools
  40675. /**
  40676. * Compute normals for given positions and indices
  40677. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40678. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40679. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40680. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40681. * * facetNormals : optional array of facet normals (vector3)
  40682. * * facetPositions : optional array of facet positions (vector3)
  40683. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40684. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40685. * * bInfo : optional bounding info, required for facetPartitioning computation
  40686. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40687. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40688. * * useRightHandedSystem: optional boolean to for right handed system computation
  40689. * * depthSort : optional boolean to enable the facet depth sort computation
  40690. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40691. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40692. */
  40693. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40694. // temporary scalar variables
  40695. var index = 0; // facet index
  40696. var p1p2x = 0.0; // p1p2 vector x coordinate
  40697. var p1p2y = 0.0; // p1p2 vector y coordinate
  40698. var p1p2z = 0.0; // p1p2 vector z coordinate
  40699. var p3p2x = 0.0; // p3p2 vector x coordinate
  40700. var p3p2y = 0.0; // p3p2 vector y coordinate
  40701. var p3p2z = 0.0; // p3p2 vector z coordinate
  40702. var faceNormalx = 0.0; // facet normal x coordinate
  40703. var faceNormaly = 0.0; // facet normal y coordinate
  40704. var faceNormalz = 0.0; // facet normal z coordinate
  40705. var length = 0.0; // facet normal length before normalization
  40706. var v1x = 0; // vector1 x index in the positions array
  40707. var v1y = 0; // vector1 y index in the positions array
  40708. var v1z = 0; // vector1 z index in the positions array
  40709. var v2x = 0; // vector2 x index in the positions array
  40710. var v2y = 0; // vector2 y index in the positions array
  40711. var v2z = 0; // vector2 z index in the positions array
  40712. var v3x = 0; // vector3 x index in the positions array
  40713. var v3y = 0; // vector3 y index in the positions array
  40714. var v3z = 0; // vector3 z index in the positions array
  40715. var computeFacetNormals = false;
  40716. var computeFacetPositions = false;
  40717. var computeFacetPartitioning = false;
  40718. var computeDepthSort = false;
  40719. var faceNormalSign = 1;
  40720. var ratio = 0;
  40721. var distanceTo = null;
  40722. if (options) {
  40723. computeFacetNormals = (options.facetNormals) ? true : false;
  40724. computeFacetPositions = (options.facetPositions) ? true : false;
  40725. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40726. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40727. ratio = options.ratio || 0;
  40728. computeDepthSort = (options.depthSort) ? true : false;
  40729. distanceTo = (options.distanceTo);
  40730. if (computeDepthSort) {
  40731. if (distanceTo === undefined) {
  40732. distanceTo = BABYLON.Vector3.Zero();
  40733. }
  40734. var depthSortedFacets = options.depthSortedFacets;
  40735. }
  40736. }
  40737. // facetPartitioning reinit if needed
  40738. var xSubRatio = 0;
  40739. var ySubRatio = 0;
  40740. var zSubRatio = 0;
  40741. var subSq = 0;
  40742. if (computeFacetPartitioning && options && options.bbSize) {
  40743. var ox = 0; // X partitioning index for facet position
  40744. var oy = 0; // Y partinioning index for facet position
  40745. var oz = 0; // Z partinioning index for facet position
  40746. var b1x = 0; // X partitioning index for facet v1 vertex
  40747. var b1y = 0; // Y partitioning index for facet v1 vertex
  40748. var b1z = 0; // z partitioning index for facet v1 vertex
  40749. var b2x = 0; // X partitioning index for facet v2 vertex
  40750. var b2y = 0; // Y partitioning index for facet v2 vertex
  40751. var b2z = 0; // Z partitioning index for facet v2 vertex
  40752. var b3x = 0; // X partitioning index for facet v3 vertex
  40753. var b3y = 0; // Y partitioning index for facet v3 vertex
  40754. var b3z = 0; // Z partitioning index for facet v3 vertex
  40755. var block_idx_o = 0; // facet barycenter block index
  40756. var block_idx_v1 = 0; // v1 vertex block index
  40757. var block_idx_v2 = 0; // v2 vertex block index
  40758. var block_idx_v3 = 0; // v3 vertex block index
  40759. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40760. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40761. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40762. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40763. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40764. subSq = options.subDiv.max * options.subDiv.max;
  40765. options.facetPartitioning.length = 0;
  40766. }
  40767. // reset the normals
  40768. for (index = 0; index < positions.length; index++) {
  40769. normals[index] = 0.0;
  40770. }
  40771. // Loop : 1 indice triplet = 1 facet
  40772. var nbFaces = (indices.length / 3) | 0;
  40773. for (index = 0; index < nbFaces; index++) {
  40774. // get the indexes of the coordinates of each vertex of the facet
  40775. v1x = indices[index * 3] * 3;
  40776. v1y = v1x + 1;
  40777. v1z = v1x + 2;
  40778. v2x = indices[index * 3 + 1] * 3;
  40779. v2y = v2x + 1;
  40780. v2z = v2x + 2;
  40781. v3x = indices[index * 3 + 2] * 3;
  40782. v3y = v3x + 1;
  40783. v3z = v3x + 2;
  40784. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40785. p1p2y = positions[v1y] - positions[v2y];
  40786. p1p2z = positions[v1z] - positions[v2z];
  40787. p3p2x = positions[v3x] - positions[v2x];
  40788. p3p2y = positions[v3y] - positions[v2y];
  40789. p3p2z = positions[v3z] - positions[v2z];
  40790. // compute the face normal with the cross product
  40791. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40792. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40793. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40794. // normalize this normal and store it in the array facetData
  40795. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40796. length = (length === 0) ? 1.0 : length;
  40797. faceNormalx /= length;
  40798. faceNormaly /= length;
  40799. faceNormalz /= length;
  40800. if (computeFacetNormals && options) {
  40801. options.facetNormals[index].x = faceNormalx;
  40802. options.facetNormals[index].y = faceNormaly;
  40803. options.facetNormals[index].z = faceNormalz;
  40804. }
  40805. if (computeFacetPositions && options) {
  40806. // compute and the facet barycenter coordinates in the array facetPositions
  40807. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40808. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40809. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40810. }
  40811. if (computeFacetPartitioning && options) {
  40812. // store the facet indexes in arrays in the main facetPartitioning array :
  40813. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40814. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40815. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40816. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40817. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40818. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40819. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40820. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40821. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40822. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40823. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40824. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40825. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40826. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40827. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40828. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40829. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40830. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40831. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40832. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40833. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40834. // push each facet index in each block containing the vertex
  40835. options.facetPartitioning[block_idx_v1].push(index);
  40836. if (block_idx_v2 != block_idx_v1) {
  40837. options.facetPartitioning[block_idx_v2].push(index);
  40838. }
  40839. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40840. options.facetPartitioning[block_idx_v3].push(index);
  40841. }
  40842. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40843. options.facetPartitioning[block_idx_o].push(index);
  40844. }
  40845. }
  40846. if (computeDepthSort && options && options.facetPositions) {
  40847. var dsf = depthSortedFacets[index];
  40848. dsf.ind = index * 3;
  40849. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40850. }
  40851. // compute the normals anyway
  40852. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40853. normals[v1y] += faceNormaly;
  40854. normals[v1z] += faceNormalz;
  40855. normals[v2x] += faceNormalx;
  40856. normals[v2y] += faceNormaly;
  40857. normals[v2z] += faceNormalz;
  40858. normals[v3x] += faceNormalx;
  40859. normals[v3y] += faceNormaly;
  40860. normals[v3z] += faceNormalz;
  40861. }
  40862. // last normalization of each normal
  40863. for (index = 0; index < normals.length / 3; index++) {
  40864. faceNormalx = normals[index * 3];
  40865. faceNormaly = normals[index * 3 + 1];
  40866. faceNormalz = normals[index * 3 + 2];
  40867. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40868. length = (length === 0) ? 1.0 : length;
  40869. faceNormalx /= length;
  40870. faceNormaly /= length;
  40871. faceNormalz /= length;
  40872. normals[index * 3] = faceNormalx;
  40873. normals[index * 3 + 1] = faceNormaly;
  40874. normals[index * 3 + 2] = faceNormalz;
  40875. }
  40876. };
  40877. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40878. var li = indices.length;
  40879. var ln = normals.length;
  40880. var i;
  40881. var n;
  40882. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40883. switch (sideOrientation) {
  40884. case BABYLON.Mesh.FRONTSIDE:
  40885. // nothing changed
  40886. break;
  40887. case BABYLON.Mesh.BACKSIDE:
  40888. var tmp;
  40889. // indices
  40890. for (i = 0; i < li; i += 3) {
  40891. tmp = indices[i];
  40892. indices[i] = indices[i + 2];
  40893. indices[i + 2] = tmp;
  40894. }
  40895. // normals
  40896. for (n = 0; n < ln; n++) {
  40897. normals[n] = -normals[n];
  40898. }
  40899. break;
  40900. case BABYLON.Mesh.DOUBLESIDE:
  40901. // positions
  40902. var lp = positions.length;
  40903. var l = lp / 3;
  40904. for (var p = 0; p < lp; p++) {
  40905. positions[lp + p] = positions[p];
  40906. }
  40907. // indices
  40908. for (i = 0; i < li; i += 3) {
  40909. indices[i + li] = indices[i + 2] + l;
  40910. indices[i + 1 + li] = indices[i + 1] + l;
  40911. indices[i + 2 + li] = indices[i] + l;
  40912. }
  40913. // normals
  40914. for (n = 0; n < ln; n++) {
  40915. normals[ln + n] = -normals[n];
  40916. }
  40917. // uvs
  40918. var lu = uvs.length;
  40919. var u = 0;
  40920. for (u = 0; u < lu; u++) {
  40921. uvs[u + lu] = uvs[u];
  40922. }
  40923. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40924. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40925. u = 0;
  40926. for (i = 0; i < lu / 2; i++) {
  40927. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40928. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40929. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40930. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40931. u += 2;
  40932. }
  40933. break;
  40934. }
  40935. };
  40936. /**
  40937. * Applies VertexData created from the imported parameters to the geometry
  40938. * @param parsedVertexData the parsed data from an imported file
  40939. * @param geometry the geometry to apply the VertexData to
  40940. */
  40941. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40942. var vertexData = new VertexData();
  40943. // positions
  40944. var positions = parsedVertexData.positions;
  40945. if (positions) {
  40946. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40947. }
  40948. // normals
  40949. var normals = parsedVertexData.normals;
  40950. if (normals) {
  40951. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40952. }
  40953. // tangents
  40954. var tangents = parsedVertexData.tangents;
  40955. if (tangents) {
  40956. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40957. }
  40958. // uvs
  40959. var uvs = parsedVertexData.uvs;
  40960. if (uvs) {
  40961. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40962. }
  40963. // uv2s
  40964. var uv2s = parsedVertexData.uv2s;
  40965. if (uv2s) {
  40966. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40967. }
  40968. // uv3s
  40969. var uv3s = parsedVertexData.uv3s;
  40970. if (uv3s) {
  40971. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40972. }
  40973. // uv4s
  40974. var uv4s = parsedVertexData.uv4s;
  40975. if (uv4s) {
  40976. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40977. }
  40978. // uv5s
  40979. var uv5s = parsedVertexData.uv5s;
  40980. if (uv5s) {
  40981. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40982. }
  40983. // uv6s
  40984. var uv6s = parsedVertexData.uv6s;
  40985. if (uv6s) {
  40986. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40987. }
  40988. // colors
  40989. var colors = parsedVertexData.colors;
  40990. if (colors) {
  40991. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40992. }
  40993. // matricesIndices
  40994. var matricesIndices = parsedVertexData.matricesIndices;
  40995. if (matricesIndices) {
  40996. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40997. }
  40998. // matricesWeights
  40999. var matricesWeights = parsedVertexData.matricesWeights;
  41000. if (matricesWeights) {
  41001. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  41002. }
  41003. // indices
  41004. var indices = parsedVertexData.indices;
  41005. if (indices) {
  41006. vertexData.indices = indices;
  41007. }
  41008. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  41009. };
  41010. return VertexData;
  41011. }());
  41012. BABYLON.VertexData = VertexData;
  41013. })(BABYLON || (BABYLON = {}));
  41014. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  41015. var BABYLON;
  41016. (function (BABYLON) {
  41017. /**
  41018. * Class used to store geometry data (vertex buffers + index buffer)
  41019. */
  41020. var Geometry = /** @class */ (function () {
  41021. /**
  41022. * Creates a new geometry
  41023. * @param id defines the unique ID
  41024. * @param scene defines the hosting scene
  41025. * @param vertexData defines the VertexData used to get geometry data
  41026. * @param updatable defines if geometry must be updatable (false by default)
  41027. * @param mesh defines the mesh that will be associated with the geometry
  41028. */
  41029. function Geometry(id, scene, vertexData, updatable, mesh) {
  41030. if (updatable === void 0) { updatable = false; }
  41031. if (mesh === void 0) { mesh = null; }
  41032. /**
  41033. * Gets the delay loading state of the geometry (none by default which means not delayed)
  41034. */
  41035. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41036. this._totalVertices = 0;
  41037. this._isDisposed = false;
  41038. this._indexBufferIsUpdatable = false;
  41039. this.id = id;
  41040. this.uniqueId = scene.getUniqueId();
  41041. this._engine = scene.getEngine();
  41042. this._meshes = [];
  41043. this._scene = scene;
  41044. //Init vertex buffer cache
  41045. this._vertexBuffers = {};
  41046. this._indices = [];
  41047. this._updatable = updatable;
  41048. // vertexData
  41049. if (vertexData) {
  41050. this.setAllVerticesData(vertexData, updatable);
  41051. }
  41052. else {
  41053. this._totalVertices = 0;
  41054. this._indices = [];
  41055. }
  41056. if (this._engine.getCaps().vertexArrayObject) {
  41057. this._vertexArrayObjects = {};
  41058. }
  41059. // applyToMesh
  41060. if (mesh) {
  41061. this.applyToMesh(mesh);
  41062. mesh.computeWorldMatrix(true);
  41063. }
  41064. }
  41065. Object.defineProperty(Geometry.prototype, "boundingBias", {
  41066. /**
  41067. * 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
  41068. */
  41069. get: function () {
  41070. return this._boundingBias;
  41071. },
  41072. /**
  41073. * 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
  41074. */
  41075. set: function (value) {
  41076. if (this._boundingBias) {
  41077. this._boundingBias.copyFrom(value);
  41078. }
  41079. else {
  41080. this._boundingBias = value.clone();
  41081. }
  41082. this._updateBoundingInfo(true, null);
  41083. },
  41084. enumerable: true,
  41085. configurable: true
  41086. });
  41087. /**
  41088. * Static function used to attach a new empty geometry to a mesh
  41089. * @param mesh defines the mesh to attach the geometry to
  41090. * @returns the new Geometry
  41091. */
  41092. Geometry.CreateGeometryForMesh = function (mesh) {
  41093. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41094. geometry.applyToMesh(mesh);
  41095. return geometry;
  41096. };
  41097. Object.defineProperty(Geometry.prototype, "extend", {
  41098. /**
  41099. * Gets the current extend of the geometry
  41100. */
  41101. get: function () {
  41102. return this._extend;
  41103. },
  41104. enumerable: true,
  41105. configurable: true
  41106. });
  41107. /**
  41108. * Gets the hosting scene
  41109. * @returns the hosting Scene
  41110. */
  41111. Geometry.prototype.getScene = function () {
  41112. return this._scene;
  41113. };
  41114. /**
  41115. * Gets the hosting engine
  41116. * @returns the hosting Engine
  41117. */
  41118. Geometry.prototype.getEngine = function () {
  41119. return this._engine;
  41120. };
  41121. /**
  41122. * Defines if the geometry is ready to use
  41123. * @returns true if the geometry is ready to be used
  41124. */
  41125. Geometry.prototype.isReady = function () {
  41126. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41127. };
  41128. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41129. /**
  41130. * Gets a value indicating that the geometry should not be serialized
  41131. */
  41132. get: function () {
  41133. for (var index = 0; index < this._meshes.length; index++) {
  41134. if (!this._meshes[index].doNotSerialize) {
  41135. return false;
  41136. }
  41137. }
  41138. return true;
  41139. },
  41140. enumerable: true,
  41141. configurable: true
  41142. });
  41143. /** @hidden */
  41144. Geometry.prototype._rebuild = function () {
  41145. if (this._vertexArrayObjects) {
  41146. this._vertexArrayObjects = {};
  41147. }
  41148. // Index buffer
  41149. if (this._meshes.length !== 0 && this._indices) {
  41150. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41151. }
  41152. // Vertex buffers
  41153. for (var key in this._vertexBuffers) {
  41154. var vertexBuffer = this._vertexBuffers[key];
  41155. vertexBuffer._rebuild();
  41156. }
  41157. };
  41158. /**
  41159. * Affects all geometry data in one call
  41160. * @param vertexData defines the geometry data
  41161. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41162. */
  41163. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41164. vertexData.applyToGeometry(this, updatable);
  41165. this.notifyUpdate();
  41166. };
  41167. /**
  41168. * Set specific vertex data
  41169. * @param kind defines the data kind (Position, normal, etc...)
  41170. * @param data defines the vertex data to use
  41171. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41172. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41173. */
  41174. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41175. if (updatable === void 0) { updatable = false; }
  41176. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41177. this.setVerticesBuffer(buffer);
  41178. };
  41179. /**
  41180. * Removes a specific vertex data
  41181. * @param kind defines the data kind (Position, normal, etc...)
  41182. */
  41183. Geometry.prototype.removeVerticesData = function (kind) {
  41184. if (this._vertexBuffers[kind]) {
  41185. this._vertexBuffers[kind].dispose();
  41186. delete this._vertexBuffers[kind];
  41187. }
  41188. };
  41189. /**
  41190. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41191. * @param buffer defines the vertex buffer to use
  41192. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41193. */
  41194. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41195. if (totalVertices === void 0) { totalVertices = null; }
  41196. var kind = buffer.getKind();
  41197. if (this._vertexBuffers[kind]) {
  41198. this._vertexBuffers[kind].dispose();
  41199. }
  41200. this._vertexBuffers[kind] = buffer;
  41201. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41202. var data = buffer.getData();
  41203. if (totalVertices != null) {
  41204. this._totalVertices = totalVertices;
  41205. }
  41206. else {
  41207. if (data != null) {
  41208. this._totalVertices = data.length / (buffer.byteStride / 4);
  41209. }
  41210. }
  41211. this._updateExtend(data);
  41212. this._resetPointsArrayCache();
  41213. var meshes = this._meshes;
  41214. var numOfMeshes = meshes.length;
  41215. for (var index = 0; index < numOfMeshes; index++) {
  41216. var mesh = meshes[index];
  41217. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41218. mesh._createGlobalSubMesh(false);
  41219. mesh.computeWorldMatrix(true);
  41220. }
  41221. }
  41222. this.notifyUpdate(kind);
  41223. if (this._vertexArrayObjects) {
  41224. this._disposeVertexArrayObjects();
  41225. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41226. }
  41227. };
  41228. /**
  41229. * Update a specific vertex buffer
  41230. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41231. * It will do nothing if the buffer is not updatable
  41232. * @param kind defines the data kind (Position, normal, etc...)
  41233. * @param data defines the data to use
  41234. * @param offset defines the offset in the target buffer where to store the data
  41235. * @param useBytes set to true if the offset is in bytes
  41236. */
  41237. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41238. if (useBytes === void 0) { useBytes = false; }
  41239. var vertexBuffer = this.getVertexBuffer(kind);
  41240. if (!vertexBuffer) {
  41241. return;
  41242. }
  41243. vertexBuffer.updateDirectly(data, offset, useBytes);
  41244. this.notifyUpdate(kind);
  41245. };
  41246. /**
  41247. * Update a specific vertex buffer
  41248. * This function will create a new buffer if the current one is not updatable
  41249. * @param kind defines the data kind (Position, normal, etc...)
  41250. * @param data defines the data to use
  41251. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41252. */
  41253. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41254. if (updateExtends === void 0) { updateExtends = false; }
  41255. var vertexBuffer = this.getVertexBuffer(kind);
  41256. if (!vertexBuffer) {
  41257. return;
  41258. }
  41259. vertexBuffer.update(data);
  41260. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41261. this._updateBoundingInfo(updateExtends, data);
  41262. }
  41263. this.notifyUpdate(kind);
  41264. };
  41265. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41266. if (updateExtends) {
  41267. this._updateExtend(data);
  41268. }
  41269. this._resetPointsArrayCache();
  41270. if (updateExtends) {
  41271. var meshes = this._meshes;
  41272. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41273. var mesh = meshes_1[_i];
  41274. if (mesh._boundingInfo) {
  41275. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41276. }
  41277. else {
  41278. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41279. }
  41280. var subMeshes = mesh.subMeshes;
  41281. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41282. var subMesh = subMeshes_1[_a];
  41283. subMesh.refreshBoundingInfo();
  41284. }
  41285. }
  41286. }
  41287. };
  41288. /** @hidden */
  41289. Geometry.prototype._bind = function (effect, indexToBind) {
  41290. if (!effect) {
  41291. return;
  41292. }
  41293. if (indexToBind === undefined) {
  41294. indexToBind = this._indexBuffer;
  41295. }
  41296. var vbs = this.getVertexBuffers();
  41297. if (!vbs) {
  41298. return;
  41299. }
  41300. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41301. this._engine.bindBuffers(vbs, indexToBind, effect);
  41302. return;
  41303. }
  41304. // Using VAO
  41305. if (!this._vertexArrayObjects[effect.key]) {
  41306. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41307. }
  41308. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41309. };
  41310. /**
  41311. * Gets total number of vertices
  41312. * @returns the total number of vertices
  41313. */
  41314. Geometry.prototype.getTotalVertices = function () {
  41315. if (!this.isReady()) {
  41316. return 0;
  41317. }
  41318. return this._totalVertices;
  41319. };
  41320. /**
  41321. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41322. * @param kind defines the data kind (Position, normal, etc...)
  41323. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41324. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41325. * @returns a float array containing vertex data
  41326. */
  41327. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41328. var vertexBuffer = this.getVertexBuffer(kind);
  41329. if (!vertexBuffer) {
  41330. return null;
  41331. }
  41332. var data = vertexBuffer.getData();
  41333. if (!data) {
  41334. return null;
  41335. }
  41336. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41337. var count = this._totalVertices * vertexBuffer.getSize();
  41338. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41339. var copy_1 = [];
  41340. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41341. return copy_1;
  41342. }
  41343. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41344. if (data instanceof Array) {
  41345. var offset = vertexBuffer.byteOffset / 4;
  41346. return BABYLON.Tools.Slice(data, offset, offset + count);
  41347. }
  41348. else if (data instanceof ArrayBuffer) {
  41349. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41350. }
  41351. else {
  41352. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41353. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41354. var result = new Float32Array(count);
  41355. var source = new Float32Array(data.buffer, offset, count);
  41356. result.set(source);
  41357. return result;
  41358. }
  41359. return new Float32Array(data.buffer, offset, count);
  41360. }
  41361. }
  41362. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41363. return BABYLON.Tools.Slice(data);
  41364. }
  41365. return data;
  41366. };
  41367. /**
  41368. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41369. * @param kind defines the data kind (Position, normal, etc...)
  41370. * @returns true if the vertex buffer with the specified kind is updatable
  41371. */
  41372. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41373. var vb = this._vertexBuffers[kind];
  41374. if (!vb) {
  41375. return false;
  41376. }
  41377. return vb.isUpdatable();
  41378. };
  41379. /**
  41380. * Gets a specific vertex buffer
  41381. * @param kind defines the data kind (Position, normal, etc...)
  41382. * @returns a VertexBuffer
  41383. */
  41384. Geometry.prototype.getVertexBuffer = function (kind) {
  41385. if (!this.isReady()) {
  41386. return null;
  41387. }
  41388. return this._vertexBuffers[kind];
  41389. };
  41390. /**
  41391. * Returns all vertex buffers
  41392. * @return an object holding all vertex buffers indexed by kind
  41393. */
  41394. Geometry.prototype.getVertexBuffers = function () {
  41395. if (!this.isReady()) {
  41396. return null;
  41397. }
  41398. return this._vertexBuffers;
  41399. };
  41400. /**
  41401. * Gets a boolean indicating if specific vertex buffer is present
  41402. * @param kind defines the data kind (Position, normal, etc...)
  41403. * @returns true if data is present
  41404. */
  41405. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41406. if (!this._vertexBuffers) {
  41407. if (this._delayInfo) {
  41408. return this._delayInfo.indexOf(kind) !== -1;
  41409. }
  41410. return false;
  41411. }
  41412. return this._vertexBuffers[kind] !== undefined;
  41413. };
  41414. /**
  41415. * Gets a list of all attached data kinds (Position, normal, etc...)
  41416. * @returns a list of string containing all kinds
  41417. */
  41418. Geometry.prototype.getVerticesDataKinds = function () {
  41419. var result = [];
  41420. var kind;
  41421. if (!this._vertexBuffers && this._delayInfo) {
  41422. for (kind in this._delayInfo) {
  41423. result.push(kind);
  41424. }
  41425. }
  41426. else {
  41427. for (kind in this._vertexBuffers) {
  41428. result.push(kind);
  41429. }
  41430. }
  41431. return result;
  41432. };
  41433. /**
  41434. * Update index buffer
  41435. * @param indices defines the indices to store in the index buffer
  41436. * @param offset defines the offset in the target buffer where to store the data
  41437. */
  41438. Geometry.prototype.updateIndices = function (indices, offset) {
  41439. if (!this._indexBuffer) {
  41440. return;
  41441. }
  41442. if (!this._indexBufferIsUpdatable) {
  41443. this.setIndices(indices, null, true);
  41444. }
  41445. else {
  41446. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41447. }
  41448. };
  41449. /**
  41450. * Creates a new index buffer
  41451. * @param indices defines the indices to store in the index buffer
  41452. * @param totalVertices defines the total number of vertices (could be null)
  41453. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41454. */
  41455. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41456. if (totalVertices === void 0) { totalVertices = null; }
  41457. if (updatable === void 0) { updatable = false; }
  41458. if (this._indexBuffer) {
  41459. this._engine._releaseBuffer(this._indexBuffer);
  41460. }
  41461. this._disposeVertexArrayObjects();
  41462. this._indices = indices;
  41463. this._indexBufferIsUpdatable = updatable;
  41464. if (this._meshes.length !== 0 && this._indices) {
  41465. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41466. }
  41467. if (totalVertices != undefined) { // including null and undefined
  41468. this._totalVertices = totalVertices;
  41469. }
  41470. var meshes = this._meshes;
  41471. var numOfMeshes = meshes.length;
  41472. for (var index = 0; index < numOfMeshes; index++) {
  41473. meshes[index]._createGlobalSubMesh(true);
  41474. }
  41475. this.notifyUpdate();
  41476. };
  41477. /**
  41478. * Return the total number of indices
  41479. * @returns the total number of indices
  41480. */
  41481. Geometry.prototype.getTotalIndices = function () {
  41482. if (!this.isReady()) {
  41483. return 0;
  41484. }
  41485. return this._indices.length;
  41486. };
  41487. /**
  41488. * Gets the index buffer array
  41489. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41490. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41491. * @returns the index buffer array
  41492. */
  41493. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41494. if (!this.isReady()) {
  41495. return null;
  41496. }
  41497. var orig = this._indices;
  41498. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41499. return orig;
  41500. }
  41501. else {
  41502. var len = orig.length;
  41503. var copy = [];
  41504. for (var i = 0; i < len; i++) {
  41505. copy.push(orig[i]);
  41506. }
  41507. return copy;
  41508. }
  41509. };
  41510. /**
  41511. * Gets the index buffer
  41512. * @return the index buffer
  41513. */
  41514. Geometry.prototype.getIndexBuffer = function () {
  41515. if (!this.isReady()) {
  41516. return null;
  41517. }
  41518. return this._indexBuffer;
  41519. };
  41520. /** @hidden */
  41521. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41522. if (effect === void 0) { effect = null; }
  41523. if (!effect || !this._vertexArrayObjects) {
  41524. return;
  41525. }
  41526. if (this._vertexArrayObjects[effect.key]) {
  41527. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41528. delete this._vertexArrayObjects[effect.key];
  41529. }
  41530. };
  41531. /**
  41532. * Release the associated resources for a specific mesh
  41533. * @param mesh defines the source mesh
  41534. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41535. */
  41536. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41537. var meshes = this._meshes;
  41538. var index = meshes.indexOf(mesh);
  41539. if (index === -1) {
  41540. return;
  41541. }
  41542. meshes.splice(index, 1);
  41543. mesh._geometry = null;
  41544. if (meshes.length === 0 && shouldDispose) {
  41545. this.dispose();
  41546. }
  41547. };
  41548. /**
  41549. * Apply current geometry to a given mesh
  41550. * @param mesh defines the mesh to apply geometry to
  41551. */
  41552. Geometry.prototype.applyToMesh = function (mesh) {
  41553. if (mesh._geometry === this) {
  41554. return;
  41555. }
  41556. var previousGeometry = mesh._geometry;
  41557. if (previousGeometry) {
  41558. previousGeometry.releaseForMesh(mesh);
  41559. }
  41560. var meshes = this._meshes;
  41561. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41562. mesh._geometry = this;
  41563. this._scene.pushGeometry(this);
  41564. meshes.push(mesh);
  41565. if (this.isReady()) {
  41566. this._applyToMesh(mesh);
  41567. }
  41568. else {
  41569. mesh._boundingInfo = this._boundingInfo;
  41570. }
  41571. };
  41572. Geometry.prototype._updateExtend = function (data) {
  41573. if (data === void 0) { data = null; }
  41574. if (!data) {
  41575. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41576. }
  41577. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41578. };
  41579. Geometry.prototype._applyToMesh = function (mesh) {
  41580. var numOfMeshes = this._meshes.length;
  41581. // vertexBuffers
  41582. for (var kind in this._vertexBuffers) {
  41583. if (numOfMeshes === 1) {
  41584. this._vertexBuffers[kind].create();
  41585. }
  41586. var buffer = this._vertexBuffers[kind].getBuffer();
  41587. if (buffer) {
  41588. buffer.references = numOfMeshes;
  41589. }
  41590. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41591. if (!this._extend) {
  41592. this._updateExtend();
  41593. }
  41594. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41595. mesh._createGlobalSubMesh(false);
  41596. //bounding info was just created again, world matrix should be applied again.
  41597. mesh._updateBoundingInfo();
  41598. }
  41599. }
  41600. // indexBuffer
  41601. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41602. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41603. }
  41604. if (this._indexBuffer) {
  41605. this._indexBuffer.references = numOfMeshes;
  41606. }
  41607. // morphTargets
  41608. mesh._syncGeometryWithMorphTargetManager();
  41609. // instances
  41610. mesh.synchronizeInstances();
  41611. };
  41612. Geometry.prototype.notifyUpdate = function (kind) {
  41613. if (this.onGeometryUpdated) {
  41614. this.onGeometryUpdated(this, kind);
  41615. }
  41616. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41617. var mesh = _a[_i];
  41618. mesh._markSubMeshesAsAttributesDirty();
  41619. }
  41620. };
  41621. /**
  41622. * Load the geometry if it was flagged as delay loaded
  41623. * @param scene defines the hosting scene
  41624. * @param onLoaded defines a callback called when the geometry is loaded
  41625. */
  41626. Geometry.prototype.load = function (scene, onLoaded) {
  41627. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41628. return;
  41629. }
  41630. if (this.isReady()) {
  41631. if (onLoaded) {
  41632. onLoaded();
  41633. }
  41634. return;
  41635. }
  41636. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41637. this._queueLoad(scene, onLoaded);
  41638. };
  41639. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41640. var _this = this;
  41641. if (!this.delayLoadingFile) {
  41642. return;
  41643. }
  41644. scene._addPendingData(this);
  41645. scene._loadFile(this.delayLoadingFile, function (data) {
  41646. if (!_this._delayLoadingFunction) {
  41647. return;
  41648. }
  41649. _this._delayLoadingFunction(JSON.parse(data), _this);
  41650. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41651. _this._delayInfo = [];
  41652. scene._removePendingData(_this);
  41653. var meshes = _this._meshes;
  41654. var numOfMeshes = meshes.length;
  41655. for (var index = 0; index < numOfMeshes; index++) {
  41656. _this._applyToMesh(meshes[index]);
  41657. }
  41658. if (onLoaded) {
  41659. onLoaded();
  41660. }
  41661. }, undefined, true);
  41662. };
  41663. /**
  41664. * Invert the geometry to move from a right handed system to a left handed one.
  41665. */
  41666. Geometry.prototype.toLeftHanded = function () {
  41667. // Flip faces
  41668. var tIndices = this.getIndices(false);
  41669. if (tIndices != null && tIndices.length > 0) {
  41670. for (var i = 0; i < tIndices.length; i += 3) {
  41671. var tTemp = tIndices[i + 0];
  41672. tIndices[i + 0] = tIndices[i + 2];
  41673. tIndices[i + 2] = tTemp;
  41674. }
  41675. this.setIndices(tIndices);
  41676. }
  41677. // Negate position.z
  41678. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41679. if (tPositions != null && tPositions.length > 0) {
  41680. for (var i = 0; i < tPositions.length; i += 3) {
  41681. tPositions[i + 2] = -tPositions[i + 2];
  41682. }
  41683. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41684. }
  41685. // Negate normal.z
  41686. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41687. if (tNormals != null && tNormals.length > 0) {
  41688. for (var i = 0; i < tNormals.length; i += 3) {
  41689. tNormals[i + 2] = -tNormals[i + 2];
  41690. }
  41691. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41692. }
  41693. };
  41694. // Cache
  41695. /** @hidden */
  41696. Geometry.prototype._resetPointsArrayCache = function () {
  41697. this._positions = null;
  41698. };
  41699. /** @hidden */
  41700. Geometry.prototype._generatePointsArray = function () {
  41701. if (this._positions) {
  41702. return true;
  41703. }
  41704. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41705. if (!data || data.length === 0) {
  41706. return false;
  41707. }
  41708. this._positions = [];
  41709. for (var index = 0; index < data.length; index += 3) {
  41710. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41711. }
  41712. return true;
  41713. };
  41714. /**
  41715. * Gets a value indicating if the geometry is disposed
  41716. * @returns true if the geometry was disposed
  41717. */
  41718. Geometry.prototype.isDisposed = function () {
  41719. return this._isDisposed;
  41720. };
  41721. Geometry.prototype._disposeVertexArrayObjects = function () {
  41722. if (this._vertexArrayObjects) {
  41723. for (var kind in this._vertexArrayObjects) {
  41724. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41725. }
  41726. this._vertexArrayObjects = {};
  41727. }
  41728. };
  41729. /**
  41730. * Free all associated resources
  41731. */
  41732. Geometry.prototype.dispose = function () {
  41733. var meshes = this._meshes;
  41734. var numOfMeshes = meshes.length;
  41735. var index;
  41736. for (index = 0; index < numOfMeshes; index++) {
  41737. this.releaseForMesh(meshes[index]);
  41738. }
  41739. this._meshes = [];
  41740. this._disposeVertexArrayObjects();
  41741. for (var kind in this._vertexBuffers) {
  41742. this._vertexBuffers[kind].dispose();
  41743. }
  41744. this._vertexBuffers = {};
  41745. this._totalVertices = 0;
  41746. if (this._indexBuffer) {
  41747. this._engine._releaseBuffer(this._indexBuffer);
  41748. }
  41749. this._indexBuffer = null;
  41750. this._indices = [];
  41751. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41752. this.delayLoadingFile = null;
  41753. this._delayLoadingFunction = null;
  41754. this._delayInfo = [];
  41755. this._boundingInfo = null;
  41756. this._scene.removeGeometry(this);
  41757. this._isDisposed = true;
  41758. };
  41759. /**
  41760. * Clone the current geometry into a new geometry
  41761. * @param id defines the unique ID of the new geometry
  41762. * @returns a new geometry object
  41763. */
  41764. Geometry.prototype.copy = function (id) {
  41765. var vertexData = new BABYLON.VertexData();
  41766. vertexData.indices = [];
  41767. var indices = this.getIndices();
  41768. if (indices) {
  41769. for (var index = 0; index < indices.length; index++) {
  41770. vertexData.indices.push(indices[index]);
  41771. }
  41772. }
  41773. var updatable = false;
  41774. var stopChecking = false;
  41775. var kind;
  41776. for (kind in this._vertexBuffers) {
  41777. // using slice() to make a copy of the array and not just reference it
  41778. var data = this.getVerticesData(kind);
  41779. if (data instanceof Float32Array) {
  41780. vertexData.set(new Float32Array(data), kind);
  41781. }
  41782. else {
  41783. vertexData.set(data.slice(0), kind);
  41784. }
  41785. if (!stopChecking) {
  41786. var vb = this.getVertexBuffer(kind);
  41787. if (vb) {
  41788. updatable = vb.isUpdatable();
  41789. stopChecking = !updatable;
  41790. }
  41791. }
  41792. }
  41793. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41794. geometry.delayLoadState = this.delayLoadState;
  41795. geometry.delayLoadingFile = this.delayLoadingFile;
  41796. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41797. for (kind in this._delayInfo) {
  41798. geometry._delayInfo = geometry._delayInfo || [];
  41799. geometry._delayInfo.push(kind);
  41800. }
  41801. // Bounding info
  41802. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41803. return geometry;
  41804. };
  41805. /**
  41806. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41807. * @return a JSON representation of the current geometry data (without the vertices data)
  41808. */
  41809. Geometry.prototype.serialize = function () {
  41810. var serializationObject = {};
  41811. serializationObject.id = this.id;
  41812. serializationObject.updatable = this._updatable;
  41813. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41814. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41815. }
  41816. return serializationObject;
  41817. };
  41818. Geometry.prototype.toNumberArray = function (origin) {
  41819. if (Array.isArray(origin)) {
  41820. return origin;
  41821. }
  41822. else {
  41823. return Array.prototype.slice.call(origin);
  41824. }
  41825. };
  41826. /**
  41827. * Serialize all vertices data into a JSON oject
  41828. * @returns a JSON representation of the current geometry data
  41829. */
  41830. Geometry.prototype.serializeVerticeData = function () {
  41831. var serializationObject = this.serialize();
  41832. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41833. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41834. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41835. serializationObject.positions._updatable = true;
  41836. }
  41837. }
  41838. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41839. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41840. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41841. serializationObject.normals._updatable = true;
  41842. }
  41843. }
  41844. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41845. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41846. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41847. serializationObject.tangets._updatable = true;
  41848. }
  41849. }
  41850. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41851. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41852. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41853. serializationObject.uvs._updatable = true;
  41854. }
  41855. }
  41856. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41857. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41858. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41859. serializationObject.uv2s._updatable = true;
  41860. }
  41861. }
  41862. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41863. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41864. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41865. serializationObject.uv3s._updatable = true;
  41866. }
  41867. }
  41868. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41869. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41870. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41871. serializationObject.uv4s._updatable = true;
  41872. }
  41873. }
  41874. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41875. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41876. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41877. serializationObject.uv5s._updatable = true;
  41878. }
  41879. }
  41880. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41881. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41882. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41883. serializationObject.uv6s._updatable = true;
  41884. }
  41885. }
  41886. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41887. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41888. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41889. serializationObject.colors._updatable = true;
  41890. }
  41891. }
  41892. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41893. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41894. serializationObject.matricesIndices._isExpanded = true;
  41895. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41896. serializationObject.matricesIndices._updatable = true;
  41897. }
  41898. }
  41899. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41900. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41901. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41902. serializationObject.matricesWeights._updatable = true;
  41903. }
  41904. }
  41905. serializationObject.indices = this.toNumberArray(this.getIndices());
  41906. return serializationObject;
  41907. };
  41908. // Statics
  41909. /**
  41910. * Extracts a clone of a mesh geometry
  41911. * @param mesh defines the source mesh
  41912. * @param id defines the unique ID of the new geometry object
  41913. * @returns the new geometry object
  41914. */
  41915. Geometry.ExtractFromMesh = function (mesh, id) {
  41916. var geometry = mesh._geometry;
  41917. if (!geometry) {
  41918. return null;
  41919. }
  41920. return geometry.copy(id);
  41921. };
  41922. /**
  41923. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41924. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41925. * Be aware Math.random() could cause collisions, but:
  41926. * "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"
  41927. * @returns a string containing a new GUID
  41928. */
  41929. Geometry.RandomId = function () {
  41930. return BABYLON.Tools.RandomId();
  41931. };
  41932. /** @hidden */
  41933. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41934. var scene = mesh.getScene();
  41935. // Geometry
  41936. var geometryId = parsedGeometry.geometryId;
  41937. if (geometryId) {
  41938. var geometry = scene.getGeometryByID(geometryId);
  41939. if (geometry) {
  41940. geometry.applyToMesh(mesh);
  41941. }
  41942. }
  41943. else if (parsedGeometry instanceof ArrayBuffer) {
  41944. var binaryInfo = mesh._binaryInfo;
  41945. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41946. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41947. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41948. }
  41949. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41950. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41951. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41952. }
  41953. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41954. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41955. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41956. }
  41957. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41958. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41959. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41960. }
  41961. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41962. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41963. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41964. }
  41965. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41966. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41967. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41968. }
  41969. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41970. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41971. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41972. }
  41973. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41974. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41975. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41976. }
  41977. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41978. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41979. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41980. }
  41981. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41982. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41983. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41984. }
  41985. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41986. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41987. var floatIndices = [];
  41988. for (var i = 0; i < matricesIndicesData.length; i++) {
  41989. var index = matricesIndicesData[i];
  41990. floatIndices.push(index & 0x000000FF);
  41991. floatIndices.push((index & 0x0000FF00) >> 8);
  41992. floatIndices.push((index & 0x00FF0000) >> 16);
  41993. floatIndices.push(index >> 24);
  41994. }
  41995. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41996. }
  41997. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41998. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41999. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  42000. }
  42001. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  42002. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  42003. mesh.setIndices(indicesData, null);
  42004. }
  42005. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  42006. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  42007. mesh.subMeshes = [];
  42008. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  42009. var materialIndex = subMeshesData[(i * 5) + 0];
  42010. var verticesStart = subMeshesData[(i * 5) + 1];
  42011. var verticesCount = subMeshesData[(i * 5) + 2];
  42012. var indexStart = subMeshesData[(i * 5) + 3];
  42013. var indexCount = subMeshesData[(i * 5) + 4];
  42014. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  42015. }
  42016. }
  42017. }
  42018. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  42019. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  42020. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  42021. if (parsedGeometry.tangents) {
  42022. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  42023. }
  42024. if (parsedGeometry.uvs) {
  42025. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  42026. }
  42027. if (parsedGeometry.uvs2) {
  42028. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  42029. }
  42030. if (parsedGeometry.uvs3) {
  42031. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  42032. }
  42033. if (parsedGeometry.uvs4) {
  42034. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  42035. }
  42036. if (parsedGeometry.uvs5) {
  42037. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  42038. }
  42039. if (parsedGeometry.uvs6) {
  42040. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  42041. }
  42042. if (parsedGeometry.colors) {
  42043. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  42044. }
  42045. if (parsedGeometry.matricesIndices) {
  42046. if (!parsedGeometry.matricesIndices._isExpanded) {
  42047. var floatIndices = [];
  42048. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  42049. var matricesIndex = parsedGeometry.matricesIndices[i];
  42050. floatIndices.push(matricesIndex & 0x000000FF);
  42051. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42052. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42053. floatIndices.push(matricesIndex >> 24);
  42054. }
  42055. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  42056. }
  42057. else {
  42058. delete parsedGeometry.matricesIndices._isExpanded;
  42059. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  42060. }
  42061. }
  42062. if (parsedGeometry.matricesIndicesExtra) {
  42063. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  42064. var floatIndices = [];
  42065. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  42066. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  42067. floatIndices.push(matricesIndex & 0x000000FF);
  42068. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42069. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42070. floatIndices.push(matricesIndex >> 24);
  42071. }
  42072. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  42073. }
  42074. else {
  42075. delete parsedGeometry.matricesIndices._isExpanded;
  42076. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  42077. }
  42078. }
  42079. if (parsedGeometry.matricesWeights) {
  42080. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  42081. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  42082. }
  42083. if (parsedGeometry.matricesWeightsExtra) {
  42084. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  42085. }
  42086. mesh.setIndices(parsedGeometry.indices, null);
  42087. }
  42088. // SubMeshes
  42089. if (parsedGeometry.subMeshes) {
  42090. mesh.subMeshes = [];
  42091. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42092. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42093. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42094. }
  42095. }
  42096. // Flat shading
  42097. if (mesh._shouldGenerateFlatShading) {
  42098. mesh.convertToFlatShadedMesh();
  42099. delete mesh._shouldGenerateFlatShading;
  42100. }
  42101. // Update
  42102. mesh.computeWorldMatrix(true);
  42103. scene.onMeshImportedObservable.notifyObservers(mesh);
  42104. };
  42105. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42106. var epsilon = 1e-3;
  42107. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42108. return;
  42109. }
  42110. var noInfluenceBoneIndex = 0.0;
  42111. if (parsedGeometry.skeletonId > -1) {
  42112. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42113. if (!skeleton) {
  42114. return;
  42115. }
  42116. noInfluenceBoneIndex = skeleton.bones.length;
  42117. }
  42118. else {
  42119. return;
  42120. }
  42121. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42122. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42123. var matricesWeights = parsedGeometry.matricesWeights;
  42124. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42125. var influencers = parsedGeometry.numBoneInfluencer;
  42126. var size = matricesWeights.length;
  42127. for (var i = 0; i < size; i += 4) {
  42128. var weight = 0.0;
  42129. var firstZeroWeight = -1;
  42130. for (var j = 0; j < 4; j++) {
  42131. var w = matricesWeights[i + j];
  42132. weight += w;
  42133. if (w < epsilon && firstZeroWeight < 0) {
  42134. firstZeroWeight = j;
  42135. }
  42136. }
  42137. if (matricesWeightsExtra) {
  42138. for (var j = 0; j < 4; j++) {
  42139. var w = matricesWeightsExtra[i + j];
  42140. weight += w;
  42141. if (w < epsilon && firstZeroWeight < 0) {
  42142. firstZeroWeight = j + 4;
  42143. }
  42144. }
  42145. }
  42146. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42147. firstZeroWeight = influencers - 1;
  42148. }
  42149. if (weight > epsilon) {
  42150. var mweight = 1.0 / weight;
  42151. for (var j = 0; j < 4; j++) {
  42152. matricesWeights[i + j] *= mweight;
  42153. }
  42154. if (matricesWeightsExtra) {
  42155. for (var j = 0; j < 4; j++) {
  42156. matricesWeightsExtra[i + j] *= mweight;
  42157. }
  42158. }
  42159. }
  42160. else {
  42161. if (firstZeroWeight >= 4) {
  42162. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42163. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42164. }
  42165. else {
  42166. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42167. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42168. }
  42169. }
  42170. }
  42171. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42172. if (parsedGeometry.matricesWeightsExtra) {
  42173. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42174. }
  42175. };
  42176. /**
  42177. * Create a new geometry from persisted data (Using .babylon file format)
  42178. * @param parsedVertexData defines the persisted data
  42179. * @param scene defines the hosting scene
  42180. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42181. * @returns the new geometry object
  42182. */
  42183. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42184. if (scene.getGeometryByID(parsedVertexData.id)) {
  42185. return null; // null since geometry could be something else than a box...
  42186. }
  42187. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42188. if (BABYLON.Tags) {
  42189. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42190. }
  42191. if (parsedVertexData.delayLoadingFile) {
  42192. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42193. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42194. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42195. geometry._delayInfo = [];
  42196. if (parsedVertexData.hasUVs) {
  42197. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42198. }
  42199. if (parsedVertexData.hasUVs2) {
  42200. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42201. }
  42202. if (parsedVertexData.hasUVs3) {
  42203. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42204. }
  42205. if (parsedVertexData.hasUVs4) {
  42206. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42207. }
  42208. if (parsedVertexData.hasUVs5) {
  42209. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42210. }
  42211. if (parsedVertexData.hasUVs6) {
  42212. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42213. }
  42214. if (parsedVertexData.hasColors) {
  42215. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42216. }
  42217. if (parsedVertexData.hasMatricesIndices) {
  42218. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42219. }
  42220. if (parsedVertexData.hasMatricesWeights) {
  42221. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42222. }
  42223. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42224. }
  42225. else {
  42226. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42227. }
  42228. scene.pushGeometry(geometry, true);
  42229. return geometry;
  42230. };
  42231. return Geometry;
  42232. }());
  42233. BABYLON.Geometry = Geometry;
  42234. // Primitives
  42235. /// Abstract class
  42236. /**
  42237. * Abstract class used to provide common services for all typed geometries
  42238. * @hidden
  42239. */
  42240. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42241. __extends(_PrimitiveGeometry, _super);
  42242. /**
  42243. * Creates a new typed geometry
  42244. * @param id defines the unique ID of the geometry
  42245. * @param scene defines the hosting scene
  42246. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42247. * @param mesh defines the hosting mesh (can be null)
  42248. */
  42249. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42250. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42251. if (mesh === void 0) { mesh = null; }
  42252. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42253. _this._canBeRegenerated = _canBeRegenerated;
  42254. _this._beingRegenerated = true;
  42255. _this.regenerate();
  42256. _this._beingRegenerated = false;
  42257. return _this;
  42258. }
  42259. /**
  42260. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42261. * @returns true if the geometry can be regenerated
  42262. */
  42263. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42264. return this._canBeRegenerated;
  42265. };
  42266. /**
  42267. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42268. */
  42269. _PrimitiveGeometry.prototype.regenerate = function () {
  42270. if (!this._canBeRegenerated) {
  42271. return;
  42272. }
  42273. this._beingRegenerated = true;
  42274. this.setAllVerticesData(this._regenerateVertexData(), false);
  42275. this._beingRegenerated = false;
  42276. };
  42277. /**
  42278. * Clone the geometry
  42279. * @param id defines the unique ID of the new geometry
  42280. * @returns the new geometry
  42281. */
  42282. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42283. return _super.prototype.copy.call(this, id);
  42284. };
  42285. // overrides
  42286. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42287. if (!this._beingRegenerated) {
  42288. return;
  42289. }
  42290. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42291. };
  42292. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42293. if (!this._beingRegenerated) {
  42294. return;
  42295. }
  42296. _super.prototype.setVerticesData.call(this, kind, data, false);
  42297. };
  42298. // to override
  42299. /** @hidden */
  42300. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42301. throw new Error("Abstract method");
  42302. };
  42303. _PrimitiveGeometry.prototype.copy = function (id) {
  42304. throw new Error("Must be overriden in sub-classes.");
  42305. };
  42306. _PrimitiveGeometry.prototype.serialize = function () {
  42307. var serializationObject = _super.prototype.serialize.call(this);
  42308. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42309. return serializationObject;
  42310. };
  42311. return _PrimitiveGeometry;
  42312. }(Geometry));
  42313. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42314. /**
  42315. * Creates a ribbon geometry
  42316. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42317. */
  42318. var RibbonGeometry = /** @class */ (function (_super) {
  42319. __extends(RibbonGeometry, _super);
  42320. /**
  42321. * Creates a ribbon geometry
  42322. * @param id defines the unique ID of the geometry
  42323. * @param scene defines the hosting scene
  42324. * @param pathArray defines the array of paths to use
  42325. * @param closeArray defines if the last path and the first path must be joined
  42326. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42327. * @param offset defines the offset between points
  42328. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42329. * @param mesh defines the hosting mesh (can be null)
  42330. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42331. */
  42332. function RibbonGeometry(id, scene,
  42333. /**
  42334. * Defines the array of paths to use
  42335. */
  42336. pathArray,
  42337. /**
  42338. * Defines if the last and first points of each path in your pathArray must be joined
  42339. */
  42340. closeArray,
  42341. /**
  42342. * Defines if the last and first points of each path in your pathArray must be joined
  42343. */
  42344. closePath,
  42345. /**
  42346. * Defines the offset between points
  42347. */
  42348. offset, canBeRegenerated, mesh,
  42349. /**
  42350. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42351. */
  42352. side) {
  42353. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42354. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42355. _this.pathArray = pathArray;
  42356. _this.closeArray = closeArray;
  42357. _this.closePath = closePath;
  42358. _this.offset = offset;
  42359. _this.side = side;
  42360. return _this;
  42361. }
  42362. /** @hidden */
  42363. RibbonGeometry.prototype._regenerateVertexData = function () {
  42364. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42365. };
  42366. RibbonGeometry.prototype.copy = function (id) {
  42367. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42368. };
  42369. return RibbonGeometry;
  42370. }(_PrimitiveGeometry));
  42371. BABYLON.RibbonGeometry = RibbonGeometry;
  42372. /**
  42373. * Creates a box geometry
  42374. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42375. */
  42376. var BoxGeometry = /** @class */ (function (_super) {
  42377. __extends(BoxGeometry, _super);
  42378. /**
  42379. * Creates a box geometry
  42380. * @param id defines the unique ID of the geometry
  42381. * @param scene defines the hosting scene
  42382. * @param size defines the zise of the box (width, height and depth are the same)
  42383. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42384. * @param mesh defines the hosting mesh (can be null)
  42385. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42386. */
  42387. function BoxGeometry(id, scene,
  42388. /**
  42389. * Defines the zise of the box (width, height and depth are the same)
  42390. */
  42391. size, canBeRegenerated, mesh,
  42392. /**
  42393. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42394. */
  42395. side) {
  42396. if (mesh === void 0) { mesh = null; }
  42397. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42398. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42399. _this.size = size;
  42400. _this.side = side;
  42401. return _this;
  42402. }
  42403. /** @hidden */
  42404. BoxGeometry.prototype._regenerateVertexData = function () {
  42405. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42406. };
  42407. BoxGeometry.prototype.copy = function (id) {
  42408. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42409. };
  42410. BoxGeometry.prototype.serialize = function () {
  42411. var serializationObject = _super.prototype.serialize.call(this);
  42412. serializationObject.size = this.size;
  42413. return serializationObject;
  42414. };
  42415. BoxGeometry.Parse = function (parsedBox, scene) {
  42416. if (scene.getGeometryByID(parsedBox.id)) {
  42417. return null; // null since geometry could be something else than a box...
  42418. }
  42419. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42420. if (BABYLON.Tags) {
  42421. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42422. }
  42423. scene.pushGeometry(box, true);
  42424. return box;
  42425. };
  42426. return BoxGeometry;
  42427. }(_PrimitiveGeometry));
  42428. BABYLON.BoxGeometry = BoxGeometry;
  42429. /**
  42430. * Creates a sphere geometry
  42431. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42432. */
  42433. var SphereGeometry = /** @class */ (function (_super) {
  42434. __extends(SphereGeometry, _super);
  42435. /**
  42436. * Create a new sphere geometry
  42437. * @param id defines the unique ID of the geometry
  42438. * @param scene defines the hosting scene
  42439. * @param segments defines the number of segments to use to create the sphere
  42440. * @param diameter defines the diameter of the sphere
  42441. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42442. * @param mesh defines the hosting mesh (can be null)
  42443. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42444. */
  42445. function SphereGeometry(id, scene,
  42446. /**
  42447. * Defines the number of segments to use to create the sphere
  42448. */
  42449. segments,
  42450. /**
  42451. * Defines the diameter of the sphere
  42452. */
  42453. diameter, canBeRegenerated, mesh,
  42454. /**
  42455. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42456. */
  42457. side) {
  42458. if (mesh === void 0) { mesh = null; }
  42459. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42460. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42461. _this.segments = segments;
  42462. _this.diameter = diameter;
  42463. _this.side = side;
  42464. return _this;
  42465. }
  42466. /** @hidden */
  42467. SphereGeometry.prototype._regenerateVertexData = function () {
  42468. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42469. };
  42470. SphereGeometry.prototype.copy = function (id) {
  42471. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42472. };
  42473. SphereGeometry.prototype.serialize = function () {
  42474. var serializationObject = _super.prototype.serialize.call(this);
  42475. serializationObject.segments = this.segments;
  42476. serializationObject.diameter = this.diameter;
  42477. return serializationObject;
  42478. };
  42479. SphereGeometry.Parse = function (parsedSphere, scene) {
  42480. if (scene.getGeometryByID(parsedSphere.id)) {
  42481. return null; // null since geometry could be something else than a sphere...
  42482. }
  42483. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42484. if (BABYLON.Tags) {
  42485. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42486. }
  42487. scene.pushGeometry(sphere, true);
  42488. return sphere;
  42489. };
  42490. return SphereGeometry;
  42491. }(_PrimitiveGeometry));
  42492. BABYLON.SphereGeometry = SphereGeometry;
  42493. /**
  42494. * Creates a disc geometry
  42495. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42496. */
  42497. var DiscGeometry = /** @class */ (function (_super) {
  42498. __extends(DiscGeometry, _super);
  42499. /**
  42500. * Creates a new disc geometry
  42501. * @param id defines the unique ID of the geometry
  42502. * @param scene defines the hosting scene
  42503. * @param radius defines the radius of the disc
  42504. * @param tessellation defines the tesselation factor to apply to the disc
  42505. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42506. * @param mesh defines the hosting mesh (can be null)
  42507. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42508. */
  42509. function DiscGeometry(id, scene,
  42510. /**
  42511. * Defines the radius of the disc
  42512. */
  42513. radius,
  42514. /**
  42515. * Defines the tesselation factor to apply to the disc
  42516. */
  42517. tessellation, canBeRegenerated, mesh,
  42518. /**
  42519. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42520. */
  42521. side) {
  42522. if (mesh === void 0) { mesh = null; }
  42523. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42524. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42525. _this.radius = radius;
  42526. _this.tessellation = tessellation;
  42527. _this.side = side;
  42528. return _this;
  42529. }
  42530. /** @hidden */
  42531. DiscGeometry.prototype._regenerateVertexData = function () {
  42532. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42533. };
  42534. DiscGeometry.prototype.copy = function (id) {
  42535. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42536. };
  42537. return DiscGeometry;
  42538. }(_PrimitiveGeometry));
  42539. BABYLON.DiscGeometry = DiscGeometry;
  42540. /**
  42541. * Creates a new cylinder geometry
  42542. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42543. */
  42544. var CylinderGeometry = /** @class */ (function (_super) {
  42545. __extends(CylinderGeometry, _super);
  42546. /**
  42547. * Creates a new cylinder geometry
  42548. * @param id defines the unique ID of the geometry
  42549. * @param scene defines the hosting scene
  42550. * @param height defines the height of the cylinder
  42551. * @param diameterTop defines the diameter of the cylinder's top cap
  42552. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42553. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42554. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42555. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42556. * @param mesh defines the hosting mesh (can be null)
  42557. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42558. */
  42559. function CylinderGeometry(id, scene,
  42560. /**
  42561. * Defines the height of the cylinder
  42562. */
  42563. height,
  42564. /**
  42565. * Defines the diameter of the cylinder's top cap
  42566. */
  42567. diameterTop,
  42568. /**
  42569. * Defines the diameter of the cylinder's bottom cap
  42570. */
  42571. diameterBottom,
  42572. /**
  42573. * Defines the tessellation factor to apply to the cylinder
  42574. */
  42575. tessellation,
  42576. /**
  42577. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42578. */
  42579. subdivisions, canBeRegenerated, mesh,
  42580. /**
  42581. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42582. */
  42583. side) {
  42584. if (subdivisions === void 0) { subdivisions = 1; }
  42585. if (mesh === void 0) { mesh = null; }
  42586. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42587. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42588. _this.height = height;
  42589. _this.diameterTop = diameterTop;
  42590. _this.diameterBottom = diameterBottom;
  42591. _this.tessellation = tessellation;
  42592. _this.subdivisions = subdivisions;
  42593. _this.side = side;
  42594. return _this;
  42595. }
  42596. /** @hidden */
  42597. CylinderGeometry.prototype._regenerateVertexData = function () {
  42598. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42599. };
  42600. CylinderGeometry.prototype.copy = function (id) {
  42601. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42602. };
  42603. CylinderGeometry.prototype.serialize = function () {
  42604. var serializationObject = _super.prototype.serialize.call(this);
  42605. serializationObject.height = this.height;
  42606. serializationObject.diameterTop = this.diameterTop;
  42607. serializationObject.diameterBottom = this.diameterBottom;
  42608. serializationObject.tessellation = this.tessellation;
  42609. return serializationObject;
  42610. };
  42611. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42612. if (scene.getGeometryByID(parsedCylinder.id)) {
  42613. return null; // null since geometry could be something else than a cylinder...
  42614. }
  42615. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42616. if (BABYLON.Tags) {
  42617. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42618. }
  42619. scene.pushGeometry(cylinder, true);
  42620. return cylinder;
  42621. };
  42622. return CylinderGeometry;
  42623. }(_PrimitiveGeometry));
  42624. BABYLON.CylinderGeometry = CylinderGeometry;
  42625. /**
  42626. * Creates a new torus geometry
  42627. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42628. */
  42629. var TorusGeometry = /** @class */ (function (_super) {
  42630. __extends(TorusGeometry, _super);
  42631. /**
  42632. * Creates a new torus geometry
  42633. * @param id defines the unique ID of the geometry
  42634. * @param scene defines the hosting scene
  42635. * @param diameter defines the diameter of the torus
  42636. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42637. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42638. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42639. * @param mesh defines the hosting mesh (can be null)
  42640. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42641. */
  42642. function TorusGeometry(id, scene,
  42643. /**
  42644. * Defines the diameter of the torus
  42645. */
  42646. diameter,
  42647. /**
  42648. * Defines the thickness of the torus (ie. internal diameter)
  42649. */
  42650. thickness,
  42651. /**
  42652. * Defines the tesselation factor to apply to the torus
  42653. */
  42654. tessellation, canBeRegenerated, mesh,
  42655. /**
  42656. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42657. */
  42658. side) {
  42659. if (mesh === void 0) { mesh = null; }
  42660. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42661. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42662. _this.diameter = diameter;
  42663. _this.thickness = thickness;
  42664. _this.tessellation = tessellation;
  42665. _this.side = side;
  42666. return _this;
  42667. }
  42668. /** @hidden */
  42669. TorusGeometry.prototype._regenerateVertexData = function () {
  42670. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42671. };
  42672. TorusGeometry.prototype.copy = function (id) {
  42673. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42674. };
  42675. TorusGeometry.prototype.serialize = function () {
  42676. var serializationObject = _super.prototype.serialize.call(this);
  42677. serializationObject.diameter = this.diameter;
  42678. serializationObject.thickness = this.thickness;
  42679. serializationObject.tessellation = this.tessellation;
  42680. return serializationObject;
  42681. };
  42682. TorusGeometry.Parse = function (parsedTorus, scene) {
  42683. if (scene.getGeometryByID(parsedTorus.id)) {
  42684. return null; // null since geometry could be something else than a torus...
  42685. }
  42686. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42687. if (BABYLON.Tags) {
  42688. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42689. }
  42690. scene.pushGeometry(torus, true);
  42691. return torus;
  42692. };
  42693. return TorusGeometry;
  42694. }(_PrimitiveGeometry));
  42695. BABYLON.TorusGeometry = TorusGeometry;
  42696. /**
  42697. * Creates a new ground geometry
  42698. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42699. */
  42700. var GroundGeometry = /** @class */ (function (_super) {
  42701. __extends(GroundGeometry, _super);
  42702. /**
  42703. * Creates a new ground geometry
  42704. * @param id defines the unique ID of the geometry
  42705. * @param scene defines the hosting scene
  42706. * @param width defines the width of the ground
  42707. * @param height defines the height of the ground
  42708. * @param subdivisions defines the subdivisions to apply to the ground
  42709. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42710. * @param mesh defines the hosting mesh (can be null)
  42711. */
  42712. function GroundGeometry(id, scene,
  42713. /**
  42714. * Defines the width of the ground
  42715. */
  42716. width,
  42717. /**
  42718. * Defines the height of the ground
  42719. */
  42720. height,
  42721. /**
  42722. * Defines the subdivisions to apply to the ground
  42723. */
  42724. subdivisions, canBeRegenerated, mesh) {
  42725. if (mesh === void 0) { mesh = null; }
  42726. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42727. _this.width = width;
  42728. _this.height = height;
  42729. _this.subdivisions = subdivisions;
  42730. return _this;
  42731. }
  42732. /** @hidden */
  42733. GroundGeometry.prototype._regenerateVertexData = function () {
  42734. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42735. };
  42736. GroundGeometry.prototype.copy = function (id) {
  42737. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42738. };
  42739. GroundGeometry.prototype.serialize = function () {
  42740. var serializationObject = _super.prototype.serialize.call(this);
  42741. serializationObject.width = this.width;
  42742. serializationObject.height = this.height;
  42743. serializationObject.subdivisions = this.subdivisions;
  42744. return serializationObject;
  42745. };
  42746. GroundGeometry.Parse = function (parsedGround, scene) {
  42747. if (scene.getGeometryByID(parsedGround.id)) {
  42748. return null; // null since geometry could be something else than a ground...
  42749. }
  42750. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42751. if (BABYLON.Tags) {
  42752. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42753. }
  42754. scene.pushGeometry(ground, true);
  42755. return ground;
  42756. };
  42757. return GroundGeometry;
  42758. }(_PrimitiveGeometry));
  42759. BABYLON.GroundGeometry = GroundGeometry;
  42760. /**
  42761. * Creates a tiled ground geometry
  42762. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42763. */
  42764. var TiledGroundGeometry = /** @class */ (function (_super) {
  42765. __extends(TiledGroundGeometry, _super);
  42766. /**
  42767. * Creates a tiled ground geometry
  42768. * @param id defines the unique ID of the geometry
  42769. * @param scene defines the hosting scene
  42770. * @param xmin defines the minimum value on X axis
  42771. * @param zmin defines the minimum value on Z axis
  42772. * @param xmax defines the maximum value on X axis
  42773. * @param zmax defines the maximum value on Z axis
  42774. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42775. * @param precision defines the precision to use when computing the tiles
  42776. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42777. * @param mesh defines the hosting mesh (can be null)
  42778. */
  42779. function TiledGroundGeometry(id, scene,
  42780. /**
  42781. * Defines the minimum value on X axis
  42782. */
  42783. xmin,
  42784. /**
  42785. * Defines the minimum value on Z axis
  42786. */
  42787. zmin,
  42788. /**
  42789. * Defines the maximum value on X axis
  42790. */
  42791. xmax,
  42792. /**
  42793. * Defines the maximum value on Z axis
  42794. */
  42795. zmax,
  42796. /**
  42797. * Defines the subdivisions to apply to the ground
  42798. */
  42799. subdivisions,
  42800. /**
  42801. * Defines the precision to use when computing the tiles
  42802. */
  42803. precision, canBeRegenerated, mesh) {
  42804. if (mesh === void 0) { mesh = null; }
  42805. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42806. _this.xmin = xmin;
  42807. _this.zmin = zmin;
  42808. _this.xmax = xmax;
  42809. _this.zmax = zmax;
  42810. _this.subdivisions = subdivisions;
  42811. _this.precision = precision;
  42812. return _this;
  42813. }
  42814. /** @hidden */
  42815. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42816. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42817. };
  42818. TiledGroundGeometry.prototype.copy = function (id) {
  42819. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42820. };
  42821. return TiledGroundGeometry;
  42822. }(_PrimitiveGeometry));
  42823. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42824. /**
  42825. * Creates a plane geometry
  42826. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42827. */
  42828. var PlaneGeometry = /** @class */ (function (_super) {
  42829. __extends(PlaneGeometry, _super);
  42830. /**
  42831. * Creates a plane geometry
  42832. * @param id defines the unique ID of the geometry
  42833. * @param scene defines the hosting scene
  42834. * @param size defines the size of the plane (width === height)
  42835. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42836. * @param mesh defines the hosting mesh (can be null)
  42837. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42838. */
  42839. function PlaneGeometry(id, scene,
  42840. /**
  42841. * Defines the size of the plane (width === height)
  42842. */
  42843. size, canBeRegenerated, mesh,
  42844. /**
  42845. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42846. */
  42847. side) {
  42848. if (mesh === void 0) { mesh = null; }
  42849. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42850. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42851. _this.size = size;
  42852. _this.side = side;
  42853. return _this;
  42854. }
  42855. /** @hidden */
  42856. PlaneGeometry.prototype._regenerateVertexData = function () {
  42857. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42858. };
  42859. PlaneGeometry.prototype.copy = function (id) {
  42860. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42861. };
  42862. PlaneGeometry.prototype.serialize = function () {
  42863. var serializationObject = _super.prototype.serialize.call(this);
  42864. serializationObject.size = this.size;
  42865. return serializationObject;
  42866. };
  42867. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42868. if (scene.getGeometryByID(parsedPlane.id)) {
  42869. return null; // null since geometry could be something else than a ground...
  42870. }
  42871. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42872. if (BABYLON.Tags) {
  42873. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42874. }
  42875. scene.pushGeometry(plane, true);
  42876. return plane;
  42877. };
  42878. return PlaneGeometry;
  42879. }(_PrimitiveGeometry));
  42880. BABYLON.PlaneGeometry = PlaneGeometry;
  42881. /**
  42882. * Creates a torus knot geometry
  42883. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42884. */
  42885. var TorusKnotGeometry = /** @class */ (function (_super) {
  42886. __extends(TorusKnotGeometry, _super);
  42887. /**
  42888. * Creates a torus knot geometry
  42889. * @param id defines the unique ID of the geometry
  42890. * @param scene defines the hosting scene
  42891. * @param radius defines the radius of the torus knot
  42892. * @param tube defines the thickness of the torus knot tube
  42893. * @param radialSegments defines the number of radial segments
  42894. * @param tubularSegments defines the number of tubular segments
  42895. * @param p defines the first number of windings
  42896. * @param q defines the second number of windings
  42897. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42898. * @param mesh defines the hosting mesh (can be null)
  42899. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42900. */
  42901. function TorusKnotGeometry(id, scene,
  42902. /**
  42903. * Defines the radius of the torus knot
  42904. */
  42905. radius,
  42906. /**
  42907. * Defines the thickness of the torus knot tube
  42908. */
  42909. tube,
  42910. /**
  42911. * Defines the number of radial segments
  42912. */
  42913. radialSegments,
  42914. /**
  42915. * Defines the number of tubular segments
  42916. */
  42917. tubularSegments,
  42918. /**
  42919. * Defines the first number of windings
  42920. */
  42921. p,
  42922. /**
  42923. * Defines the second number of windings
  42924. */
  42925. q, canBeRegenerated, mesh,
  42926. /**
  42927. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42928. */
  42929. side) {
  42930. if (mesh === void 0) { mesh = null; }
  42931. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42932. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42933. _this.radius = radius;
  42934. _this.tube = tube;
  42935. _this.radialSegments = radialSegments;
  42936. _this.tubularSegments = tubularSegments;
  42937. _this.p = p;
  42938. _this.q = q;
  42939. _this.side = side;
  42940. return _this;
  42941. }
  42942. /** @hidden */
  42943. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42944. 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 });
  42945. };
  42946. TorusKnotGeometry.prototype.copy = function (id) {
  42947. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42948. };
  42949. TorusKnotGeometry.prototype.serialize = function () {
  42950. var serializationObject = _super.prototype.serialize.call(this);
  42951. serializationObject.radius = this.radius;
  42952. serializationObject.tube = this.tube;
  42953. serializationObject.radialSegments = this.radialSegments;
  42954. serializationObject.tubularSegments = this.tubularSegments;
  42955. serializationObject.p = this.p;
  42956. serializationObject.q = this.q;
  42957. return serializationObject;
  42958. };
  42959. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42960. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42961. return null; // null since geometry could be something else than a ground...
  42962. }
  42963. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42964. if (BABYLON.Tags) {
  42965. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42966. }
  42967. scene.pushGeometry(torusKnot, true);
  42968. return torusKnot;
  42969. };
  42970. return TorusKnotGeometry;
  42971. }(_PrimitiveGeometry));
  42972. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42973. //}
  42974. })(BABYLON || (BABYLON = {}));
  42975. //# sourceMappingURL=babylon.geometry.js.map
  42976. var BABYLON;
  42977. (function (BABYLON) {
  42978. /**
  42979. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42980. */
  42981. var PerformanceMonitor = /** @class */ (function () {
  42982. /**
  42983. * constructor
  42984. * @param frameSampleSize The number of samples required to saturate the sliding window
  42985. */
  42986. function PerformanceMonitor(frameSampleSize) {
  42987. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42988. this._enabled = true;
  42989. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42990. }
  42991. /**
  42992. * Samples current frame
  42993. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42994. */
  42995. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42996. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42997. if (!this._enabled) {
  42998. return;
  42999. }
  43000. if (this._lastFrameTimeMs != null) {
  43001. var dt = timeMs - this._lastFrameTimeMs;
  43002. this._rollingFrameTime.add(dt);
  43003. }
  43004. this._lastFrameTimeMs = timeMs;
  43005. };
  43006. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  43007. /**
  43008. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  43009. */
  43010. get: function () {
  43011. return this._rollingFrameTime.average;
  43012. },
  43013. enumerable: true,
  43014. configurable: true
  43015. });
  43016. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  43017. /**
  43018. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  43019. */
  43020. get: function () {
  43021. return this._rollingFrameTime.variance;
  43022. },
  43023. enumerable: true,
  43024. configurable: true
  43025. });
  43026. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  43027. /**
  43028. * Returns the frame time of the most recent frame
  43029. */
  43030. get: function () {
  43031. return this._rollingFrameTime.history(0);
  43032. },
  43033. enumerable: true,
  43034. configurable: true
  43035. });
  43036. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  43037. /**
  43038. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  43039. */
  43040. get: function () {
  43041. return 1000.0 / this._rollingFrameTime.average;
  43042. },
  43043. enumerable: true,
  43044. configurable: true
  43045. });
  43046. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  43047. /**
  43048. * Returns the average framerate in frames per second using the most recent frame time
  43049. */
  43050. get: function () {
  43051. var history = this._rollingFrameTime.history(0);
  43052. if (history === 0) {
  43053. return 0;
  43054. }
  43055. return 1000.0 / history;
  43056. },
  43057. enumerable: true,
  43058. configurable: true
  43059. });
  43060. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  43061. /**
  43062. * Returns true if enough samples have been taken to completely fill the sliding window
  43063. */
  43064. get: function () {
  43065. return this._rollingFrameTime.isSaturated();
  43066. },
  43067. enumerable: true,
  43068. configurable: true
  43069. });
  43070. /**
  43071. * Enables contributions to the sliding window sample set
  43072. */
  43073. PerformanceMonitor.prototype.enable = function () {
  43074. this._enabled = true;
  43075. };
  43076. /**
  43077. * Disables contributions to the sliding window sample set
  43078. * Samples will not be interpolated over the disabled period
  43079. */
  43080. PerformanceMonitor.prototype.disable = function () {
  43081. this._enabled = false;
  43082. //clear last sample to avoid interpolating over the disabled period when next enabled
  43083. this._lastFrameTimeMs = null;
  43084. };
  43085. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  43086. /**
  43087. * Returns true if sampling is enabled
  43088. */
  43089. get: function () {
  43090. return this._enabled;
  43091. },
  43092. enumerable: true,
  43093. configurable: true
  43094. });
  43095. /**
  43096. * Resets performance monitor
  43097. */
  43098. PerformanceMonitor.prototype.reset = function () {
  43099. //clear last sample to avoid interpolating over the disabled period when next enabled
  43100. this._lastFrameTimeMs = null;
  43101. //wipe record
  43102. this._rollingFrameTime.reset();
  43103. };
  43104. return PerformanceMonitor;
  43105. }());
  43106. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43107. /**
  43108. * RollingAverage
  43109. *
  43110. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43111. */
  43112. var RollingAverage = /** @class */ (function () {
  43113. /**
  43114. * constructor
  43115. * @param length The number of samples required to saturate the sliding window
  43116. */
  43117. function RollingAverage(length) {
  43118. this._samples = new Array(length);
  43119. this.reset();
  43120. }
  43121. /**
  43122. * Adds a sample to the sample set
  43123. * @param v The sample value
  43124. */
  43125. RollingAverage.prototype.add = function (v) {
  43126. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43127. var delta;
  43128. //we need to check if we've already wrapped round
  43129. if (this.isSaturated()) {
  43130. //remove bottom of stack from mean
  43131. var bottomValue = this._samples[this._pos];
  43132. delta = bottomValue - this.average;
  43133. this.average -= delta / (this._sampleCount - 1);
  43134. this._m2 -= delta * (bottomValue - this.average);
  43135. }
  43136. else {
  43137. this._sampleCount++;
  43138. }
  43139. //add new value to mean
  43140. delta = v - this.average;
  43141. this.average += delta / (this._sampleCount);
  43142. this._m2 += delta * (v - this.average);
  43143. //set the new variance
  43144. this.variance = this._m2 / (this._sampleCount - 1);
  43145. this._samples[this._pos] = v;
  43146. this._pos++;
  43147. this._pos %= this._samples.length; //positive wrap around
  43148. };
  43149. /**
  43150. * Returns previously added values or null if outside of history or outside the sliding window domain
  43151. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43152. * @return Value previously recorded with add() or null if outside of range
  43153. */
  43154. RollingAverage.prototype.history = function (i) {
  43155. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43156. return 0;
  43157. }
  43158. var i0 = this._wrapPosition(this._pos - 1.0);
  43159. return this._samples[this._wrapPosition(i0 - i)];
  43160. };
  43161. /**
  43162. * Returns true if enough samples have been taken to completely fill the sliding window
  43163. * @return true if sample-set saturated
  43164. */
  43165. RollingAverage.prototype.isSaturated = function () {
  43166. return this._sampleCount >= this._samples.length;
  43167. };
  43168. /**
  43169. * Resets the rolling average (equivalent to 0 samples taken so far)
  43170. */
  43171. RollingAverage.prototype.reset = function () {
  43172. this.average = 0;
  43173. this.variance = 0;
  43174. this._sampleCount = 0;
  43175. this._pos = 0;
  43176. this._m2 = 0;
  43177. };
  43178. /**
  43179. * Wraps a value around the sample range boundaries
  43180. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43181. * @return Wrapped position in sample range
  43182. */
  43183. RollingAverage.prototype._wrapPosition = function (i) {
  43184. var max = this._samples.length;
  43185. return ((i % max) + max) % max;
  43186. };
  43187. return RollingAverage;
  43188. }());
  43189. BABYLON.RollingAverage = RollingAverage;
  43190. })(BABYLON || (BABYLON = {}));
  43191. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43192. var BABYLON;
  43193. (function (BABYLON) {
  43194. /**
  43195. * "Static Class" containing the most commonly used helper while dealing with material for
  43196. * rendering purpose.
  43197. *
  43198. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43199. *
  43200. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43201. */
  43202. var MaterialHelper = /** @class */ (function () {
  43203. function MaterialHelper() {
  43204. }
  43205. /**
  43206. * Bind the current view position to an effect.
  43207. * @param effect The effect to be bound
  43208. * @param scene The scene the eyes position is used from
  43209. */
  43210. MaterialHelper.BindEyePosition = function (effect, scene) {
  43211. if (scene._forcedViewPosition) {
  43212. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43213. return;
  43214. }
  43215. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43216. };
  43217. /**
  43218. * Helps preparing the defines values about the UVs in used in the effect.
  43219. * UVs are shared as much as we can accross channels in the shaders.
  43220. * @param texture The texture we are preparing the UVs for
  43221. * @param defines The defines to update
  43222. * @param key The channel key "diffuse", "specular"... used in the shader
  43223. */
  43224. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43225. defines._needUVs = true;
  43226. defines[key] = true;
  43227. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43228. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43229. if (texture.coordinatesIndex === 0) {
  43230. defines["MAINUV1"] = true;
  43231. }
  43232. else {
  43233. defines["MAINUV2"] = true;
  43234. }
  43235. }
  43236. else {
  43237. defines[key + "DIRECTUV"] = 0;
  43238. }
  43239. };
  43240. /**
  43241. * Binds a texture matrix value to its corrsponding uniform
  43242. * @param texture The texture to bind the matrix for
  43243. * @param uniformBuffer The uniform buffer receivin the data
  43244. * @param key The channel key "diffuse", "specular"... used in the shader
  43245. */
  43246. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43247. var matrix = texture.getTextureMatrix();
  43248. if (!matrix.isIdentityAs3x2()) {
  43249. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43250. }
  43251. };
  43252. /**
  43253. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43254. * @param mesh defines the current mesh
  43255. * @param scene defines the current scene
  43256. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43257. * @param pointsCloud defines if point cloud rendering has to be turned on
  43258. * @param fogEnabled defines if fog has to be turned on
  43259. * @param alphaTest defines if alpha testing has to be turned on
  43260. * @param defines defines the current list of defines
  43261. */
  43262. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43263. if (defines._areMiscDirty) {
  43264. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43265. defines["POINTSIZE"] = pointsCloud;
  43266. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43267. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43268. defines["ALPHATEST"] = alphaTest;
  43269. }
  43270. };
  43271. /**
  43272. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43273. * @param scene defines the current scene
  43274. * @param engine defines the current engine
  43275. * @param defines specifies the list of active defines
  43276. * @param useInstances defines if instances have to be turned on
  43277. * @param useClipPlane defines if clip plane have to be turned on
  43278. */
  43279. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43280. if (useClipPlane === void 0) { useClipPlane = null; }
  43281. var changed = false;
  43282. var useClipPlane1 = false;
  43283. var useClipPlane2 = false;
  43284. var useClipPlane3 = false;
  43285. var useClipPlane4 = false;
  43286. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43287. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43288. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43289. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43290. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43291. defines["CLIPPLANE"] = useClipPlane1;
  43292. changed = true;
  43293. }
  43294. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43295. defines["CLIPPLANE2"] = useClipPlane2;
  43296. changed = true;
  43297. }
  43298. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43299. defines["CLIPPLANE3"] = useClipPlane3;
  43300. changed = true;
  43301. }
  43302. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43303. defines["CLIPPLANE4"] = useClipPlane4;
  43304. changed = true;
  43305. }
  43306. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43307. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43308. changed = true;
  43309. }
  43310. if (defines["INSTANCES"] !== useInstances) {
  43311. defines["INSTANCES"] = useInstances;
  43312. changed = true;
  43313. }
  43314. if (changed) {
  43315. defines.markAsUnprocessed();
  43316. }
  43317. };
  43318. /**
  43319. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43320. * @param mesh The mesh containing the geometry data we will draw
  43321. * @param defines The defines to update
  43322. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43323. * @param useBones Precise whether bones should be used or not (override mesh info)
  43324. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43325. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43326. * @returns false if defines are considered not dirty and have not been checked
  43327. */
  43328. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43329. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43330. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43331. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43332. return false;
  43333. }
  43334. defines._normals = defines._needNormals;
  43335. defines._uvs = defines._needUVs;
  43336. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43337. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43338. defines["TANGENT"] = true;
  43339. }
  43340. if (defines._needUVs) {
  43341. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43342. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43343. }
  43344. else {
  43345. defines["UV1"] = false;
  43346. defines["UV2"] = false;
  43347. }
  43348. if (useVertexColor) {
  43349. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43350. defines["VERTEXCOLOR"] = hasVertexColors;
  43351. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43352. }
  43353. if (useBones) {
  43354. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43355. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43356. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43357. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43358. defines["BONETEXTURE"] = true;
  43359. }
  43360. else {
  43361. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43362. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43363. }
  43364. }
  43365. else {
  43366. defines["NUM_BONE_INFLUENCERS"] = 0;
  43367. defines["BonesPerMesh"] = 0;
  43368. }
  43369. }
  43370. if (useMorphTargets) {
  43371. var manager = mesh.morphTargetManager;
  43372. if (manager) {
  43373. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43374. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43375. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43376. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43377. }
  43378. else {
  43379. defines["MORPHTARGETS_TANGENT"] = false;
  43380. defines["MORPHTARGETS_NORMAL"] = false;
  43381. defines["MORPHTARGETS"] = false;
  43382. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43383. }
  43384. }
  43385. return true;
  43386. };
  43387. /**
  43388. * Prepares the defines related to the light information passed in parameter
  43389. * @param scene The scene we are intending to draw
  43390. * @param mesh The mesh the effect is compiling for
  43391. * @param defines The defines to update
  43392. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43393. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43394. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43395. * @returns true if normals will be required for the rest of the effect
  43396. */
  43397. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43398. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43399. if (disableLighting === void 0) { disableLighting = false; }
  43400. if (!defines._areLightsDirty) {
  43401. return defines._needNormals;
  43402. }
  43403. var lightIndex = 0;
  43404. var needNormals = false;
  43405. var needRebuild = false;
  43406. var lightmapMode = false;
  43407. var shadowEnabled = false;
  43408. var specularEnabled = false;
  43409. if (scene.lightsEnabled && !disableLighting) {
  43410. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43411. var light = _a[_i];
  43412. needNormals = true;
  43413. if (defines["LIGHT" + lightIndex] === undefined) {
  43414. needRebuild = true;
  43415. }
  43416. defines["LIGHT" + lightIndex] = true;
  43417. defines["SPOTLIGHT" + lightIndex] = false;
  43418. defines["HEMILIGHT" + lightIndex] = false;
  43419. defines["POINTLIGHT" + lightIndex] = false;
  43420. defines["DIRLIGHT" + lightIndex] = false;
  43421. light.prepareLightSpecificDefines(defines, lightIndex);
  43422. // FallOff.
  43423. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43424. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43425. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43426. switch (light.falloffType) {
  43427. case BABYLON.Light.FALLOFF_GLTF:
  43428. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43429. break;
  43430. case BABYLON.Light.FALLOFF_PHYSICAL:
  43431. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43432. break;
  43433. case BABYLON.Light.FALLOFF_STANDARD:
  43434. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43435. break;
  43436. }
  43437. // Specular
  43438. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43439. specularEnabled = true;
  43440. }
  43441. // Shadows
  43442. defines["SHADOW" + lightIndex] = false;
  43443. defines["SHADOWPCF" + lightIndex] = false;
  43444. defines["SHADOWPCSS" + lightIndex] = false;
  43445. defines["SHADOWPOISSON" + lightIndex] = false;
  43446. defines["SHADOWESM" + lightIndex] = false;
  43447. defines["SHADOWCUBE" + lightIndex] = false;
  43448. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43449. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43450. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43451. var shadowGenerator = light.getShadowGenerator();
  43452. if (shadowGenerator) {
  43453. var shadowMap = shadowGenerator.getShadowMap();
  43454. if (shadowMap) {
  43455. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43456. shadowEnabled = true;
  43457. shadowGenerator.prepareDefines(defines, lightIndex);
  43458. }
  43459. }
  43460. }
  43461. }
  43462. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43463. lightmapMode = true;
  43464. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43465. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43466. }
  43467. else {
  43468. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43469. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43470. }
  43471. lightIndex++;
  43472. if (lightIndex === maxSimultaneousLights) {
  43473. break;
  43474. }
  43475. }
  43476. }
  43477. defines["SPECULARTERM"] = specularEnabled;
  43478. defines["SHADOWS"] = shadowEnabled;
  43479. // Resetting all other lights if any
  43480. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43481. if (defines["LIGHT" + index] !== undefined) {
  43482. defines["LIGHT" + index] = false;
  43483. defines["HEMILIGHT" + lightIndex] = false;
  43484. defines["POINTLIGHT" + lightIndex] = false;
  43485. defines["DIRLIGHT" + lightIndex] = false;
  43486. defines["SPOTLIGHT" + lightIndex] = false;
  43487. defines["SHADOW" + lightIndex] = false;
  43488. }
  43489. }
  43490. var caps = scene.getEngine().getCaps();
  43491. if (defines["SHADOWFLOAT"] === undefined) {
  43492. needRebuild = true;
  43493. }
  43494. defines["SHADOWFLOAT"] = shadowEnabled &&
  43495. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43496. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43497. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43498. if (needRebuild) {
  43499. defines.rebuild();
  43500. }
  43501. return needNormals;
  43502. };
  43503. /**
  43504. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43505. * that won t be acctive due to defines being turned off.
  43506. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43507. * @param samplersList The samplers list
  43508. * @param defines The defines helping in the list generation
  43509. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43510. */
  43511. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43512. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43513. var uniformsList;
  43514. var uniformBuffersList = null;
  43515. if (uniformsListOrOptions.uniformsNames) {
  43516. var options = uniformsListOrOptions;
  43517. uniformsList = options.uniformsNames;
  43518. uniformBuffersList = options.uniformBuffersNames;
  43519. samplersList = options.samplers;
  43520. defines = options.defines;
  43521. maxSimultaneousLights = options.maxSimultaneousLights;
  43522. }
  43523. else {
  43524. uniformsList = uniformsListOrOptions;
  43525. if (!samplersList) {
  43526. samplersList = [];
  43527. }
  43528. }
  43529. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43530. if (!defines["LIGHT" + lightIndex]) {
  43531. break;
  43532. }
  43533. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43534. if (uniformBuffersList) {
  43535. uniformBuffersList.push("Light" + lightIndex);
  43536. }
  43537. samplersList.push("shadowSampler" + lightIndex);
  43538. samplersList.push("depthSampler" + lightIndex);
  43539. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43540. samplersList.push("projectionLightSampler" + lightIndex);
  43541. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43542. }
  43543. }
  43544. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43545. uniformsList.push("morphTargetInfluences");
  43546. }
  43547. };
  43548. /**
  43549. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43550. * @param defines The defines to update while falling back
  43551. * @param fallbacks The authorized effect fallbacks
  43552. * @param maxSimultaneousLights The maximum number of lights allowed
  43553. * @param rank the current rank of the Effect
  43554. * @returns The newly affected rank
  43555. */
  43556. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43557. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43558. if (rank === void 0) { rank = 0; }
  43559. var lightFallbackRank = 0;
  43560. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43561. if (!defines["LIGHT" + lightIndex]) {
  43562. break;
  43563. }
  43564. if (lightIndex > 0) {
  43565. lightFallbackRank = rank + lightIndex;
  43566. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43567. }
  43568. if (!defines["SHADOWS"]) {
  43569. if (defines["SHADOW" + lightIndex]) {
  43570. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43571. }
  43572. if (defines["SHADOWPCF" + lightIndex]) {
  43573. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43574. }
  43575. if (defines["SHADOWPCSS" + lightIndex]) {
  43576. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43577. }
  43578. if (defines["SHADOWPOISSON" + lightIndex]) {
  43579. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43580. }
  43581. if (defines["SHADOWESM" + lightIndex]) {
  43582. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43583. }
  43584. }
  43585. }
  43586. return lightFallbackRank++;
  43587. };
  43588. /**
  43589. * Prepares the list of attributes required for morph targets according to the effect defines.
  43590. * @param attribs The current list of supported attribs
  43591. * @param mesh The mesh to prepare the morph targets attributes for
  43592. * @param defines The current Defines of the effect
  43593. */
  43594. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43595. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43596. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43597. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43598. var manager = mesh.morphTargetManager;
  43599. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43600. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43601. for (var index = 0; index < influencers; index++) {
  43602. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43603. if (normal) {
  43604. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43605. }
  43606. if (tangent) {
  43607. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43608. }
  43609. if (attribs.length > maxAttributesCount) {
  43610. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43611. }
  43612. }
  43613. }
  43614. };
  43615. /**
  43616. * Prepares the list of attributes required for bones according to the effect defines.
  43617. * @param attribs The current list of supported attribs
  43618. * @param mesh The mesh to prepare the bones attributes for
  43619. * @param defines The current Defines of the effect
  43620. * @param fallbacks The current efffect fallback strategy
  43621. */
  43622. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43623. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43624. fallbacks.addCPUSkinningFallback(0, mesh);
  43625. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43626. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43627. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43628. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43629. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43630. }
  43631. }
  43632. };
  43633. /**
  43634. * Prepares the list of attributes required for instances according to the effect defines.
  43635. * @param attribs The current list of supported attribs
  43636. * @param defines The current Defines of the effect
  43637. */
  43638. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43639. if (defines["INSTANCES"]) {
  43640. attribs.push("world0");
  43641. attribs.push("world1");
  43642. attribs.push("world2");
  43643. attribs.push("world3");
  43644. }
  43645. };
  43646. /**
  43647. * Binds the light shadow information to the effect for the given mesh.
  43648. * @param light The light containing the generator
  43649. * @param scene The scene the lights belongs to
  43650. * @param mesh The mesh we are binding the information to render
  43651. * @param lightIndex The light index in the effect used to render the mesh
  43652. * @param effect The effect we are binding the data to
  43653. */
  43654. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43655. if (light.shadowEnabled && mesh.receiveShadows) {
  43656. var shadowGenerator = light.getShadowGenerator();
  43657. if (shadowGenerator) {
  43658. shadowGenerator.bindShadowLight(lightIndex, effect);
  43659. }
  43660. }
  43661. };
  43662. /**
  43663. * Binds the light information to the effect.
  43664. * @param light The light containing the generator
  43665. * @param effect The effect we are binding the data to
  43666. * @param lightIndex The light index in the effect used to render
  43667. */
  43668. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43669. light.transferToEffect(effect, lightIndex + "");
  43670. };
  43671. /**
  43672. * Binds the lights information from the scene to the effect for the given mesh.
  43673. * @param scene The scene the lights belongs to
  43674. * @param mesh The mesh we are binding the information to render
  43675. * @param effect The effect we are binding the data to
  43676. * @param defines The generated defines for the effect
  43677. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43678. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43679. */
  43680. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43681. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43682. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43683. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43684. for (var i = 0; i < len; i++) {
  43685. var light = mesh._lightSources[i];
  43686. var iAsString = i.toString();
  43687. var scaledIntensity = light.getScaledIntensity();
  43688. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43689. MaterialHelper.BindLightProperties(light, effect, i);
  43690. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43691. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43692. if (defines["SPECULARTERM"]) {
  43693. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43694. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43695. }
  43696. // Shadows
  43697. if (scene.shadowsEnabled) {
  43698. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43699. }
  43700. light._uniformBuffer.update();
  43701. }
  43702. };
  43703. /**
  43704. * Binds the fog information from the scene to the effect for the given mesh.
  43705. * @param scene The scene the lights belongs to
  43706. * @param mesh The mesh we are binding the information to render
  43707. * @param effect The effect we are binding the data to
  43708. * @param linearSpace Defines if the fog effect is applied in linear space
  43709. */
  43710. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43711. if (linearSpace === void 0) { linearSpace = false; }
  43712. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43713. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43714. // Convert fog color to linear space if used in a linear space computed shader.
  43715. if (linearSpace) {
  43716. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43717. effect.setColor3("vFogColor", this._tempFogColor);
  43718. }
  43719. else {
  43720. effect.setColor3("vFogColor", scene.fogColor);
  43721. }
  43722. }
  43723. };
  43724. /**
  43725. * Binds the bones information from the mesh to the effect.
  43726. * @param mesh The mesh we are binding the information to render
  43727. * @param effect The effect we are binding the data to
  43728. */
  43729. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43730. if (!effect || !mesh) {
  43731. return;
  43732. }
  43733. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43734. mesh.computeBonesUsingShaders = false;
  43735. }
  43736. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43737. var skeleton = mesh.skeleton;
  43738. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43739. var boneTexture = skeleton.getTransformMatrixTexture();
  43740. effect.setTexture("boneSampler", boneTexture);
  43741. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43742. }
  43743. else {
  43744. var matrices = skeleton.getTransformMatrices(mesh);
  43745. if (matrices) {
  43746. effect.setMatrices("mBones", matrices);
  43747. }
  43748. }
  43749. }
  43750. };
  43751. /**
  43752. * Binds the morph targets information from the mesh to the effect.
  43753. * @param abstractMesh The mesh we are binding the information to render
  43754. * @param effect The effect we are binding the data to
  43755. */
  43756. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43757. var manager = abstractMesh.morphTargetManager;
  43758. if (!abstractMesh || !manager) {
  43759. return;
  43760. }
  43761. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43762. };
  43763. /**
  43764. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43765. * @param defines The generated defines used in the effect
  43766. * @param effect The effect we are binding the data to
  43767. * @param scene The scene we are willing to render with logarithmic scale for
  43768. */
  43769. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43770. if (defines["LOGARITHMICDEPTH"]) {
  43771. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43772. }
  43773. };
  43774. /**
  43775. * Binds the clip plane information from the scene to the effect.
  43776. * @param scene The scene the clip plane information are extracted from
  43777. * @param effect The effect we are binding the data to
  43778. */
  43779. MaterialHelper.BindClipPlane = function (effect, scene) {
  43780. if (scene.clipPlane) {
  43781. var clipPlane = scene.clipPlane;
  43782. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43783. }
  43784. if (scene.clipPlane2) {
  43785. var clipPlane = scene.clipPlane2;
  43786. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43787. }
  43788. if (scene.clipPlane3) {
  43789. var clipPlane = scene.clipPlane3;
  43790. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43791. }
  43792. if (scene.clipPlane4) {
  43793. var clipPlane = scene.clipPlane4;
  43794. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43795. }
  43796. };
  43797. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43798. return MaterialHelper;
  43799. }());
  43800. BABYLON.MaterialHelper = MaterialHelper;
  43801. })(BABYLON || (BABYLON = {}));
  43802. //# sourceMappingURL=babylon.materialHelper.js.map
  43803. var BABYLON;
  43804. (function (BABYLON) {
  43805. /**
  43806. * Base class of materials working in push mode in babylon JS
  43807. * @hidden
  43808. */
  43809. var PushMaterial = /** @class */ (function (_super) {
  43810. __extends(PushMaterial, _super);
  43811. function PushMaterial(name, scene) {
  43812. var _this = _super.call(this, name, scene) || this;
  43813. _this._normalMatrix = new BABYLON.Matrix();
  43814. /**
  43815. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43816. * This means that the material can keep using a previous shader while a new one is being compiled.
  43817. * This is mostly used when shader parallel compilation is supported (true by default)
  43818. */
  43819. _this.allowShaderHotSwapping = true;
  43820. _this._storeEffectOnSubMeshes = true;
  43821. return _this;
  43822. }
  43823. PushMaterial.prototype.getEffect = function () {
  43824. return this._activeEffect;
  43825. };
  43826. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43827. if (!mesh) {
  43828. return false;
  43829. }
  43830. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43831. return true;
  43832. }
  43833. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43834. };
  43835. /**
  43836. * Binds the given world matrix to the active effect
  43837. *
  43838. * @param world the matrix to bind
  43839. */
  43840. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43841. this._activeEffect.setMatrix("world", world);
  43842. };
  43843. /**
  43844. * Binds the given normal matrix to the active effect
  43845. *
  43846. * @param normalMatrix the matrix to bind
  43847. */
  43848. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43849. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43850. };
  43851. PushMaterial.prototype.bind = function (world, mesh) {
  43852. if (!mesh) {
  43853. return;
  43854. }
  43855. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43856. };
  43857. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43858. if (effect === void 0) { effect = null; }
  43859. _super.prototype._afterBind.call(this, mesh);
  43860. this.getScene()._cachedEffect = effect;
  43861. };
  43862. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43863. if (visibility === void 0) { visibility = 1; }
  43864. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43865. };
  43866. return PushMaterial;
  43867. }(BABYLON.Material));
  43868. BABYLON.PushMaterial = PushMaterial;
  43869. })(BABYLON || (BABYLON = {}));
  43870. //# sourceMappingURL=babylon.pushMaterial.js.map
  43871. var BABYLON;
  43872. (function (BABYLON) {
  43873. /** @hidden */
  43874. var StandardMaterialDefines = /** @class */ (function (_super) {
  43875. __extends(StandardMaterialDefines, _super);
  43876. function StandardMaterialDefines() {
  43877. var _this = _super.call(this) || this;
  43878. _this.MAINUV1 = false;
  43879. _this.MAINUV2 = false;
  43880. _this.DIFFUSE = false;
  43881. _this.DIFFUSEDIRECTUV = 0;
  43882. _this.AMBIENT = false;
  43883. _this.AMBIENTDIRECTUV = 0;
  43884. _this.OPACITY = false;
  43885. _this.OPACITYDIRECTUV = 0;
  43886. _this.OPACITYRGB = false;
  43887. _this.REFLECTION = false;
  43888. _this.EMISSIVE = false;
  43889. _this.EMISSIVEDIRECTUV = 0;
  43890. _this.SPECULAR = false;
  43891. _this.SPECULARDIRECTUV = 0;
  43892. _this.BUMP = false;
  43893. _this.BUMPDIRECTUV = 0;
  43894. _this.PARALLAX = false;
  43895. _this.PARALLAXOCCLUSION = false;
  43896. _this.SPECULAROVERALPHA = false;
  43897. _this.CLIPPLANE = false;
  43898. _this.CLIPPLANE2 = false;
  43899. _this.CLIPPLANE3 = false;
  43900. _this.CLIPPLANE4 = false;
  43901. _this.ALPHATEST = false;
  43902. _this.DEPTHPREPASS = false;
  43903. _this.ALPHAFROMDIFFUSE = false;
  43904. _this.POINTSIZE = false;
  43905. _this.FOG = false;
  43906. _this.SPECULARTERM = false;
  43907. _this.DIFFUSEFRESNEL = false;
  43908. _this.OPACITYFRESNEL = false;
  43909. _this.REFLECTIONFRESNEL = false;
  43910. _this.REFRACTIONFRESNEL = false;
  43911. _this.EMISSIVEFRESNEL = false;
  43912. _this.FRESNEL = false;
  43913. _this.NORMAL = false;
  43914. _this.UV1 = false;
  43915. _this.UV2 = false;
  43916. _this.VERTEXCOLOR = false;
  43917. _this.VERTEXALPHA = false;
  43918. _this.NUM_BONE_INFLUENCERS = 0;
  43919. _this.BonesPerMesh = 0;
  43920. _this.BONETEXTURE = false;
  43921. _this.INSTANCES = false;
  43922. _this.GLOSSINESS = false;
  43923. _this.ROUGHNESS = false;
  43924. _this.EMISSIVEASILLUMINATION = false;
  43925. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43926. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43927. _this.LIGHTMAP = false;
  43928. _this.LIGHTMAPDIRECTUV = 0;
  43929. _this.OBJECTSPACE_NORMALMAP = false;
  43930. _this.USELIGHTMAPASSHADOWMAP = false;
  43931. _this.REFLECTIONMAP_3D = false;
  43932. _this.REFLECTIONMAP_SPHERICAL = false;
  43933. _this.REFLECTIONMAP_PLANAR = false;
  43934. _this.REFLECTIONMAP_CUBIC = false;
  43935. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43936. _this.REFLECTIONMAP_PROJECTION = false;
  43937. _this.REFLECTIONMAP_SKYBOX = false;
  43938. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43939. _this.REFLECTIONMAP_EXPLICIT = false;
  43940. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43941. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43942. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43943. _this.INVERTCUBICMAP = false;
  43944. _this.LOGARITHMICDEPTH = false;
  43945. _this.REFRACTION = false;
  43946. _this.REFRACTIONMAP_3D = false;
  43947. _this.REFLECTIONOVERALPHA = false;
  43948. _this.TWOSIDEDLIGHTING = false;
  43949. _this.SHADOWFLOAT = false;
  43950. _this.MORPHTARGETS = false;
  43951. _this.MORPHTARGETS_NORMAL = false;
  43952. _this.MORPHTARGETS_TANGENT = false;
  43953. _this.NUM_MORPH_INFLUENCERS = 0;
  43954. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43955. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43956. _this.IMAGEPROCESSING = false;
  43957. _this.VIGNETTE = false;
  43958. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43959. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43960. _this.TONEMAPPING = false;
  43961. _this.TONEMAPPING_ACES = false;
  43962. _this.CONTRAST = false;
  43963. _this.COLORCURVES = false;
  43964. _this.COLORGRADING = false;
  43965. _this.COLORGRADING3D = false;
  43966. _this.SAMPLER3DGREENDEPTH = false;
  43967. _this.SAMPLER3DBGRMAP = false;
  43968. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43969. /**
  43970. * If the reflection texture on this material is in linear color space
  43971. * @hidden
  43972. */
  43973. _this.IS_REFLECTION_LINEAR = false;
  43974. /**
  43975. * If the refraction texture on this material is in linear color space
  43976. * @hidden
  43977. */
  43978. _this.IS_REFRACTION_LINEAR = false;
  43979. _this.EXPOSURE = false;
  43980. _this.rebuild();
  43981. return _this;
  43982. }
  43983. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43984. var modes = [
  43985. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43986. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43987. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43988. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43989. ];
  43990. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43991. var mode = modes_1[_i];
  43992. this[mode] = (mode === modeToEnable);
  43993. }
  43994. };
  43995. return StandardMaterialDefines;
  43996. }(BABYLON.MaterialDefines));
  43997. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43998. /**
  43999. * This is the default material used in Babylon. It is the best trade off between quality
  44000. * and performances.
  44001. * @see http://doc.babylonjs.com/babylon101/materials
  44002. */
  44003. var StandardMaterial = /** @class */ (function (_super) {
  44004. __extends(StandardMaterial, _super);
  44005. /**
  44006. * Instantiates a new standard material.
  44007. * This is the default material used in Babylon. It is the best trade off between quality
  44008. * and performances.
  44009. * @see http://doc.babylonjs.com/babylon101/materials
  44010. * @param name Define the name of the material in the scene
  44011. * @param scene Define the scene the material belong to
  44012. */
  44013. function StandardMaterial(name, scene) {
  44014. var _this = _super.call(this, name, scene) || this;
  44015. /**
  44016. * The color of the material lit by the environmental background lighting.
  44017. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  44018. */
  44019. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  44020. /**
  44021. * The basic color of the material as viewed under a light.
  44022. */
  44023. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  44024. /**
  44025. * Define how the color and intensity of the highlight given by the light in the material.
  44026. */
  44027. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  44028. /**
  44029. * Define the color of the material as if self lit.
  44030. * This will be mixed in the final result even in the absence of light.
  44031. */
  44032. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  44033. /**
  44034. * Defines how sharp are the highlights in the material.
  44035. * The bigger the value the sharper giving a more glossy feeling to the result.
  44036. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  44037. */
  44038. _this.specularPower = 64;
  44039. _this._useAlphaFromDiffuseTexture = false;
  44040. _this._useEmissiveAsIllumination = false;
  44041. _this._linkEmissiveWithDiffuse = false;
  44042. _this._useSpecularOverAlpha = false;
  44043. _this._useReflectionOverAlpha = false;
  44044. _this._disableLighting = false;
  44045. _this._useObjectSpaceNormalMap = false;
  44046. _this._useParallax = false;
  44047. _this._useParallaxOcclusion = false;
  44048. /**
  44049. * 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.
  44050. */
  44051. _this.parallaxScaleBias = 0.05;
  44052. _this._roughness = 0;
  44053. /**
  44054. * In case of refraction, define the value of the indice of refraction.
  44055. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44056. */
  44057. _this.indexOfRefraction = 0.98;
  44058. /**
  44059. * Invert the refraction texture alongside the y axis.
  44060. * It can be useful with procedural textures or probe for instance.
  44061. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44062. */
  44063. _this.invertRefractionY = true;
  44064. /**
  44065. * Defines the alpha limits in alpha test mode.
  44066. */
  44067. _this.alphaCutOff = 0.4;
  44068. _this._useLightmapAsShadowmap = false;
  44069. _this._useReflectionFresnelFromSpecular = false;
  44070. _this._useGlossinessFromSpecularMapAlpha = false;
  44071. _this._maxSimultaneousLights = 4;
  44072. _this._invertNormalMapX = false;
  44073. _this._invertNormalMapY = false;
  44074. _this._twoSidedLighting = false;
  44075. _this._renderTargets = new BABYLON.SmartArray(16);
  44076. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  44077. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  44078. // Setup the default processing configuration to the scene.
  44079. _this._attachImageProcessingConfiguration(null);
  44080. _this.getRenderTargetTextures = function () {
  44081. _this._renderTargets.reset();
  44082. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  44083. _this._renderTargets.push(_this._reflectionTexture);
  44084. }
  44085. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44086. _this._renderTargets.push(_this._refractionTexture);
  44087. }
  44088. return _this._renderTargets;
  44089. };
  44090. return _this;
  44091. }
  44092. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44093. /**
  44094. * Gets the image processing configuration used either in this material.
  44095. */
  44096. get: function () {
  44097. return this._imageProcessingConfiguration;
  44098. },
  44099. /**
  44100. * Sets the Default image processing configuration used either in the this material.
  44101. *
  44102. * If sets to null, the scene one is in use.
  44103. */
  44104. set: function (value) {
  44105. this._attachImageProcessingConfiguration(value);
  44106. // Ensure the effect will be rebuilt.
  44107. this._markAllSubMeshesAsTexturesDirty();
  44108. },
  44109. enumerable: true,
  44110. configurable: true
  44111. });
  44112. /**
  44113. * Attaches a new image processing configuration to the Standard Material.
  44114. * @param configuration
  44115. */
  44116. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44117. var _this = this;
  44118. if (configuration === this._imageProcessingConfiguration) {
  44119. return;
  44120. }
  44121. // Detaches observer.
  44122. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44123. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44124. }
  44125. // Pick the scene configuration if needed.
  44126. if (!configuration) {
  44127. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44128. }
  44129. else {
  44130. this._imageProcessingConfiguration = configuration;
  44131. }
  44132. // Attaches observer.
  44133. if (this._imageProcessingConfiguration) {
  44134. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44135. _this._markAllSubMeshesAsImageProcessingDirty();
  44136. });
  44137. }
  44138. };
  44139. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44140. /**
  44141. * Gets wether the color curves effect is enabled.
  44142. */
  44143. get: function () {
  44144. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44145. },
  44146. /**
  44147. * Sets wether the color curves effect is enabled.
  44148. */
  44149. set: function (value) {
  44150. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44151. },
  44152. enumerable: true,
  44153. configurable: true
  44154. });
  44155. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44156. /**
  44157. * Gets wether the color grading effect is enabled.
  44158. */
  44159. get: function () {
  44160. return this.imageProcessingConfiguration.colorGradingEnabled;
  44161. },
  44162. /**
  44163. * Gets wether the color grading effect is enabled.
  44164. */
  44165. set: function (value) {
  44166. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44167. },
  44168. enumerable: true,
  44169. configurable: true
  44170. });
  44171. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44172. /**
  44173. * Gets wether tonemapping is enabled or not.
  44174. */
  44175. get: function () {
  44176. return this._imageProcessingConfiguration.toneMappingEnabled;
  44177. },
  44178. /**
  44179. * Sets wether tonemapping is enabled or not
  44180. */
  44181. set: function (value) {
  44182. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44183. },
  44184. enumerable: true,
  44185. configurable: true
  44186. });
  44187. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44188. /**
  44189. * The camera exposure used on this material.
  44190. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44191. * This corresponds to a photographic exposure.
  44192. */
  44193. get: function () {
  44194. return this._imageProcessingConfiguration.exposure;
  44195. },
  44196. /**
  44197. * The camera exposure used on this material.
  44198. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44199. * This corresponds to a photographic exposure.
  44200. */
  44201. set: function (value) {
  44202. this._imageProcessingConfiguration.exposure = value;
  44203. },
  44204. enumerable: true,
  44205. configurable: true
  44206. });
  44207. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44208. /**
  44209. * Gets The camera contrast used on this material.
  44210. */
  44211. get: function () {
  44212. return this._imageProcessingConfiguration.contrast;
  44213. },
  44214. /**
  44215. * Sets The camera contrast used on this material.
  44216. */
  44217. set: function (value) {
  44218. this._imageProcessingConfiguration.contrast = value;
  44219. },
  44220. enumerable: true,
  44221. configurable: true
  44222. });
  44223. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44224. /**
  44225. * Gets the Color Grading 2D Lookup Texture.
  44226. */
  44227. get: function () {
  44228. return this._imageProcessingConfiguration.colorGradingTexture;
  44229. },
  44230. /**
  44231. * Sets the Color Grading 2D Lookup Texture.
  44232. */
  44233. set: function (value) {
  44234. this._imageProcessingConfiguration.colorGradingTexture = value;
  44235. },
  44236. enumerable: true,
  44237. configurable: true
  44238. });
  44239. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44240. /**
  44241. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44242. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44243. * 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;
  44244. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44245. */
  44246. get: function () {
  44247. return this._imageProcessingConfiguration.colorCurves;
  44248. },
  44249. /**
  44250. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44251. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44252. * 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;
  44253. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44254. */
  44255. set: function (value) {
  44256. this._imageProcessingConfiguration.colorCurves = value;
  44257. },
  44258. enumerable: true,
  44259. configurable: true
  44260. });
  44261. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44262. /**
  44263. * Gets a boolean indicating that current material needs to register RTT
  44264. */
  44265. get: function () {
  44266. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44267. return true;
  44268. }
  44269. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44270. return true;
  44271. }
  44272. return false;
  44273. },
  44274. enumerable: true,
  44275. configurable: true
  44276. });
  44277. /**
  44278. * Gets the current class name of the material e.g. "StandardMaterial"
  44279. * Mainly use in serialization.
  44280. * @returns the class name
  44281. */
  44282. StandardMaterial.prototype.getClassName = function () {
  44283. return "StandardMaterial";
  44284. };
  44285. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44286. /**
  44287. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44288. * You can try switching to logarithmic depth.
  44289. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44290. */
  44291. get: function () {
  44292. return this._useLogarithmicDepth;
  44293. },
  44294. set: function (value) {
  44295. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44296. this._markAllSubMeshesAsMiscDirty();
  44297. },
  44298. enumerable: true,
  44299. configurable: true
  44300. });
  44301. /**
  44302. * Specifies if the material will require alpha blending
  44303. * @returns a boolean specifying if alpha blending is needed
  44304. */
  44305. StandardMaterial.prototype.needAlphaBlending = function () {
  44306. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44307. };
  44308. /**
  44309. * Specifies if this material should be rendered in alpha test mode
  44310. * @returns a boolean specifying if an alpha test is needed.
  44311. */
  44312. StandardMaterial.prototype.needAlphaTesting = function () {
  44313. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44314. };
  44315. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44316. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44317. };
  44318. /**
  44319. * Get the texture used for alpha test purpose.
  44320. * @returns the diffuse texture in case of the standard material.
  44321. */
  44322. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44323. return this._diffuseTexture;
  44324. };
  44325. /**
  44326. * Get if the submesh is ready to be used and all its information available.
  44327. * Child classes can use it to update shaders
  44328. * @param mesh defines the mesh to check
  44329. * @param subMesh defines which submesh to check
  44330. * @param useInstances specifies that instances should be used
  44331. * @returns a boolean indicating that the submesh is ready or not
  44332. */
  44333. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44334. if (useInstances === void 0) { useInstances = false; }
  44335. if (subMesh.effect && this.isFrozen) {
  44336. if (this._wasPreviouslyReady) {
  44337. return true;
  44338. }
  44339. }
  44340. if (!subMesh._materialDefines) {
  44341. subMesh._materialDefines = new StandardMaterialDefines();
  44342. }
  44343. var scene = this.getScene();
  44344. var defines = subMesh._materialDefines;
  44345. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44346. if (defines._renderId === scene.getRenderId()) {
  44347. return true;
  44348. }
  44349. }
  44350. var engine = scene.getEngine();
  44351. // Lights
  44352. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44353. // Textures
  44354. if (defines._areTexturesDirty) {
  44355. defines._needUVs = false;
  44356. defines.MAINUV1 = false;
  44357. defines.MAINUV2 = false;
  44358. if (scene.texturesEnabled) {
  44359. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44360. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44361. return false;
  44362. }
  44363. else {
  44364. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44365. }
  44366. }
  44367. else {
  44368. defines.DIFFUSE = false;
  44369. }
  44370. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44371. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44372. return false;
  44373. }
  44374. else {
  44375. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44376. }
  44377. }
  44378. else {
  44379. defines.AMBIENT = false;
  44380. }
  44381. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44382. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44383. return false;
  44384. }
  44385. else {
  44386. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44387. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44388. }
  44389. }
  44390. else {
  44391. defines.OPACITY = false;
  44392. }
  44393. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44394. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44395. return false;
  44396. }
  44397. else {
  44398. defines._needNormals = true;
  44399. defines.REFLECTION = true;
  44400. defines.ROUGHNESS = (this._roughness > 0);
  44401. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44402. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44403. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44404. switch (this._reflectionTexture.coordinatesMode) {
  44405. case BABYLON.Texture.EXPLICIT_MODE:
  44406. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44407. break;
  44408. case BABYLON.Texture.PLANAR_MODE:
  44409. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44410. break;
  44411. case BABYLON.Texture.PROJECTION_MODE:
  44412. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44413. break;
  44414. case BABYLON.Texture.SKYBOX_MODE:
  44415. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44416. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44417. break;
  44418. case BABYLON.Texture.SPHERICAL_MODE:
  44419. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44420. break;
  44421. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44422. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44423. break;
  44424. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44425. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44426. break;
  44427. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44428. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44429. break;
  44430. case BABYLON.Texture.CUBIC_MODE:
  44431. case BABYLON.Texture.INVCUBIC_MODE:
  44432. default:
  44433. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44434. break;
  44435. }
  44436. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44437. }
  44438. }
  44439. else {
  44440. defines.REFLECTION = false;
  44441. }
  44442. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44443. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44444. return false;
  44445. }
  44446. else {
  44447. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44448. }
  44449. }
  44450. else {
  44451. defines.EMISSIVE = false;
  44452. }
  44453. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44454. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44455. return false;
  44456. }
  44457. else {
  44458. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44459. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44460. }
  44461. }
  44462. else {
  44463. defines.LIGHTMAP = false;
  44464. }
  44465. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44466. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44467. return false;
  44468. }
  44469. else {
  44470. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44471. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44472. }
  44473. }
  44474. else {
  44475. defines.SPECULAR = false;
  44476. }
  44477. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44478. // Bump texure can not be not blocking.
  44479. if (!this._bumpTexture.isReady()) {
  44480. return false;
  44481. }
  44482. else {
  44483. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44484. defines.PARALLAX = this._useParallax;
  44485. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44486. }
  44487. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44488. }
  44489. else {
  44490. defines.BUMP = false;
  44491. }
  44492. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44493. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44494. return false;
  44495. }
  44496. else {
  44497. defines._needUVs = true;
  44498. defines.REFRACTION = true;
  44499. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44500. }
  44501. }
  44502. else {
  44503. defines.REFRACTION = false;
  44504. }
  44505. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44506. }
  44507. else {
  44508. defines.DIFFUSE = false;
  44509. defines.AMBIENT = false;
  44510. defines.OPACITY = false;
  44511. defines.REFLECTION = false;
  44512. defines.EMISSIVE = false;
  44513. defines.LIGHTMAP = false;
  44514. defines.BUMP = false;
  44515. defines.REFRACTION = false;
  44516. }
  44517. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44518. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44519. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44520. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44521. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44522. }
  44523. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44524. if (!this._imageProcessingConfiguration.isReady()) {
  44525. return false;
  44526. }
  44527. this._imageProcessingConfiguration.prepareDefines(defines);
  44528. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44529. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44530. }
  44531. if (defines._areFresnelDirty) {
  44532. if (StandardMaterial.FresnelEnabled) {
  44533. // Fresnel
  44534. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44535. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44536. this._reflectionFresnelParameters) {
  44537. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44538. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44539. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44540. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44541. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44542. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44543. defines._needNormals = true;
  44544. defines.FRESNEL = true;
  44545. }
  44546. }
  44547. else {
  44548. defines.FRESNEL = false;
  44549. }
  44550. }
  44551. // Misc.
  44552. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44553. // Attribs
  44554. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44555. // Values that need to be evaluated on every frame
  44556. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44557. // Get correct effect
  44558. if (defines.isDirty) {
  44559. defines.markAsProcessed();
  44560. // Fallbacks
  44561. var fallbacks = new BABYLON.EffectFallbacks();
  44562. if (defines.REFLECTION) {
  44563. fallbacks.addFallback(0, "REFLECTION");
  44564. }
  44565. if (defines.SPECULAR) {
  44566. fallbacks.addFallback(0, "SPECULAR");
  44567. }
  44568. if (defines.BUMP) {
  44569. fallbacks.addFallback(0, "BUMP");
  44570. }
  44571. if (defines.PARALLAX) {
  44572. fallbacks.addFallback(1, "PARALLAX");
  44573. }
  44574. if (defines.PARALLAXOCCLUSION) {
  44575. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44576. }
  44577. if (defines.SPECULAROVERALPHA) {
  44578. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44579. }
  44580. if (defines.FOG) {
  44581. fallbacks.addFallback(1, "FOG");
  44582. }
  44583. if (defines.POINTSIZE) {
  44584. fallbacks.addFallback(0, "POINTSIZE");
  44585. }
  44586. if (defines.LOGARITHMICDEPTH) {
  44587. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44588. }
  44589. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44590. if (defines.SPECULARTERM) {
  44591. fallbacks.addFallback(0, "SPECULARTERM");
  44592. }
  44593. if (defines.DIFFUSEFRESNEL) {
  44594. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44595. }
  44596. if (defines.OPACITYFRESNEL) {
  44597. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44598. }
  44599. if (defines.REFLECTIONFRESNEL) {
  44600. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44601. }
  44602. if (defines.EMISSIVEFRESNEL) {
  44603. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44604. }
  44605. if (defines.FRESNEL) {
  44606. fallbacks.addFallback(4, "FRESNEL");
  44607. }
  44608. //Attributes
  44609. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44610. if (defines.NORMAL) {
  44611. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44612. }
  44613. if (defines.UV1) {
  44614. attribs.push(BABYLON.VertexBuffer.UVKind);
  44615. }
  44616. if (defines.UV2) {
  44617. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44618. }
  44619. if (defines.VERTEXCOLOR) {
  44620. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44621. }
  44622. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44623. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44624. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44625. var shaderName = "default";
  44626. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44627. "vFogInfos", "vFogColor", "pointSize",
  44628. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44629. "mBones",
  44630. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44631. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44632. "vReflectionPosition", "vReflectionSize",
  44633. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44634. ];
  44635. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44636. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44637. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44638. var uniformBuffers = ["Material", "Scene"];
  44639. if (BABYLON.ImageProcessingConfiguration) {
  44640. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44641. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44642. }
  44643. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44644. uniformsNames: uniforms,
  44645. uniformBuffersNames: uniformBuffers,
  44646. samplers: samplers,
  44647. defines: defines,
  44648. maxSimultaneousLights: this._maxSimultaneousLights
  44649. });
  44650. if (this.customShaderNameResolve) {
  44651. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44652. }
  44653. var join = defines.toString();
  44654. var previousEffect = subMesh.effect;
  44655. var effect = scene.getEngine().createEffect(shaderName, {
  44656. attributes: attribs,
  44657. uniformsNames: uniforms,
  44658. uniformBuffersNames: uniformBuffers,
  44659. samplers: samplers,
  44660. defines: join,
  44661. fallbacks: fallbacks,
  44662. onCompiled: this.onCompiled,
  44663. onError: this.onError,
  44664. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44665. }, engine);
  44666. if (effect) {
  44667. // Use previous effect while new one is compiling
  44668. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44669. effect = previousEffect;
  44670. defines.markAsUnprocessed();
  44671. }
  44672. else {
  44673. scene.resetCachedMaterial();
  44674. subMesh.setEffect(effect, defines);
  44675. this.buildUniformLayout();
  44676. }
  44677. }
  44678. }
  44679. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44680. return false;
  44681. }
  44682. defines._renderId = scene.getRenderId();
  44683. this._wasPreviouslyReady = true;
  44684. return true;
  44685. };
  44686. /**
  44687. * Builds the material UBO layouts.
  44688. * Used internally during the effect preparation.
  44689. */
  44690. StandardMaterial.prototype.buildUniformLayout = function () {
  44691. // Order is important !
  44692. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44693. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44694. this._uniformBuffer.addUniform("opacityParts", 4);
  44695. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44696. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44697. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44698. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44699. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44700. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44701. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44702. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44703. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44704. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44705. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44706. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44707. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44708. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44709. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44710. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44711. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44712. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44713. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44714. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44715. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44716. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44717. this._uniformBuffer.addUniform("specularMatrix", 16);
  44718. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44719. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44720. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44721. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44722. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44723. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44724. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44725. this._uniformBuffer.addUniform("pointSize", 1);
  44726. this._uniformBuffer.create();
  44727. };
  44728. /**
  44729. * Unbinds the material from the mesh
  44730. */
  44731. StandardMaterial.prototype.unbind = function () {
  44732. if (this._activeEffect) {
  44733. var needFlag = false;
  44734. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44735. this._activeEffect.setTexture("reflection2DSampler", null);
  44736. needFlag = true;
  44737. }
  44738. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44739. this._activeEffect.setTexture("refraction2DSampler", null);
  44740. needFlag = true;
  44741. }
  44742. if (needFlag) {
  44743. this._markAllSubMeshesAsTexturesDirty();
  44744. }
  44745. }
  44746. _super.prototype.unbind.call(this);
  44747. };
  44748. /**
  44749. * Binds the submesh to this material by preparing the effect and shader to draw
  44750. * @param world defines the world transformation matrix
  44751. * @param mesh defines the mesh containing the submesh
  44752. * @param subMesh defines the submesh to bind the material to
  44753. */
  44754. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44755. var scene = this.getScene();
  44756. var defines = subMesh._materialDefines;
  44757. if (!defines) {
  44758. return;
  44759. }
  44760. var effect = subMesh.effect;
  44761. if (!effect) {
  44762. return;
  44763. }
  44764. this._activeEffect = effect;
  44765. // Matrices
  44766. this.bindOnlyWorldMatrix(world);
  44767. // Normal Matrix
  44768. if (defines.OBJECTSPACE_NORMALMAP) {
  44769. world.toNormalMatrix(this._normalMatrix);
  44770. this.bindOnlyNormalMatrix(this._normalMatrix);
  44771. }
  44772. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44773. // Bones
  44774. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44775. if (mustRebind) {
  44776. this._uniformBuffer.bindToEffect(effect, "Material");
  44777. this.bindViewProjection(effect);
  44778. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44779. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44780. // Fresnel
  44781. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44782. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44783. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44784. }
  44785. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44786. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44787. }
  44788. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44789. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44790. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44791. }
  44792. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44793. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44794. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44795. }
  44796. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44797. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44798. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44799. }
  44800. }
  44801. // Textures
  44802. if (scene.texturesEnabled) {
  44803. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44804. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44805. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44806. if (this._diffuseTexture.hasAlpha) {
  44807. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44808. }
  44809. }
  44810. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44811. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44812. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44813. }
  44814. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44815. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44816. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44817. }
  44818. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44819. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44820. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44821. if (this._reflectionTexture.boundingBoxSize) {
  44822. var cubeTexture = this._reflectionTexture;
  44823. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44824. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44825. }
  44826. }
  44827. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44828. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44829. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44830. }
  44831. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44832. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44833. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44834. }
  44835. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44836. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44837. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44838. }
  44839. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44840. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44841. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44842. if (scene._mirroredCameraPosition) {
  44843. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44844. }
  44845. else {
  44846. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44847. }
  44848. }
  44849. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44850. var depth = 1.0;
  44851. if (!this._refractionTexture.isCube) {
  44852. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44853. if (this._refractionTexture.depth) {
  44854. depth = this._refractionTexture.depth;
  44855. }
  44856. }
  44857. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44858. }
  44859. }
  44860. // Point size
  44861. if (this.pointsCloud) {
  44862. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44863. }
  44864. if (defines.SPECULARTERM) {
  44865. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44866. }
  44867. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44868. // Diffuse
  44869. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44870. }
  44871. // Textures
  44872. if (scene.texturesEnabled) {
  44873. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44874. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44875. }
  44876. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44877. effect.setTexture("ambientSampler", this._ambientTexture);
  44878. }
  44879. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44880. effect.setTexture("opacitySampler", this._opacityTexture);
  44881. }
  44882. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44883. if (this._reflectionTexture.isCube) {
  44884. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44885. }
  44886. else {
  44887. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44888. }
  44889. }
  44890. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44891. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44892. }
  44893. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44894. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44895. }
  44896. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44897. effect.setTexture("specularSampler", this._specularTexture);
  44898. }
  44899. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44900. effect.setTexture("bumpSampler", this._bumpTexture);
  44901. }
  44902. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44903. var depth = 1.0;
  44904. if (this._refractionTexture.isCube) {
  44905. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44906. }
  44907. else {
  44908. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44909. }
  44910. }
  44911. }
  44912. // Clip plane
  44913. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44914. // Colors
  44915. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44916. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44917. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44918. }
  44919. if (mustRebind || !this.isFrozen) {
  44920. // Lights
  44921. if (scene.lightsEnabled && !this._disableLighting) {
  44922. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44923. }
  44924. // View
  44925. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44926. this.bindView(effect);
  44927. }
  44928. // Fog
  44929. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44930. // Morph targets
  44931. if (defines.NUM_MORPH_INFLUENCERS) {
  44932. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44933. }
  44934. // Log. depth
  44935. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44936. // image processing
  44937. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44938. this._imageProcessingConfiguration.bind(this._activeEffect);
  44939. }
  44940. }
  44941. this._uniformBuffer.update();
  44942. this._afterBind(mesh, this._activeEffect);
  44943. };
  44944. /**
  44945. * Get the list of animatables in the material.
  44946. * @returns the list of animatables object used in the material
  44947. */
  44948. StandardMaterial.prototype.getAnimatables = function () {
  44949. var results = [];
  44950. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44951. results.push(this._diffuseTexture);
  44952. }
  44953. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44954. results.push(this._ambientTexture);
  44955. }
  44956. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44957. results.push(this._opacityTexture);
  44958. }
  44959. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44960. results.push(this._reflectionTexture);
  44961. }
  44962. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44963. results.push(this._emissiveTexture);
  44964. }
  44965. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44966. results.push(this._specularTexture);
  44967. }
  44968. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44969. results.push(this._bumpTexture);
  44970. }
  44971. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44972. results.push(this._lightmapTexture);
  44973. }
  44974. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44975. results.push(this._refractionTexture);
  44976. }
  44977. return results;
  44978. };
  44979. /**
  44980. * Gets the active textures from the material
  44981. * @returns an array of textures
  44982. */
  44983. StandardMaterial.prototype.getActiveTextures = function () {
  44984. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44985. if (this._diffuseTexture) {
  44986. activeTextures.push(this._diffuseTexture);
  44987. }
  44988. if (this._ambientTexture) {
  44989. activeTextures.push(this._ambientTexture);
  44990. }
  44991. if (this._opacityTexture) {
  44992. activeTextures.push(this._opacityTexture);
  44993. }
  44994. if (this._reflectionTexture) {
  44995. activeTextures.push(this._reflectionTexture);
  44996. }
  44997. if (this._emissiveTexture) {
  44998. activeTextures.push(this._emissiveTexture);
  44999. }
  45000. if (this._specularTexture) {
  45001. activeTextures.push(this._specularTexture);
  45002. }
  45003. if (this._bumpTexture) {
  45004. activeTextures.push(this._bumpTexture);
  45005. }
  45006. if (this._lightmapTexture) {
  45007. activeTextures.push(this._lightmapTexture);
  45008. }
  45009. if (this._refractionTexture) {
  45010. activeTextures.push(this._refractionTexture);
  45011. }
  45012. return activeTextures;
  45013. };
  45014. /**
  45015. * Specifies if the material uses a texture
  45016. * @param texture defines the texture to check against the material
  45017. * @returns a boolean specifying if the material uses the texture
  45018. */
  45019. StandardMaterial.prototype.hasTexture = function (texture) {
  45020. if (_super.prototype.hasTexture.call(this, texture)) {
  45021. return true;
  45022. }
  45023. if (this._diffuseTexture === texture) {
  45024. return true;
  45025. }
  45026. if (this._ambientTexture === texture) {
  45027. return true;
  45028. }
  45029. if (this._opacityTexture === texture) {
  45030. return true;
  45031. }
  45032. if (this._reflectionTexture === texture) {
  45033. return true;
  45034. }
  45035. if (this._emissiveTexture === texture) {
  45036. return true;
  45037. }
  45038. if (this._specularTexture === texture) {
  45039. return true;
  45040. }
  45041. if (this._bumpTexture === texture) {
  45042. return true;
  45043. }
  45044. if (this._lightmapTexture === texture) {
  45045. return true;
  45046. }
  45047. if (this._refractionTexture === texture) {
  45048. return true;
  45049. }
  45050. return false;
  45051. };
  45052. /**
  45053. * Disposes the material
  45054. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  45055. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  45056. */
  45057. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  45058. if (forceDisposeTextures) {
  45059. if (this._diffuseTexture) {
  45060. this._diffuseTexture.dispose();
  45061. }
  45062. if (this._ambientTexture) {
  45063. this._ambientTexture.dispose();
  45064. }
  45065. if (this._opacityTexture) {
  45066. this._opacityTexture.dispose();
  45067. }
  45068. if (this._reflectionTexture) {
  45069. this._reflectionTexture.dispose();
  45070. }
  45071. if (this._emissiveTexture) {
  45072. this._emissiveTexture.dispose();
  45073. }
  45074. if (this._specularTexture) {
  45075. this._specularTexture.dispose();
  45076. }
  45077. if (this._bumpTexture) {
  45078. this._bumpTexture.dispose();
  45079. }
  45080. if (this._lightmapTexture) {
  45081. this._lightmapTexture.dispose();
  45082. }
  45083. if (this._refractionTexture) {
  45084. this._refractionTexture.dispose();
  45085. }
  45086. }
  45087. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45088. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45089. }
  45090. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45091. };
  45092. /**
  45093. * Makes a duplicate of the material, and gives it a new name
  45094. * @param name defines the new name for the duplicated material
  45095. * @returns the cloned material
  45096. */
  45097. StandardMaterial.prototype.clone = function (name) {
  45098. var _this = this;
  45099. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45100. result.name = name;
  45101. result.id = name;
  45102. return result;
  45103. };
  45104. /**
  45105. * Serializes this material in a JSON representation
  45106. * @returns the serialized material object
  45107. */
  45108. StandardMaterial.prototype.serialize = function () {
  45109. return BABYLON.SerializationHelper.Serialize(this);
  45110. };
  45111. /**
  45112. * Creates a standard material from parsed material data
  45113. * @param source defines the JSON represnetation of the material
  45114. * @param scene defines the hosting scene
  45115. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45116. * @returns a new material
  45117. */
  45118. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45119. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45120. };
  45121. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45122. /**
  45123. * Are diffuse textures enabled in the application.
  45124. */
  45125. get: function () {
  45126. return StandardMaterial._DiffuseTextureEnabled;
  45127. },
  45128. set: function (value) {
  45129. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45130. return;
  45131. }
  45132. StandardMaterial._DiffuseTextureEnabled = value;
  45133. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45134. },
  45135. enumerable: true,
  45136. configurable: true
  45137. });
  45138. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45139. /**
  45140. * Are ambient textures enabled in the application.
  45141. */
  45142. get: function () {
  45143. return StandardMaterial._AmbientTextureEnabled;
  45144. },
  45145. set: function (value) {
  45146. if (StandardMaterial._AmbientTextureEnabled === value) {
  45147. return;
  45148. }
  45149. StandardMaterial._AmbientTextureEnabled = value;
  45150. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45151. },
  45152. enumerable: true,
  45153. configurable: true
  45154. });
  45155. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45156. /**
  45157. * Are opacity textures enabled in the application.
  45158. */
  45159. get: function () {
  45160. return StandardMaterial._OpacityTextureEnabled;
  45161. },
  45162. set: function (value) {
  45163. if (StandardMaterial._OpacityTextureEnabled === value) {
  45164. return;
  45165. }
  45166. StandardMaterial._OpacityTextureEnabled = value;
  45167. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45168. },
  45169. enumerable: true,
  45170. configurable: true
  45171. });
  45172. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45173. /**
  45174. * Are reflection textures enabled in the application.
  45175. */
  45176. get: function () {
  45177. return StandardMaterial._ReflectionTextureEnabled;
  45178. },
  45179. set: function (value) {
  45180. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45181. return;
  45182. }
  45183. StandardMaterial._ReflectionTextureEnabled = value;
  45184. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45185. },
  45186. enumerable: true,
  45187. configurable: true
  45188. });
  45189. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45190. /**
  45191. * Are emissive textures enabled in the application.
  45192. */
  45193. get: function () {
  45194. return StandardMaterial._EmissiveTextureEnabled;
  45195. },
  45196. set: function (value) {
  45197. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45198. return;
  45199. }
  45200. StandardMaterial._EmissiveTextureEnabled = value;
  45201. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45202. },
  45203. enumerable: true,
  45204. configurable: true
  45205. });
  45206. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45207. /**
  45208. * Are specular textures enabled in the application.
  45209. */
  45210. get: function () {
  45211. return StandardMaterial._SpecularTextureEnabled;
  45212. },
  45213. set: function (value) {
  45214. if (StandardMaterial._SpecularTextureEnabled === value) {
  45215. return;
  45216. }
  45217. StandardMaterial._SpecularTextureEnabled = value;
  45218. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45219. },
  45220. enumerable: true,
  45221. configurable: true
  45222. });
  45223. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45224. /**
  45225. * Are bump textures enabled in the application.
  45226. */
  45227. get: function () {
  45228. return StandardMaterial._BumpTextureEnabled;
  45229. },
  45230. set: function (value) {
  45231. if (StandardMaterial._BumpTextureEnabled === value) {
  45232. return;
  45233. }
  45234. StandardMaterial._BumpTextureEnabled = value;
  45235. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45236. },
  45237. enumerable: true,
  45238. configurable: true
  45239. });
  45240. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45241. /**
  45242. * Are lightmap textures enabled in the application.
  45243. */
  45244. get: function () {
  45245. return StandardMaterial._LightmapTextureEnabled;
  45246. },
  45247. set: function (value) {
  45248. if (StandardMaterial._LightmapTextureEnabled === value) {
  45249. return;
  45250. }
  45251. StandardMaterial._LightmapTextureEnabled = value;
  45252. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45253. },
  45254. enumerable: true,
  45255. configurable: true
  45256. });
  45257. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45258. /**
  45259. * Are refraction textures enabled in the application.
  45260. */
  45261. get: function () {
  45262. return StandardMaterial._RefractionTextureEnabled;
  45263. },
  45264. set: function (value) {
  45265. if (StandardMaterial._RefractionTextureEnabled === value) {
  45266. return;
  45267. }
  45268. StandardMaterial._RefractionTextureEnabled = value;
  45269. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45270. },
  45271. enumerable: true,
  45272. configurable: true
  45273. });
  45274. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45275. /**
  45276. * Are color grading textures enabled in the application.
  45277. */
  45278. get: function () {
  45279. return StandardMaterial._ColorGradingTextureEnabled;
  45280. },
  45281. set: function (value) {
  45282. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45283. return;
  45284. }
  45285. StandardMaterial._ColorGradingTextureEnabled = value;
  45286. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45287. },
  45288. enumerable: true,
  45289. configurable: true
  45290. });
  45291. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45292. /**
  45293. * Are fresnels enabled in the application.
  45294. */
  45295. get: function () {
  45296. return StandardMaterial._FresnelEnabled;
  45297. },
  45298. set: function (value) {
  45299. if (StandardMaterial._FresnelEnabled === value) {
  45300. return;
  45301. }
  45302. StandardMaterial._FresnelEnabled = value;
  45303. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45304. },
  45305. enumerable: true,
  45306. configurable: true
  45307. });
  45308. // Flags used to enable or disable a type of texture for all Standard Materials
  45309. StandardMaterial._DiffuseTextureEnabled = true;
  45310. StandardMaterial._AmbientTextureEnabled = true;
  45311. StandardMaterial._OpacityTextureEnabled = true;
  45312. StandardMaterial._ReflectionTextureEnabled = true;
  45313. StandardMaterial._EmissiveTextureEnabled = true;
  45314. StandardMaterial._SpecularTextureEnabled = true;
  45315. StandardMaterial._BumpTextureEnabled = true;
  45316. StandardMaterial._LightmapTextureEnabled = true;
  45317. StandardMaterial._RefractionTextureEnabled = true;
  45318. StandardMaterial._ColorGradingTextureEnabled = true;
  45319. StandardMaterial._FresnelEnabled = true;
  45320. __decorate([
  45321. BABYLON.serializeAsTexture("diffuseTexture")
  45322. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45323. __decorate([
  45324. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45325. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45326. __decorate([
  45327. BABYLON.serializeAsTexture("ambientTexture")
  45328. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45329. __decorate([
  45330. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45331. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45332. __decorate([
  45333. BABYLON.serializeAsTexture("opacityTexture")
  45334. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45335. __decorate([
  45336. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45337. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45338. __decorate([
  45339. BABYLON.serializeAsTexture("reflectionTexture")
  45340. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45341. __decorate([
  45342. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45343. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45344. __decorate([
  45345. BABYLON.serializeAsTexture("emissiveTexture")
  45346. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45347. __decorate([
  45348. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45349. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45350. __decorate([
  45351. BABYLON.serializeAsTexture("specularTexture")
  45352. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45353. __decorate([
  45354. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45355. ], StandardMaterial.prototype, "specularTexture", void 0);
  45356. __decorate([
  45357. BABYLON.serializeAsTexture("bumpTexture")
  45358. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45359. __decorate([
  45360. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45361. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45362. __decorate([
  45363. BABYLON.serializeAsTexture("lightmapTexture")
  45364. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45365. __decorate([
  45366. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45367. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45368. __decorate([
  45369. BABYLON.serializeAsTexture("refractionTexture")
  45370. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45371. __decorate([
  45372. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45373. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45374. __decorate([
  45375. BABYLON.serializeAsColor3("ambient")
  45376. ], StandardMaterial.prototype, "ambientColor", void 0);
  45377. __decorate([
  45378. BABYLON.serializeAsColor3("diffuse")
  45379. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45380. __decorate([
  45381. BABYLON.serializeAsColor3("specular")
  45382. ], StandardMaterial.prototype, "specularColor", void 0);
  45383. __decorate([
  45384. BABYLON.serializeAsColor3("emissive")
  45385. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45386. __decorate([
  45387. BABYLON.serialize()
  45388. ], StandardMaterial.prototype, "specularPower", void 0);
  45389. __decorate([
  45390. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45391. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45392. __decorate([
  45393. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45394. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45395. __decorate([
  45396. BABYLON.serialize("useEmissiveAsIllumination")
  45397. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45398. __decorate([
  45399. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45400. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45401. __decorate([
  45402. BABYLON.serialize("linkEmissiveWithDiffuse")
  45403. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45404. __decorate([
  45405. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45406. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45407. __decorate([
  45408. BABYLON.serialize("useSpecularOverAlpha")
  45409. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45410. __decorate([
  45411. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45412. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45413. __decorate([
  45414. BABYLON.serialize("useReflectionOverAlpha")
  45415. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45416. __decorate([
  45417. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45418. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45419. __decorate([
  45420. BABYLON.serialize("disableLighting")
  45421. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45422. __decorate([
  45423. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45424. ], StandardMaterial.prototype, "disableLighting", void 0);
  45425. __decorate([
  45426. BABYLON.serialize("useObjectSpaceNormalMap")
  45427. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45428. __decorate([
  45429. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45430. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45431. __decorate([
  45432. BABYLON.serialize("useParallax")
  45433. ], StandardMaterial.prototype, "_useParallax", void 0);
  45434. __decorate([
  45435. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45436. ], StandardMaterial.prototype, "useParallax", void 0);
  45437. __decorate([
  45438. BABYLON.serialize("useParallaxOcclusion")
  45439. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45440. __decorate([
  45441. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45442. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45443. __decorate([
  45444. BABYLON.serialize()
  45445. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45446. __decorate([
  45447. BABYLON.serialize("roughness")
  45448. ], StandardMaterial.prototype, "_roughness", void 0);
  45449. __decorate([
  45450. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45451. ], StandardMaterial.prototype, "roughness", void 0);
  45452. __decorate([
  45453. BABYLON.serialize()
  45454. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45455. __decorate([
  45456. BABYLON.serialize()
  45457. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45458. __decorate([
  45459. BABYLON.serialize()
  45460. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45461. __decorate([
  45462. BABYLON.serialize("useLightmapAsShadowmap")
  45463. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45464. __decorate([
  45465. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45466. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45467. __decorate([
  45468. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45469. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45470. __decorate([
  45471. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45472. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45473. __decorate([
  45474. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45475. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45476. __decorate([
  45477. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45478. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45479. __decorate([
  45480. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45481. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45482. __decorate([
  45483. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45484. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45485. __decorate([
  45486. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45487. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45488. __decorate([
  45489. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45490. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45491. __decorate([
  45492. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45493. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45494. __decorate([
  45495. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45496. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45497. __decorate([
  45498. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45499. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45500. __decorate([
  45501. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45502. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45503. __decorate([
  45504. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45505. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45506. __decorate([
  45507. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45508. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45509. __decorate([
  45510. BABYLON.serialize("maxSimultaneousLights")
  45511. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45512. __decorate([
  45513. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45514. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45515. __decorate([
  45516. BABYLON.serialize("invertNormalMapX")
  45517. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45518. __decorate([
  45519. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45520. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45521. __decorate([
  45522. BABYLON.serialize("invertNormalMapY")
  45523. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45524. __decorate([
  45525. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45526. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45527. __decorate([
  45528. BABYLON.serialize("twoSidedLighting")
  45529. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45530. __decorate([
  45531. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45532. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45533. __decorate([
  45534. BABYLON.serialize()
  45535. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45536. return StandardMaterial;
  45537. }(BABYLON.PushMaterial));
  45538. BABYLON.StandardMaterial = StandardMaterial;
  45539. })(BABYLON || (BABYLON = {}));
  45540. //# sourceMappingURL=babylon.standardMaterial.js.map
  45541. var BABYLON;
  45542. (function (BABYLON) {
  45543. /**
  45544. * Class representing spherical polynomial coefficients to the 3rd degree
  45545. */
  45546. var SphericalPolynomial = /** @class */ (function () {
  45547. function SphericalPolynomial() {
  45548. /**
  45549. * The x coefficients of the spherical polynomial
  45550. */
  45551. this.x = BABYLON.Vector3.Zero();
  45552. /**
  45553. * The y coefficients of the spherical polynomial
  45554. */
  45555. this.y = BABYLON.Vector3.Zero();
  45556. /**
  45557. * The z coefficients of the spherical polynomial
  45558. */
  45559. this.z = BABYLON.Vector3.Zero();
  45560. /**
  45561. * The xx coefficients of the spherical polynomial
  45562. */
  45563. this.xx = BABYLON.Vector3.Zero();
  45564. /**
  45565. * The yy coefficients of the spherical polynomial
  45566. */
  45567. this.yy = BABYLON.Vector3.Zero();
  45568. /**
  45569. * The zz coefficients of the spherical polynomial
  45570. */
  45571. this.zz = BABYLON.Vector3.Zero();
  45572. /**
  45573. * The xy coefficients of the spherical polynomial
  45574. */
  45575. this.xy = BABYLON.Vector3.Zero();
  45576. /**
  45577. * The yz coefficients of the spherical polynomial
  45578. */
  45579. this.yz = BABYLON.Vector3.Zero();
  45580. /**
  45581. * The zx coefficients of the spherical polynomial
  45582. */
  45583. this.zx = BABYLON.Vector3.Zero();
  45584. }
  45585. /**
  45586. * Adds an ambient color to the spherical polynomial
  45587. * @param color the color to add
  45588. */
  45589. SphericalPolynomial.prototype.addAmbient = function (color) {
  45590. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45591. this.xx = this.xx.add(colorVector);
  45592. this.yy = this.yy.add(colorVector);
  45593. this.zz = this.zz.add(colorVector);
  45594. };
  45595. /**
  45596. * Scales the spherical polynomial by the given amount
  45597. * @param scale the amount to scale
  45598. */
  45599. SphericalPolynomial.prototype.scale = function (scale) {
  45600. this.x = this.x.scale(scale);
  45601. this.y = this.y.scale(scale);
  45602. this.z = this.z.scale(scale);
  45603. this.xx = this.xx.scale(scale);
  45604. this.yy = this.yy.scale(scale);
  45605. this.zz = this.zz.scale(scale);
  45606. this.yz = this.yz.scale(scale);
  45607. this.zx = this.zx.scale(scale);
  45608. this.xy = this.xy.scale(scale);
  45609. };
  45610. /**
  45611. * Gets the spherical polynomial from harmonics
  45612. * @param harmonics the spherical harmonics
  45613. * @returns the spherical polynomial
  45614. */
  45615. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45616. var result = new SphericalPolynomial();
  45617. result.x = harmonics.l11.scale(1.02333);
  45618. result.y = harmonics.l1_1.scale(1.02333);
  45619. result.z = harmonics.l10.scale(1.02333);
  45620. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45621. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45622. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45623. result.yz = harmonics.l2_1.scale(0.858086);
  45624. result.zx = harmonics.l21.scale(0.858086);
  45625. result.xy = harmonics.l2_2.scale(0.858086);
  45626. result.scale(1.0 / Math.PI);
  45627. return result;
  45628. };
  45629. /**
  45630. * Constructs a spherical polynomial from an array.
  45631. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45632. * @returns the spherical polynomial
  45633. */
  45634. SphericalPolynomial.FromArray = function (data) {
  45635. var sp = new SphericalPolynomial();
  45636. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45637. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45638. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45639. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45640. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45641. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45642. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45643. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45644. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45645. return sp;
  45646. };
  45647. return SphericalPolynomial;
  45648. }());
  45649. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45650. /**
  45651. * Class representing spherical harmonics coefficients to the 3rd degree
  45652. */
  45653. var SphericalHarmonics = /** @class */ (function () {
  45654. function SphericalHarmonics() {
  45655. /**
  45656. * The l0,0 coefficients of the spherical harmonics
  45657. */
  45658. this.l00 = BABYLON.Vector3.Zero();
  45659. /**
  45660. * The l1,-1 coefficients of the spherical harmonics
  45661. */
  45662. this.l1_1 = BABYLON.Vector3.Zero();
  45663. /**
  45664. * The l1,0 coefficients of the spherical harmonics
  45665. */
  45666. this.l10 = BABYLON.Vector3.Zero();
  45667. /**
  45668. * The l1,1 coefficients of the spherical harmonics
  45669. */
  45670. this.l11 = BABYLON.Vector3.Zero();
  45671. /**
  45672. * The l2,-2 coefficients of the spherical harmonics
  45673. */
  45674. this.l2_2 = BABYLON.Vector3.Zero();
  45675. /**
  45676. * The l2,-1 coefficients of the spherical harmonics
  45677. */
  45678. this.l2_1 = BABYLON.Vector3.Zero();
  45679. /**
  45680. * The l2,0 coefficients of the spherical harmonics
  45681. */
  45682. this.l20 = BABYLON.Vector3.Zero();
  45683. /**
  45684. * The l2,1 coefficients of the spherical harmonics
  45685. */
  45686. this.l21 = BABYLON.Vector3.Zero();
  45687. /**
  45688. * The l2,2 coefficients of the spherical harmonics
  45689. */
  45690. this.lL22 = BABYLON.Vector3.Zero();
  45691. }
  45692. /**
  45693. * Adds a light to the spherical harmonics
  45694. * @param direction the direction of the light
  45695. * @param color the color of the light
  45696. * @param deltaSolidAngle the delta solid angle of the light
  45697. */
  45698. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45699. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45700. var c = colorVector.scale(deltaSolidAngle);
  45701. this.l00 = this.l00.add(c.scale(0.282095));
  45702. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45703. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45704. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45705. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45706. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45707. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45708. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45709. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45710. };
  45711. /**
  45712. * Scales the spherical harmonics by the given amount
  45713. * @param scale the amount to scale
  45714. */
  45715. SphericalHarmonics.prototype.scale = function (scale) {
  45716. this.l00 = this.l00.scale(scale);
  45717. this.l1_1 = this.l1_1.scale(scale);
  45718. this.l10 = this.l10.scale(scale);
  45719. this.l11 = this.l11.scale(scale);
  45720. this.l2_2 = this.l2_2.scale(scale);
  45721. this.l2_1 = this.l2_1.scale(scale);
  45722. this.l20 = this.l20.scale(scale);
  45723. this.l21 = this.l21.scale(scale);
  45724. this.lL22 = this.lL22.scale(scale);
  45725. };
  45726. /**
  45727. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45728. *
  45729. * ```
  45730. * E_lm = A_l * L_lm
  45731. * ```
  45732. *
  45733. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45734. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45735. * the scaling factors are given in equation 9.
  45736. */
  45737. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45738. // Constant (Band 0)
  45739. this.l00 = this.l00.scale(3.141593);
  45740. // Linear (Band 1)
  45741. this.l1_1 = this.l1_1.scale(2.094395);
  45742. this.l10 = this.l10.scale(2.094395);
  45743. this.l11 = this.l11.scale(2.094395);
  45744. // Quadratic (Band 2)
  45745. this.l2_2 = this.l2_2.scale(0.785398);
  45746. this.l2_1 = this.l2_1.scale(0.785398);
  45747. this.l20 = this.l20.scale(0.785398);
  45748. this.l21 = this.l21.scale(0.785398);
  45749. this.lL22 = this.lL22.scale(0.785398);
  45750. };
  45751. /**
  45752. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45753. *
  45754. * ```
  45755. * L = (1/pi) * E * rho
  45756. * ```
  45757. *
  45758. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45759. */
  45760. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45761. this.scale(1.0 / Math.PI);
  45762. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45763. // (The pixel shader must apply albedo after texture fetches, etc).
  45764. };
  45765. /**
  45766. * Gets the spherical harmonics from polynomial
  45767. * @param polynomial the spherical polynomial
  45768. * @returns the spherical harmonics
  45769. */
  45770. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45771. var result = new SphericalHarmonics();
  45772. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45773. result.l1_1 = polynomial.y.scale(0.977204);
  45774. result.l10 = polynomial.z.scale(0.977204);
  45775. result.l11 = polynomial.x.scale(0.977204);
  45776. result.l2_2 = polynomial.xy.scale(1.16538);
  45777. result.l2_1 = polynomial.yz.scale(1.16538);
  45778. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45779. result.l21 = polynomial.zx.scale(1.16538);
  45780. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45781. result.scale(Math.PI);
  45782. return result;
  45783. };
  45784. /**
  45785. * Constructs a spherical harmonics from an array.
  45786. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45787. * @returns the spherical harmonics
  45788. */
  45789. SphericalHarmonics.FromArray = function (data) {
  45790. var sh = new SphericalHarmonics();
  45791. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45792. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45793. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45794. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45795. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45796. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45797. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45798. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45799. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45800. return sh;
  45801. };
  45802. return SphericalHarmonics;
  45803. }());
  45804. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45805. })(BABYLON || (BABYLON = {}));
  45806. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45807. var BABYLON;
  45808. (function (BABYLON) {
  45809. var FileFaceOrientation = /** @class */ (function () {
  45810. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45811. this.name = name;
  45812. this.worldAxisForNormal = worldAxisForNormal;
  45813. this.worldAxisForFileX = worldAxisForFileX;
  45814. this.worldAxisForFileY = worldAxisForFileY;
  45815. }
  45816. return FileFaceOrientation;
  45817. }());
  45818. /**
  45819. * Helper class dealing with the extraction of spherical polynomial dataArray
  45820. * from a cube map.
  45821. */
  45822. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45823. function CubeMapToSphericalPolynomialTools() {
  45824. }
  45825. /**
  45826. * Converts a texture to the according Spherical Polynomial data.
  45827. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45828. *
  45829. * @param texture The texture to extract the information from.
  45830. * @return The Spherical Polynomial data.
  45831. */
  45832. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45833. if (!texture.isCube) {
  45834. // Only supports cube Textures currently.
  45835. return null;
  45836. }
  45837. var size = texture.getSize().width;
  45838. var right = texture.readPixels(0);
  45839. var left = texture.readPixels(1);
  45840. var up;
  45841. var down;
  45842. if (texture.isRenderTarget) {
  45843. up = texture.readPixels(3);
  45844. down = texture.readPixels(2);
  45845. }
  45846. else {
  45847. up = texture.readPixels(2);
  45848. down = texture.readPixels(3);
  45849. }
  45850. var front = texture.readPixels(4);
  45851. var back = texture.readPixels(5);
  45852. var gammaSpace = texture.gammaSpace;
  45853. // Always read as RGBA.
  45854. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45855. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45856. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45857. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45858. }
  45859. var cubeInfo = {
  45860. size: size,
  45861. right: right,
  45862. left: left,
  45863. up: up,
  45864. down: down,
  45865. front: front,
  45866. back: back,
  45867. format: format,
  45868. type: type,
  45869. gammaSpace: gammaSpace,
  45870. };
  45871. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45872. };
  45873. /**
  45874. * Converts a cubemap to the according Spherical Polynomial data.
  45875. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45876. *
  45877. * @param cubeInfo The Cube map to extract the information from.
  45878. * @return The Spherical Polynomial data.
  45879. */
  45880. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45881. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45882. var totalSolidAngle = 0.0;
  45883. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45884. var du = 2.0 / cubeInfo.size;
  45885. var dv = du;
  45886. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45887. var minUV = du * 0.5 - 1.0;
  45888. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45889. var fileFace = this.FileFaces[faceIndex];
  45890. var dataArray = cubeInfo[fileFace.name];
  45891. var v = minUV;
  45892. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45893. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45894. // Because SP is still linear, so summation is fine in that basis.
  45895. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45896. for (var y = 0; y < cubeInfo.size; y++) {
  45897. var u = minUV;
  45898. for (var x = 0; x < cubeInfo.size; x++) {
  45899. // World direction (not normalised)
  45900. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45901. worldDirection.normalize();
  45902. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45903. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45904. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45905. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45906. // Handle Integer types.
  45907. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45908. r /= 255;
  45909. g /= 255;
  45910. b /= 255;
  45911. }
  45912. // Handle Gamma space textures.
  45913. if (cubeInfo.gammaSpace) {
  45914. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45915. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45916. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45917. }
  45918. var color = new BABYLON.Color3(r, g, b);
  45919. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45920. totalSolidAngle += deltaSolidAngle;
  45921. u += du;
  45922. }
  45923. v += dv;
  45924. }
  45925. }
  45926. // Solid angle for entire sphere is 4*pi
  45927. var sphereSolidAngle = 4.0 * Math.PI;
  45928. // Adjust the solid angle to allow for how many faces we processed.
  45929. var facesProcessed = 6.0;
  45930. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45931. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45932. // This is needed because the numerical integration over the cube uses a
  45933. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45934. // and also to compensate for accumulative error due to float precision in the summation.
  45935. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45936. sphericalHarmonics.scale(correctionFactor);
  45937. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45938. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45939. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45940. };
  45941. CubeMapToSphericalPolynomialTools.FileFaces = [
  45942. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45943. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45944. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45945. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45946. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45947. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45948. ];
  45949. return CubeMapToSphericalPolynomialTools;
  45950. }());
  45951. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45952. })(BABYLON || (BABYLON = {}));
  45953. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45954. var BABYLON;
  45955. (function (BABYLON) {
  45956. /**
  45957. * Manages the defines for the PBR Material.
  45958. * @hiddenChildren
  45959. */
  45960. var PBRMaterialDefines = /** @class */ (function (_super) {
  45961. __extends(PBRMaterialDefines, _super);
  45962. /**
  45963. * Initializes the PBR Material defines.
  45964. */
  45965. function PBRMaterialDefines() {
  45966. var _this = _super.call(this) || this;
  45967. _this.PBR = true;
  45968. _this.MAINUV1 = false;
  45969. _this.MAINUV2 = false;
  45970. _this.UV1 = false;
  45971. _this.UV2 = false;
  45972. _this.ALBEDO = false;
  45973. _this.ALBEDODIRECTUV = 0;
  45974. _this.VERTEXCOLOR = false;
  45975. _this.AMBIENT = false;
  45976. _this.AMBIENTDIRECTUV = 0;
  45977. _this.AMBIENTINGRAYSCALE = false;
  45978. _this.OPACITY = false;
  45979. _this.VERTEXALPHA = false;
  45980. _this.OPACITYDIRECTUV = 0;
  45981. _this.OPACITYRGB = false;
  45982. _this.ALPHATEST = false;
  45983. _this.DEPTHPREPASS = false;
  45984. _this.ALPHABLEND = false;
  45985. _this.ALPHAFROMALBEDO = false;
  45986. _this.ALPHATESTVALUE = "0.5";
  45987. _this.SPECULAROVERALPHA = false;
  45988. _this.RADIANCEOVERALPHA = false;
  45989. _this.ALPHAFRESNEL = false;
  45990. _this.LINEARALPHAFRESNEL = false;
  45991. _this.PREMULTIPLYALPHA = false;
  45992. _this.EMISSIVE = false;
  45993. _this.EMISSIVEDIRECTUV = 0;
  45994. _this.REFLECTIVITY = false;
  45995. _this.REFLECTIVITYDIRECTUV = 0;
  45996. _this.SPECULARTERM = false;
  45997. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45998. _this.MICROSURFACEAUTOMATIC = false;
  45999. _this.LODBASEDMICROSFURACE = false;
  46000. _this.MICROSURFACEMAP = false;
  46001. _this.MICROSURFACEMAPDIRECTUV = 0;
  46002. _this.METALLICWORKFLOW = false;
  46003. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  46004. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  46005. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  46006. _this.AOSTOREINMETALMAPRED = false;
  46007. _this.ENVIRONMENTBRDF = false;
  46008. _this.NORMAL = false;
  46009. _this.TANGENT = false;
  46010. _this.BUMP = false;
  46011. _this.BUMPDIRECTUV = 0;
  46012. _this.OBJECTSPACE_NORMALMAP = false;
  46013. _this.PARALLAX = false;
  46014. _this.PARALLAXOCCLUSION = false;
  46015. _this.NORMALXYSCALE = true;
  46016. _this.LIGHTMAP = false;
  46017. _this.LIGHTMAPDIRECTUV = 0;
  46018. _this.USELIGHTMAPASSHADOWMAP = false;
  46019. _this.GAMMALIGHTMAP = false;
  46020. _this.REFLECTION = false;
  46021. _this.REFLECTIONMAP_3D = false;
  46022. _this.REFLECTIONMAP_SPHERICAL = false;
  46023. _this.REFLECTIONMAP_PLANAR = false;
  46024. _this.REFLECTIONMAP_CUBIC = false;
  46025. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46026. _this.REFLECTIONMAP_PROJECTION = false;
  46027. _this.REFLECTIONMAP_SKYBOX = false;
  46028. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46029. _this.REFLECTIONMAP_EXPLICIT = false;
  46030. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46031. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46032. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46033. _this.INVERTCUBICMAP = false;
  46034. _this.USESPHERICALFROMREFLECTIONMAP = false;
  46035. _this.USESPHERICALINVERTEX = false;
  46036. _this.REFLECTIONMAP_OPPOSITEZ = false;
  46037. _this.LODINREFLECTIONALPHA = false;
  46038. _this.GAMMAREFLECTION = false;
  46039. _this.RGBDREFLECTION = false;
  46040. _this.RADIANCEOCCLUSION = false;
  46041. _this.HORIZONOCCLUSION = false;
  46042. _this.REFRACTION = false;
  46043. _this.REFRACTIONMAP_3D = false;
  46044. _this.REFRACTIONMAP_OPPOSITEZ = false;
  46045. _this.LODINREFRACTIONALPHA = false;
  46046. _this.GAMMAREFRACTION = false;
  46047. _this.RGBDREFRACTION = false;
  46048. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  46049. _this.INSTANCES = false;
  46050. _this.NUM_BONE_INFLUENCERS = 0;
  46051. _this.BonesPerMesh = 0;
  46052. _this.BONETEXTURE = false;
  46053. _this.NONUNIFORMSCALING = false;
  46054. _this.MORPHTARGETS = false;
  46055. _this.MORPHTARGETS_NORMAL = false;
  46056. _this.MORPHTARGETS_TANGENT = false;
  46057. _this.NUM_MORPH_INFLUENCERS = 0;
  46058. _this.IMAGEPROCESSING = false;
  46059. _this.VIGNETTE = false;
  46060. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  46061. _this.VIGNETTEBLENDMODEOPAQUE = false;
  46062. _this.TONEMAPPING = false;
  46063. _this.TONEMAPPING_ACES = false;
  46064. _this.CONTRAST = false;
  46065. _this.COLORCURVES = false;
  46066. _this.COLORGRADING = false;
  46067. _this.COLORGRADING3D = false;
  46068. _this.SAMPLER3DGREENDEPTH = false;
  46069. _this.SAMPLER3DBGRMAP = false;
  46070. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  46071. _this.EXPOSURE = false;
  46072. _this.USEPHYSICALLIGHTFALLOFF = false;
  46073. _this.USEGLTFLIGHTFALLOFF = false;
  46074. _this.TWOSIDEDLIGHTING = false;
  46075. _this.SHADOWFLOAT = false;
  46076. _this.CLIPPLANE = false;
  46077. _this.CLIPPLANE2 = false;
  46078. _this.CLIPPLANE3 = false;
  46079. _this.CLIPPLANE4 = false;
  46080. _this.POINTSIZE = false;
  46081. _this.FOG = false;
  46082. _this.LOGARITHMICDEPTH = false;
  46083. _this.FORCENORMALFORWARD = false;
  46084. _this.SPECULARAA = false;
  46085. _this.UNLIT = false;
  46086. _this.rebuild();
  46087. return _this;
  46088. }
  46089. /**
  46090. * Resets the PBR Material defines.
  46091. */
  46092. PBRMaterialDefines.prototype.reset = function () {
  46093. _super.prototype.reset.call(this);
  46094. this.ALPHATESTVALUE = "0.5";
  46095. this.PBR = true;
  46096. };
  46097. return PBRMaterialDefines;
  46098. }(BABYLON.MaterialDefines));
  46099. /**
  46100. * The Physically based material base class of BJS.
  46101. *
  46102. * This offers the main features of a standard PBR material.
  46103. * For more information, please refer to the documentation :
  46104. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46105. */
  46106. var PBRBaseMaterial = /** @class */ (function (_super) {
  46107. __extends(PBRBaseMaterial, _super);
  46108. /**
  46109. * Instantiates a new PBRMaterial instance.
  46110. *
  46111. * @param name The material name
  46112. * @param scene The scene the material will be use in.
  46113. */
  46114. function PBRBaseMaterial(name, scene) {
  46115. var _this = _super.call(this, name, scene) || this;
  46116. /**
  46117. * Intensity of the direct lights e.g. the four lights available in your scene.
  46118. * This impacts both the direct diffuse and specular highlights.
  46119. */
  46120. _this._directIntensity = 1.0;
  46121. /**
  46122. * Intensity of the emissive part of the material.
  46123. * This helps controlling the emissive effect without modifying the emissive color.
  46124. */
  46125. _this._emissiveIntensity = 1.0;
  46126. /**
  46127. * Intensity of the environment e.g. how much the environment will light the object
  46128. * either through harmonics for rough material or through the refelction for shiny ones.
  46129. */
  46130. _this._environmentIntensity = 1.0;
  46131. /**
  46132. * This is a special control allowing the reduction of the specular highlights coming from the
  46133. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46134. */
  46135. _this._specularIntensity = 1.0;
  46136. /**
  46137. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46138. */
  46139. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46140. /**
  46141. * Debug Control allowing disabling the bump map on this material.
  46142. */
  46143. _this._disableBumpMap = false;
  46144. /**
  46145. * AKA Occlusion Texture Intensity in other nomenclature.
  46146. */
  46147. _this._ambientTextureStrength = 1.0;
  46148. /**
  46149. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46150. * 1 means it completely occludes it
  46151. * 0 mean it has no impact
  46152. */
  46153. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46154. /**
  46155. * The color of a material in ambient lighting.
  46156. */
  46157. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46158. /**
  46159. * AKA Diffuse Color in other nomenclature.
  46160. */
  46161. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46162. /**
  46163. * AKA Specular Color in other nomenclature.
  46164. */
  46165. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46166. /**
  46167. * The color applied when light is reflected from a material.
  46168. */
  46169. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46170. /**
  46171. * The color applied when light is emitted from a material.
  46172. */
  46173. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46174. /**
  46175. * AKA Glossiness in other nomenclature.
  46176. */
  46177. _this._microSurface = 0.9;
  46178. /**
  46179. * source material index of refraction (IOR)' / 'destination material IOR.
  46180. */
  46181. _this._indexOfRefraction = 0.66;
  46182. /**
  46183. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46184. */
  46185. _this._invertRefractionY = false;
  46186. /**
  46187. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46188. * Materials half opaque for instance using refraction could benefit from this control.
  46189. */
  46190. _this._linkRefractionWithTransparency = false;
  46191. /**
  46192. * Specifies that the material will use the light map as a show map.
  46193. */
  46194. _this._useLightmapAsShadowmap = false;
  46195. /**
  46196. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46197. * makes the reflect vector face the model (under horizon).
  46198. */
  46199. _this._useHorizonOcclusion = true;
  46200. /**
  46201. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46202. * too much the area relying on ambient texture to define their ambient occlusion.
  46203. */
  46204. _this._useRadianceOcclusion = true;
  46205. /**
  46206. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46207. */
  46208. _this._useAlphaFromAlbedoTexture = false;
  46209. /**
  46210. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46211. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46212. */
  46213. _this._useSpecularOverAlpha = true;
  46214. /**
  46215. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46216. */
  46217. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46218. /**
  46219. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46220. */
  46221. _this._useRoughnessFromMetallicTextureAlpha = true;
  46222. /**
  46223. * Specifies if the metallic texture contains the roughness information in its green channel.
  46224. */
  46225. _this._useRoughnessFromMetallicTextureGreen = false;
  46226. /**
  46227. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46228. */
  46229. _this._useMetallnessFromMetallicTextureBlue = false;
  46230. /**
  46231. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46232. */
  46233. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46234. /**
  46235. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46236. */
  46237. _this._useAmbientInGrayScale = false;
  46238. /**
  46239. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46240. * The material will try to infer what glossiness each pixel should be.
  46241. */
  46242. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46243. /**
  46244. * Defines the falloff type used in this material.
  46245. * It by default is Physical.
  46246. */
  46247. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46248. /**
  46249. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46250. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46251. */
  46252. _this._useRadianceOverAlpha = true;
  46253. /**
  46254. * Allows using an object space normal map (instead of tangent space).
  46255. */
  46256. _this._useObjectSpaceNormalMap = false;
  46257. /**
  46258. * Allows using the bump map in parallax mode.
  46259. */
  46260. _this._useParallax = false;
  46261. /**
  46262. * Allows using the bump map in parallax occlusion mode.
  46263. */
  46264. _this._useParallaxOcclusion = false;
  46265. /**
  46266. * Controls the scale bias of the parallax mode.
  46267. */
  46268. _this._parallaxScaleBias = 0.05;
  46269. /**
  46270. * If sets to true, disables all the lights affecting the material.
  46271. */
  46272. _this._disableLighting = false;
  46273. /**
  46274. * Number of Simultaneous lights allowed on the material.
  46275. */
  46276. _this._maxSimultaneousLights = 4;
  46277. /**
  46278. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46279. */
  46280. _this._invertNormalMapX = false;
  46281. /**
  46282. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46283. */
  46284. _this._invertNormalMapY = false;
  46285. /**
  46286. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46287. */
  46288. _this._twoSidedLighting = false;
  46289. /**
  46290. * Defines the alpha limits in alpha test mode.
  46291. */
  46292. _this._alphaCutOff = 0.4;
  46293. /**
  46294. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46295. */
  46296. _this._forceAlphaTest = false;
  46297. /**
  46298. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46299. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46300. */
  46301. _this._useAlphaFresnel = false;
  46302. /**
  46303. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46304. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46305. */
  46306. _this._useLinearAlphaFresnel = false;
  46307. /**
  46308. * The transparency mode of the material.
  46309. */
  46310. _this._transparencyMode = null;
  46311. /**
  46312. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46313. * from cos thetav and roughness:
  46314. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46315. */
  46316. _this._environmentBRDFTexture = null;
  46317. /**
  46318. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46319. */
  46320. _this._forceIrradianceInFragment = false;
  46321. /**
  46322. * Force normal to face away from face.
  46323. */
  46324. _this._forceNormalForward = false;
  46325. /**
  46326. * Enables specular anti aliasing in the PBR shader.
  46327. * It will both interacts on the Geometry for analytical and IBL lighting.
  46328. * It also prefilter the roughness map based on the bump values.
  46329. */
  46330. _this._enableSpecularAntiAliasing = false;
  46331. /**
  46332. * Stores the available render targets.
  46333. */
  46334. _this._renderTargets = new BABYLON.SmartArray(16);
  46335. /**
  46336. * Sets the global ambient color for the material used in lighting calculations.
  46337. */
  46338. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46339. /**
  46340. * If set to true, no lighting calculations will be applied.
  46341. */
  46342. _this._unlit = false;
  46343. // Setup the default processing configuration to the scene.
  46344. _this._attachImageProcessingConfiguration(null);
  46345. _this.getRenderTargetTextures = function () {
  46346. _this._renderTargets.reset();
  46347. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46348. _this._renderTargets.push(_this._reflectionTexture);
  46349. }
  46350. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46351. _this._renderTargets.push(_this._refractionTexture);
  46352. }
  46353. return _this._renderTargets;
  46354. };
  46355. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46356. return _this;
  46357. }
  46358. /**
  46359. * Attaches a new image processing configuration to the PBR Material.
  46360. * @param configuration
  46361. */
  46362. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46363. var _this = this;
  46364. if (configuration === this._imageProcessingConfiguration) {
  46365. return;
  46366. }
  46367. // Detaches observer.
  46368. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46369. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46370. }
  46371. // Pick the scene configuration if needed.
  46372. if (!configuration) {
  46373. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46374. }
  46375. else {
  46376. this._imageProcessingConfiguration = configuration;
  46377. }
  46378. // Attaches observer.
  46379. if (this._imageProcessingConfiguration) {
  46380. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46381. _this._markAllSubMeshesAsImageProcessingDirty();
  46382. });
  46383. }
  46384. };
  46385. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46386. /**
  46387. * Gets a boolean indicating that current material needs to register RTT
  46388. */
  46389. get: function () {
  46390. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46391. return true;
  46392. }
  46393. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46394. return true;
  46395. }
  46396. return false;
  46397. },
  46398. enumerable: true,
  46399. configurable: true
  46400. });
  46401. /**
  46402. * Gets the name of the material class.
  46403. */
  46404. PBRBaseMaterial.prototype.getClassName = function () {
  46405. return "PBRBaseMaterial";
  46406. };
  46407. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46408. /**
  46409. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46410. */
  46411. get: function () {
  46412. return this._useLogarithmicDepth;
  46413. },
  46414. /**
  46415. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46416. */
  46417. set: function (value) {
  46418. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46419. },
  46420. enumerable: true,
  46421. configurable: true
  46422. });
  46423. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46424. /**
  46425. * Gets the current transparency mode.
  46426. */
  46427. get: function () {
  46428. return this._transparencyMode;
  46429. },
  46430. /**
  46431. * Sets the transparency mode of the material.
  46432. *
  46433. * | Value | Type | Description |
  46434. * | ----- | ----------------------------------- | ----------- |
  46435. * | 0 | OPAQUE | |
  46436. * | 1 | ALPHATEST | |
  46437. * | 2 | ALPHABLEND | |
  46438. * | 3 | ALPHATESTANDBLEND | |
  46439. *
  46440. */
  46441. set: function (value) {
  46442. if (this._transparencyMode === value) {
  46443. return;
  46444. }
  46445. this._transparencyMode = value;
  46446. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46447. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46448. },
  46449. enumerable: true,
  46450. configurable: true
  46451. });
  46452. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46453. /**
  46454. * Returns true if alpha blending should be disabled.
  46455. */
  46456. get: function () {
  46457. return (this._linkRefractionWithTransparency ||
  46458. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46459. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46460. },
  46461. enumerable: true,
  46462. configurable: true
  46463. });
  46464. /**
  46465. * Specifies whether or not this material should be rendered in alpha blend mode.
  46466. */
  46467. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46468. if (this._disableAlphaBlending) {
  46469. return false;
  46470. }
  46471. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46472. };
  46473. /**
  46474. * Specifies if the mesh will require alpha blending.
  46475. * @param mesh - BJS mesh.
  46476. */
  46477. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46478. if (this._disableAlphaBlending) {
  46479. return false;
  46480. }
  46481. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46482. };
  46483. /**
  46484. * Specifies whether or not this material should be rendered in alpha test mode.
  46485. */
  46486. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46487. if (this._forceAlphaTest) {
  46488. return true;
  46489. }
  46490. if (this._linkRefractionWithTransparency) {
  46491. return false;
  46492. }
  46493. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46494. };
  46495. /**
  46496. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46497. */
  46498. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46499. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46500. };
  46501. /**
  46502. * Gets the texture used for the alpha test.
  46503. */
  46504. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46505. return this._albedoTexture;
  46506. };
  46507. /**
  46508. * Specifies that the submesh is ready to be used.
  46509. * @param mesh - BJS mesh.
  46510. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46511. * @param useInstances - Specifies that instances should be used.
  46512. * @returns - boolean indicating that the submesh is ready or not.
  46513. */
  46514. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46515. if (subMesh.effect && this.isFrozen) {
  46516. if (this._wasPreviouslyReady) {
  46517. return true;
  46518. }
  46519. }
  46520. if (!subMesh._materialDefines) {
  46521. subMesh._materialDefines = new PBRMaterialDefines();
  46522. }
  46523. var defines = subMesh._materialDefines;
  46524. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46525. if (defines._renderId === this.getScene().getRenderId()) {
  46526. return true;
  46527. }
  46528. }
  46529. var scene = this.getScene();
  46530. var engine = scene.getEngine();
  46531. if (defines._areTexturesDirty) {
  46532. if (scene.texturesEnabled) {
  46533. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46534. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46535. return false;
  46536. }
  46537. }
  46538. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46539. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46540. return false;
  46541. }
  46542. }
  46543. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46544. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46545. return false;
  46546. }
  46547. }
  46548. var reflectionTexture = this._getReflectionTexture();
  46549. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46550. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46551. return false;
  46552. }
  46553. }
  46554. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46555. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46556. return false;
  46557. }
  46558. }
  46559. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46560. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46561. return false;
  46562. }
  46563. }
  46564. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46565. if (this._metallicTexture) {
  46566. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46567. return false;
  46568. }
  46569. }
  46570. else if (this._reflectivityTexture) {
  46571. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46572. return false;
  46573. }
  46574. }
  46575. if (this._microSurfaceTexture) {
  46576. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46577. return false;
  46578. }
  46579. }
  46580. }
  46581. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46582. // Bump texture cannot be not blocking.
  46583. if (!this._bumpTexture.isReady()) {
  46584. return false;
  46585. }
  46586. }
  46587. var refractionTexture = this._getRefractionTexture();
  46588. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46589. if (!refractionTexture.isReadyOrNotBlocking()) {
  46590. return false;
  46591. }
  46592. }
  46593. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46594. // This is blocking.
  46595. if (!this._environmentBRDFTexture.isReady()) {
  46596. return false;
  46597. }
  46598. }
  46599. }
  46600. }
  46601. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46602. if (!this._imageProcessingConfiguration.isReady()) {
  46603. return false;
  46604. }
  46605. }
  46606. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46607. mesh.createNormals(true);
  46608. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46609. }
  46610. var previousEffect = subMesh.effect;
  46611. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46612. if (effect) {
  46613. // Use previous effect while new one is compiling
  46614. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46615. effect = previousEffect;
  46616. defines.markAsUnprocessed();
  46617. }
  46618. else {
  46619. scene.resetCachedMaterial();
  46620. subMesh.setEffect(effect, defines);
  46621. this.buildUniformLayout();
  46622. }
  46623. }
  46624. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46625. return false;
  46626. }
  46627. defines._renderId = scene.getRenderId();
  46628. this._wasPreviouslyReady = true;
  46629. return true;
  46630. };
  46631. /**
  46632. * Specifies if the material uses metallic roughness workflow.
  46633. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46634. */
  46635. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46636. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46637. return true;
  46638. }
  46639. return false;
  46640. };
  46641. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46642. if (onCompiled === void 0) { onCompiled = null; }
  46643. if (onError === void 0) { onError = null; }
  46644. if (useInstances === void 0) { useInstances = null; }
  46645. if (useClipPlane === void 0) { useClipPlane = null; }
  46646. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46647. if (!defines.isDirty) {
  46648. return null;
  46649. }
  46650. defines.markAsProcessed();
  46651. var scene = this.getScene();
  46652. var engine = scene.getEngine();
  46653. // Fallbacks
  46654. var fallbacks = new BABYLON.EffectFallbacks();
  46655. var fallbackRank = 0;
  46656. if (defines.USESPHERICALINVERTEX) {
  46657. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46658. }
  46659. if (defines.FOG) {
  46660. fallbacks.addFallback(fallbackRank, "FOG");
  46661. }
  46662. if (defines.SPECULARAA) {
  46663. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46664. }
  46665. if (defines.POINTSIZE) {
  46666. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46667. }
  46668. if (defines.LOGARITHMICDEPTH) {
  46669. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46670. }
  46671. if (defines.PARALLAX) {
  46672. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46673. }
  46674. if (defines.PARALLAXOCCLUSION) {
  46675. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46676. }
  46677. if (defines.ENVIRONMENTBRDF) {
  46678. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46679. }
  46680. if (defines.TANGENT) {
  46681. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46682. }
  46683. if (defines.BUMP) {
  46684. fallbacks.addFallback(fallbackRank++, "BUMP");
  46685. }
  46686. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46687. if (defines.SPECULARTERM) {
  46688. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46689. }
  46690. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46691. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46692. }
  46693. if (defines.LIGHTMAP) {
  46694. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46695. }
  46696. if (defines.NORMAL) {
  46697. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46698. }
  46699. if (defines.AMBIENT) {
  46700. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46701. }
  46702. if (defines.EMISSIVE) {
  46703. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46704. }
  46705. if (defines.VERTEXCOLOR) {
  46706. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46707. }
  46708. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46709. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46710. }
  46711. if (defines.MORPHTARGETS) {
  46712. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46713. }
  46714. //Attributes
  46715. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46716. if (defines.NORMAL) {
  46717. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46718. }
  46719. if (defines.TANGENT) {
  46720. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46721. }
  46722. if (defines.UV1) {
  46723. attribs.push(BABYLON.VertexBuffer.UVKind);
  46724. }
  46725. if (defines.UV2) {
  46726. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46727. }
  46728. if (defines.VERTEXCOLOR) {
  46729. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46730. }
  46731. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46732. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46733. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46734. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46735. "vFogInfos", "vFogColor", "pointSize",
  46736. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46737. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46738. "mBones",
  46739. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46740. "vLightingIntensity",
  46741. "logarithmicDepthConstant",
  46742. "vSphericalX", "vSphericalY", "vSphericalZ",
  46743. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46744. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46745. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46746. "vTangentSpaceParams", "boneTextureWidth"
  46747. ];
  46748. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46749. "bumpSampler", "lightmapSampler", "opacitySampler",
  46750. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46751. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46752. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46753. var uniformBuffers = ["Material", "Scene"];
  46754. if (BABYLON.ImageProcessingConfiguration) {
  46755. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46756. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46757. }
  46758. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46759. uniformsNames: uniforms,
  46760. uniformBuffersNames: uniformBuffers,
  46761. samplers: samplers,
  46762. defines: defines,
  46763. maxSimultaneousLights: this._maxSimultaneousLights
  46764. });
  46765. var join = defines.toString();
  46766. return engine.createEffect("pbr", {
  46767. attributes: attribs,
  46768. uniformsNames: uniforms,
  46769. uniformBuffersNames: uniformBuffers,
  46770. samplers: samplers,
  46771. defines: join,
  46772. fallbacks: fallbacks,
  46773. onCompiled: onCompiled,
  46774. onError: onError,
  46775. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46776. }, engine);
  46777. };
  46778. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46779. if (useInstances === void 0) { useInstances = null; }
  46780. if (useClipPlane === void 0) { useClipPlane = null; }
  46781. var scene = this.getScene();
  46782. var engine = scene.getEngine();
  46783. // Lights
  46784. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46785. defines._needNormals = true;
  46786. // Textures
  46787. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46788. if (defines._areTexturesDirty) {
  46789. defines._needUVs = false;
  46790. if (scene.texturesEnabled) {
  46791. if (scene.getEngine().getCaps().textureLOD) {
  46792. defines.LODBASEDMICROSFURACE = true;
  46793. }
  46794. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46795. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46796. }
  46797. else {
  46798. defines.ALBEDO = false;
  46799. }
  46800. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46801. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46802. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46803. }
  46804. else {
  46805. defines.AMBIENT = false;
  46806. }
  46807. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46808. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46809. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46810. }
  46811. else {
  46812. defines.OPACITY = false;
  46813. }
  46814. var reflectionTexture = this._getReflectionTexture();
  46815. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46816. defines.REFLECTION = true;
  46817. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46818. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46819. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46820. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46821. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46822. defines.INVERTCUBICMAP = true;
  46823. }
  46824. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46825. switch (reflectionTexture.coordinatesMode) {
  46826. case BABYLON.Texture.EXPLICIT_MODE:
  46827. defines.REFLECTIONMAP_EXPLICIT = true;
  46828. break;
  46829. case BABYLON.Texture.PLANAR_MODE:
  46830. defines.REFLECTIONMAP_PLANAR = true;
  46831. break;
  46832. case BABYLON.Texture.PROJECTION_MODE:
  46833. defines.REFLECTIONMAP_PROJECTION = true;
  46834. break;
  46835. case BABYLON.Texture.SKYBOX_MODE:
  46836. defines.REFLECTIONMAP_SKYBOX = true;
  46837. break;
  46838. case BABYLON.Texture.SPHERICAL_MODE:
  46839. defines.REFLECTIONMAP_SPHERICAL = true;
  46840. break;
  46841. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46842. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46843. break;
  46844. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46845. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46846. break;
  46847. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46848. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46849. break;
  46850. case BABYLON.Texture.CUBIC_MODE:
  46851. case BABYLON.Texture.INVCUBIC_MODE:
  46852. default:
  46853. defines.REFLECTIONMAP_CUBIC = true;
  46854. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46855. break;
  46856. }
  46857. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46858. if (reflectionTexture.sphericalPolynomial) {
  46859. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46860. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46861. defines.USESPHERICALINVERTEX = false;
  46862. }
  46863. else {
  46864. defines.USESPHERICALINVERTEX = true;
  46865. }
  46866. }
  46867. }
  46868. else {
  46869. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46870. }
  46871. }
  46872. else {
  46873. defines.REFLECTION = false;
  46874. defines.REFLECTIONMAP_3D = false;
  46875. defines.REFLECTIONMAP_SPHERICAL = false;
  46876. defines.REFLECTIONMAP_PLANAR = false;
  46877. defines.REFLECTIONMAP_CUBIC = false;
  46878. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46879. defines.REFLECTIONMAP_PROJECTION = false;
  46880. defines.REFLECTIONMAP_SKYBOX = false;
  46881. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46882. defines.REFLECTIONMAP_EXPLICIT = false;
  46883. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46884. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46885. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46886. defines.INVERTCUBICMAP = false;
  46887. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46888. defines.USESPHERICALINVERTEX = false;
  46889. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46890. defines.LODINREFLECTIONALPHA = false;
  46891. defines.GAMMAREFLECTION = false;
  46892. defines.RGBDREFLECTION = false;
  46893. }
  46894. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46895. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46896. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46897. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46898. }
  46899. else {
  46900. defines.LIGHTMAP = false;
  46901. }
  46902. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46903. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46904. }
  46905. else {
  46906. defines.EMISSIVE = false;
  46907. }
  46908. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46909. if (this._metallicTexture) {
  46910. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46911. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46912. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46913. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46914. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46915. }
  46916. else if (this._reflectivityTexture) {
  46917. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46918. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46919. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46920. }
  46921. else {
  46922. defines.REFLECTIVITY = false;
  46923. }
  46924. if (this._microSurfaceTexture) {
  46925. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46926. }
  46927. else {
  46928. defines.MICROSURFACEMAP = false;
  46929. }
  46930. }
  46931. else {
  46932. defines.REFLECTIVITY = false;
  46933. defines.MICROSURFACEMAP = false;
  46934. }
  46935. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46936. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46937. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46938. defines.PARALLAX = true;
  46939. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46940. }
  46941. else {
  46942. defines.PARALLAX = false;
  46943. }
  46944. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46945. }
  46946. else {
  46947. defines.BUMP = false;
  46948. }
  46949. var refractionTexture = this._getRefractionTexture();
  46950. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46951. defines.REFRACTION = true;
  46952. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46953. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46954. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46955. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46956. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46957. if (this._linkRefractionWithTransparency) {
  46958. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46959. }
  46960. }
  46961. else {
  46962. defines.REFRACTION = false;
  46963. }
  46964. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46965. defines.ENVIRONMENTBRDF = true;
  46966. }
  46967. else {
  46968. defines.ENVIRONMENTBRDF = false;
  46969. }
  46970. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46971. defines.ALPHAFROMALBEDO = true;
  46972. }
  46973. else {
  46974. defines.ALPHAFROMALBEDO = false;
  46975. }
  46976. }
  46977. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46978. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46979. defines.USEPHYSICALLIGHTFALLOFF = false;
  46980. defines.USEGLTFLIGHTFALLOFF = false;
  46981. }
  46982. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46983. defines.USEPHYSICALLIGHTFALLOFF = false;
  46984. defines.USEGLTFLIGHTFALLOFF = true;
  46985. }
  46986. else {
  46987. defines.USEPHYSICALLIGHTFALLOFF = true;
  46988. defines.USEGLTFLIGHTFALLOFF = false;
  46989. }
  46990. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46991. if (!this.backFaceCulling && this._twoSidedLighting) {
  46992. defines.TWOSIDEDLIGHTING = true;
  46993. }
  46994. else {
  46995. defines.TWOSIDEDLIGHTING = false;
  46996. }
  46997. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46998. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46999. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  47000. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  47001. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  47002. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  47003. }
  47004. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  47005. this._imageProcessingConfiguration.prepareDefines(defines);
  47006. }
  47007. defines.FORCENORMALFORWARD = this._forceNormalForward;
  47008. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  47009. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  47010. // Misc.
  47011. if (defines._areMiscDirty) {
  47012. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  47013. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  47014. }
  47015. // Values that need to be evaluated on every frame
  47016. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  47017. // Attribs
  47018. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  47019. };
  47020. /**
  47021. * Force shader compilation
  47022. */
  47023. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  47024. var _this = this;
  47025. var localOptions = __assign({ clipPlane: false }, options);
  47026. var defines = new PBRMaterialDefines();
  47027. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  47028. if (effect.isReady()) {
  47029. if (onCompiled) {
  47030. onCompiled(this);
  47031. }
  47032. }
  47033. else {
  47034. effect.onCompileObservable.add(function () {
  47035. if (onCompiled) {
  47036. onCompiled(_this);
  47037. }
  47038. });
  47039. }
  47040. };
  47041. /**
  47042. * Initializes the uniform buffer layout for the shader.
  47043. */
  47044. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  47045. // Order is important !
  47046. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  47047. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  47048. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  47049. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  47050. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  47051. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  47052. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  47053. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  47054. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  47055. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  47056. this._uniformBuffer.addUniform("vReflectionSize", 3);
  47057. this._uniformBuffer.addUniform("vBumpInfos", 3);
  47058. this._uniformBuffer.addUniform("albedoMatrix", 16);
  47059. this._uniformBuffer.addUniform("ambientMatrix", 16);
  47060. this._uniformBuffer.addUniform("opacityMatrix", 16);
  47061. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  47062. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  47063. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  47064. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  47065. this._uniformBuffer.addUniform("bumpMatrix", 16);
  47066. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  47067. this._uniformBuffer.addUniform("refractionMatrix", 16);
  47068. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  47069. this._uniformBuffer.addUniform("vReflectionColor", 3);
  47070. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  47071. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  47072. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  47073. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  47074. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  47075. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  47076. this._uniformBuffer.addUniform("pointSize", 1);
  47077. this._uniformBuffer.create();
  47078. };
  47079. /**
  47080. * Unbinds the textures.
  47081. */
  47082. PBRBaseMaterial.prototype.unbind = function () {
  47083. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  47084. this._uniformBuffer.setTexture("reflectionSampler", null);
  47085. }
  47086. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  47087. this._uniformBuffer.setTexture("refractionSampler", null);
  47088. }
  47089. _super.prototype.unbind.call(this);
  47090. };
  47091. /**
  47092. * Binds the submesh data.
  47093. * @param world - The world matrix.
  47094. * @param mesh - The BJS mesh.
  47095. * @param subMesh - A submesh of the BJS mesh.
  47096. */
  47097. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47098. var scene = this.getScene();
  47099. var defines = subMesh._materialDefines;
  47100. if (!defines) {
  47101. return;
  47102. }
  47103. var effect = subMesh.effect;
  47104. if (!effect) {
  47105. return;
  47106. }
  47107. this._activeEffect = effect;
  47108. // Matrices
  47109. this.bindOnlyWorldMatrix(world);
  47110. // Normal Matrix
  47111. if (defines.OBJECTSPACE_NORMALMAP) {
  47112. world.toNormalMatrix(this._normalMatrix);
  47113. this.bindOnlyNormalMatrix(this._normalMatrix);
  47114. }
  47115. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47116. // Bones
  47117. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47118. var reflectionTexture = null;
  47119. if (mustRebind) {
  47120. this._uniformBuffer.bindToEffect(effect, "Material");
  47121. this.bindViewProjection(effect);
  47122. reflectionTexture = this._getReflectionTexture();
  47123. var refractionTexture = this._getRefractionTexture();
  47124. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47125. // Texture uniforms
  47126. if (scene.texturesEnabled) {
  47127. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47128. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47129. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47130. }
  47131. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47132. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47133. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47134. }
  47135. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47136. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47137. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47138. }
  47139. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47140. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47141. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47142. if (reflectionTexture.boundingBoxSize) {
  47143. var cubeTexture = reflectionTexture;
  47144. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47145. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47146. }
  47147. var polynomials = reflectionTexture.sphericalPolynomial;
  47148. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47149. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47150. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47151. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47152. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47153. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47154. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47155. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47156. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47157. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47158. }
  47159. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47160. }
  47161. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47162. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47163. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47164. }
  47165. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47166. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47167. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47168. }
  47169. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47170. if (this._metallicTexture) {
  47171. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47172. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47173. }
  47174. else if (this._reflectivityTexture) {
  47175. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47176. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47177. }
  47178. if (this._microSurfaceTexture) {
  47179. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47180. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47181. }
  47182. }
  47183. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47184. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47185. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47186. if (scene._mirroredCameraPosition) {
  47187. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47188. }
  47189. else {
  47190. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47191. }
  47192. }
  47193. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47194. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47195. var depth = 1.0;
  47196. if (!refractionTexture.isCube) {
  47197. if (refractionTexture.depth) {
  47198. depth = refractionTexture.depth;
  47199. }
  47200. }
  47201. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47202. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47203. }
  47204. }
  47205. // Point size
  47206. if (this.pointsCloud) {
  47207. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47208. }
  47209. // Colors
  47210. if (defines.METALLICWORKFLOW) {
  47211. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47212. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47213. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47214. }
  47215. else {
  47216. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47217. }
  47218. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47219. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47220. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47221. // Misc
  47222. this._lightingInfos.x = this._directIntensity;
  47223. this._lightingInfos.y = this._emissiveIntensity;
  47224. this._lightingInfos.z = this._environmentIntensity;
  47225. this._lightingInfos.w = this._specularIntensity;
  47226. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47227. }
  47228. // Textures
  47229. if (scene.texturesEnabled) {
  47230. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47231. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47232. }
  47233. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47234. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47235. }
  47236. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47237. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47238. }
  47239. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47240. if (defines.LODBASEDMICROSFURACE) {
  47241. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47242. }
  47243. else {
  47244. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47245. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47246. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47247. }
  47248. }
  47249. if (defines.ENVIRONMENTBRDF) {
  47250. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47251. }
  47252. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47253. if (defines.LODBASEDMICROSFURACE) {
  47254. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47255. }
  47256. else {
  47257. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47258. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47259. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47260. }
  47261. }
  47262. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47263. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47264. }
  47265. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47266. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47267. }
  47268. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47269. if (this._metallicTexture) {
  47270. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47271. }
  47272. else if (this._reflectivityTexture) {
  47273. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47274. }
  47275. if (this._microSurfaceTexture) {
  47276. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47277. }
  47278. }
  47279. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47280. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47281. }
  47282. }
  47283. // Clip plane
  47284. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47285. // Colors
  47286. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47287. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47288. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47289. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47290. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47291. }
  47292. if (mustRebind || !this.isFrozen) {
  47293. // Lights
  47294. if (scene.lightsEnabled && !this._disableLighting) {
  47295. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47296. }
  47297. // View
  47298. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47299. this.bindView(effect);
  47300. }
  47301. // Fog
  47302. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47303. // Morph targets
  47304. if (defines.NUM_MORPH_INFLUENCERS) {
  47305. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47306. }
  47307. // image processing
  47308. this._imageProcessingConfiguration.bind(this._activeEffect);
  47309. // Log. depth
  47310. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47311. }
  47312. this._uniformBuffer.update();
  47313. this._afterBind(mesh, this._activeEffect);
  47314. };
  47315. /**
  47316. * Returns the animatable textures.
  47317. * @returns - Array of animatable textures.
  47318. */
  47319. PBRBaseMaterial.prototype.getAnimatables = function () {
  47320. var results = [];
  47321. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47322. results.push(this._albedoTexture);
  47323. }
  47324. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47325. results.push(this._ambientTexture);
  47326. }
  47327. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47328. results.push(this._opacityTexture);
  47329. }
  47330. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47331. results.push(this._reflectionTexture);
  47332. }
  47333. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47334. results.push(this._emissiveTexture);
  47335. }
  47336. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47337. results.push(this._metallicTexture);
  47338. }
  47339. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47340. results.push(this._reflectivityTexture);
  47341. }
  47342. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47343. results.push(this._bumpTexture);
  47344. }
  47345. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47346. results.push(this._lightmapTexture);
  47347. }
  47348. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47349. results.push(this._refractionTexture);
  47350. }
  47351. return results;
  47352. };
  47353. /**
  47354. * Returns the texture used for reflections.
  47355. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47356. */
  47357. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47358. if (this._reflectionTexture) {
  47359. return this._reflectionTexture;
  47360. }
  47361. return this.getScene().environmentTexture;
  47362. };
  47363. /**
  47364. * Returns the texture used for refraction or null if none is used.
  47365. * @returns - Refection texture if present. If no refraction texture and refraction
  47366. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47367. */
  47368. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47369. if (this._refractionTexture) {
  47370. return this._refractionTexture;
  47371. }
  47372. if (this._linkRefractionWithTransparency) {
  47373. return this.getScene().environmentTexture;
  47374. }
  47375. return null;
  47376. };
  47377. /**
  47378. * Disposes the resources of the material.
  47379. * @param forceDisposeEffect - Forces the disposal of effects.
  47380. * @param forceDisposeTextures - Forces the disposal of all textures.
  47381. */
  47382. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47383. if (forceDisposeTextures) {
  47384. if (this._albedoTexture) {
  47385. this._albedoTexture.dispose();
  47386. }
  47387. if (this._ambientTexture) {
  47388. this._ambientTexture.dispose();
  47389. }
  47390. if (this._opacityTexture) {
  47391. this._opacityTexture.dispose();
  47392. }
  47393. if (this._reflectionTexture) {
  47394. this._reflectionTexture.dispose();
  47395. }
  47396. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47397. this._environmentBRDFTexture.dispose();
  47398. }
  47399. if (this._emissiveTexture) {
  47400. this._emissiveTexture.dispose();
  47401. }
  47402. if (this._metallicTexture) {
  47403. this._metallicTexture.dispose();
  47404. }
  47405. if (this._reflectivityTexture) {
  47406. this._reflectivityTexture.dispose();
  47407. }
  47408. if (this._bumpTexture) {
  47409. this._bumpTexture.dispose();
  47410. }
  47411. if (this._lightmapTexture) {
  47412. this._lightmapTexture.dispose();
  47413. }
  47414. if (this._refractionTexture) {
  47415. this._refractionTexture.dispose();
  47416. }
  47417. }
  47418. this._renderTargets.dispose();
  47419. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47420. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47421. }
  47422. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47423. };
  47424. /**
  47425. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47426. */
  47427. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47428. /**
  47429. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47430. * to enhance interoperability with other engines.
  47431. */
  47432. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47433. /**
  47434. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47435. * to enhance interoperability with other materials.
  47436. */
  47437. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47438. /**
  47439. * Stores the reflectivity values based on metallic roughness workflow.
  47440. */
  47441. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47442. __decorate([
  47443. BABYLON.serializeAsImageProcessingConfiguration()
  47444. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47445. __decorate([
  47446. BABYLON.serialize()
  47447. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47448. __decorate([
  47449. BABYLON.serialize()
  47450. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47451. return PBRBaseMaterial;
  47452. }(BABYLON.PushMaterial));
  47453. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47454. })(BABYLON || (BABYLON = {}));
  47455. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47456. var BABYLON;
  47457. (function (BABYLON) {
  47458. /**
  47459. * The Physically based simple base material of BJS.
  47460. *
  47461. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47462. * It is used as the base class for both the specGloss and metalRough conventions.
  47463. */
  47464. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47465. __extends(PBRBaseSimpleMaterial, _super);
  47466. /**
  47467. * Instantiates a new PBRMaterial instance.
  47468. *
  47469. * @param name The material name
  47470. * @param scene The scene the material will be use in.
  47471. */
  47472. function PBRBaseSimpleMaterial(name, scene) {
  47473. var _this = _super.call(this, name, scene) || this;
  47474. /**
  47475. * Number of Simultaneous lights allowed on the material.
  47476. */
  47477. _this.maxSimultaneousLights = 4;
  47478. /**
  47479. * If sets to true, disables all the lights affecting the material.
  47480. */
  47481. _this.disableLighting = false;
  47482. /**
  47483. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47484. */
  47485. _this.invertNormalMapX = false;
  47486. /**
  47487. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47488. */
  47489. _this.invertNormalMapY = false;
  47490. /**
  47491. * Emissivie color used to self-illuminate the model.
  47492. */
  47493. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47494. /**
  47495. * Occlusion Channel Strenght.
  47496. */
  47497. _this.occlusionStrength = 1.0;
  47498. /**
  47499. * If true, the light map contains occlusion information instead of lighting info.
  47500. */
  47501. _this.useLightmapAsShadowmap = false;
  47502. _this._useAlphaFromAlbedoTexture = true;
  47503. _this._useAmbientInGrayScale = true;
  47504. return _this;
  47505. }
  47506. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47507. /**
  47508. * Gets the current double sided mode.
  47509. */
  47510. get: function () {
  47511. return this._twoSidedLighting;
  47512. },
  47513. /**
  47514. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47515. */
  47516. set: function (value) {
  47517. if (this._twoSidedLighting === value) {
  47518. return;
  47519. }
  47520. this._twoSidedLighting = value;
  47521. this.backFaceCulling = !value;
  47522. this._markAllSubMeshesAsTexturesDirty();
  47523. },
  47524. enumerable: true,
  47525. configurable: true
  47526. });
  47527. /**
  47528. * Return the active textures of the material.
  47529. */
  47530. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47531. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47532. if (this.environmentTexture) {
  47533. activeTextures.push(this.environmentTexture);
  47534. }
  47535. if (this.normalTexture) {
  47536. activeTextures.push(this.normalTexture);
  47537. }
  47538. if (this.emissiveTexture) {
  47539. activeTextures.push(this.emissiveTexture);
  47540. }
  47541. if (this.occlusionTexture) {
  47542. activeTextures.push(this.occlusionTexture);
  47543. }
  47544. if (this.lightmapTexture) {
  47545. activeTextures.push(this.lightmapTexture);
  47546. }
  47547. return activeTextures;
  47548. };
  47549. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47550. if (_super.prototype.hasTexture.call(this, texture)) {
  47551. return true;
  47552. }
  47553. if (this.lightmapTexture === texture) {
  47554. return true;
  47555. }
  47556. return false;
  47557. };
  47558. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47559. return "PBRBaseSimpleMaterial";
  47560. };
  47561. __decorate([
  47562. BABYLON.serialize(),
  47563. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47564. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47565. __decorate([
  47566. BABYLON.serialize(),
  47567. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47568. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47569. __decorate([
  47570. BABYLON.serializeAsTexture(),
  47571. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47572. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47573. __decorate([
  47574. BABYLON.serialize(),
  47575. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47576. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47577. __decorate([
  47578. BABYLON.serialize(),
  47579. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47580. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47581. __decorate([
  47582. BABYLON.serializeAsTexture(),
  47583. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47584. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47585. __decorate([
  47586. BABYLON.serializeAsColor3("emissive"),
  47587. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47588. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47589. __decorate([
  47590. BABYLON.serializeAsTexture(),
  47591. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47592. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47593. __decorate([
  47594. BABYLON.serialize(),
  47595. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47596. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47597. __decorate([
  47598. BABYLON.serializeAsTexture(),
  47599. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47600. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47601. __decorate([
  47602. BABYLON.serialize(),
  47603. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47604. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47605. __decorate([
  47606. BABYLON.serialize()
  47607. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47608. __decorate([
  47609. BABYLON.serializeAsTexture(),
  47610. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47611. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47612. __decorate([
  47613. BABYLON.serialize(),
  47614. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47615. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47616. return PBRBaseSimpleMaterial;
  47617. }(BABYLON.PBRBaseMaterial));
  47618. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47619. })(BABYLON || (BABYLON = {}));
  47620. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47621. var BABYLON;
  47622. (function (BABYLON) {
  47623. /**
  47624. * The Physically based material of BJS.
  47625. *
  47626. * This offers the main features of a standard PBR material.
  47627. * For more information, please refer to the documentation :
  47628. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47629. */
  47630. var PBRMaterial = /** @class */ (function (_super) {
  47631. __extends(PBRMaterial, _super);
  47632. /**
  47633. * Instantiates a new PBRMaterial instance.
  47634. *
  47635. * @param name The material name
  47636. * @param scene The scene the material will be use in.
  47637. */
  47638. function PBRMaterial(name, scene) {
  47639. var _this = _super.call(this, name, scene) || this;
  47640. /**
  47641. * Intensity of the direct lights e.g. the four lights available in your scene.
  47642. * This impacts both the direct diffuse and specular highlights.
  47643. */
  47644. _this.directIntensity = 1.0;
  47645. /**
  47646. * Intensity of the emissive part of the material.
  47647. * This helps controlling the emissive effect without modifying the emissive color.
  47648. */
  47649. _this.emissiveIntensity = 1.0;
  47650. /**
  47651. * Intensity of the environment e.g. how much the environment will light the object
  47652. * either through harmonics for rough material or through the refelction for shiny ones.
  47653. */
  47654. _this.environmentIntensity = 1.0;
  47655. /**
  47656. * This is a special control allowing the reduction of the specular highlights coming from the
  47657. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47658. */
  47659. _this.specularIntensity = 1.0;
  47660. /**
  47661. * Debug Control allowing disabling the bump map on this material.
  47662. */
  47663. _this.disableBumpMap = false;
  47664. /**
  47665. * AKA Occlusion Texture Intensity in other nomenclature.
  47666. */
  47667. _this.ambientTextureStrength = 1.0;
  47668. /**
  47669. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47670. * 1 means it completely occludes it
  47671. * 0 mean it has no impact
  47672. */
  47673. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47674. /**
  47675. * The color of a material in ambient lighting.
  47676. */
  47677. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47678. /**
  47679. * AKA Diffuse Color in other nomenclature.
  47680. */
  47681. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47682. /**
  47683. * AKA Specular Color in other nomenclature.
  47684. */
  47685. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47686. /**
  47687. * The color reflected from the material.
  47688. */
  47689. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47690. /**
  47691. * The color emitted from the material.
  47692. */
  47693. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47694. /**
  47695. * AKA Glossiness in other nomenclature.
  47696. */
  47697. _this.microSurface = 1.0;
  47698. /**
  47699. * source material index of refraction (IOR)' / 'destination material IOR.
  47700. */
  47701. _this.indexOfRefraction = 0.66;
  47702. /**
  47703. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47704. */
  47705. _this.invertRefractionY = false;
  47706. /**
  47707. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47708. * Materials half opaque for instance using refraction could benefit from this control.
  47709. */
  47710. _this.linkRefractionWithTransparency = false;
  47711. /**
  47712. * If true, the light map contains occlusion information instead of lighting info.
  47713. */
  47714. _this.useLightmapAsShadowmap = false;
  47715. /**
  47716. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47717. */
  47718. _this.useAlphaFromAlbedoTexture = false;
  47719. /**
  47720. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47721. */
  47722. _this.forceAlphaTest = false;
  47723. /**
  47724. * Defines the alpha limits in alpha test mode.
  47725. */
  47726. _this.alphaCutOff = 0.4;
  47727. /**
  47728. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47729. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47730. */
  47731. _this.useSpecularOverAlpha = true;
  47732. /**
  47733. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47734. */
  47735. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47736. /**
  47737. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47738. */
  47739. _this.useRoughnessFromMetallicTextureAlpha = true;
  47740. /**
  47741. * Specifies if the metallic texture contains the roughness information in its green channel.
  47742. */
  47743. _this.useRoughnessFromMetallicTextureGreen = false;
  47744. /**
  47745. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47746. */
  47747. _this.useMetallnessFromMetallicTextureBlue = false;
  47748. /**
  47749. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47750. */
  47751. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47752. /**
  47753. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47754. */
  47755. _this.useAmbientInGrayScale = false;
  47756. /**
  47757. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47758. * The material will try to infer what glossiness each pixel should be.
  47759. */
  47760. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47761. /**
  47762. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47763. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47764. */
  47765. _this.useRadianceOverAlpha = true;
  47766. /**
  47767. * Allows using an object space normal map (instead of tangent space).
  47768. */
  47769. _this.useObjectSpaceNormalMap = false;
  47770. /**
  47771. * Allows using the bump map in parallax mode.
  47772. */
  47773. _this.useParallax = false;
  47774. /**
  47775. * Allows using the bump map in parallax occlusion mode.
  47776. */
  47777. _this.useParallaxOcclusion = false;
  47778. /**
  47779. * Controls the scale bias of the parallax mode.
  47780. */
  47781. _this.parallaxScaleBias = 0.05;
  47782. /**
  47783. * If sets to true, disables all the lights affecting the material.
  47784. */
  47785. _this.disableLighting = false;
  47786. /**
  47787. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47788. */
  47789. _this.forceIrradianceInFragment = false;
  47790. /**
  47791. * Number of Simultaneous lights allowed on the material.
  47792. */
  47793. _this.maxSimultaneousLights = 4;
  47794. /**
  47795. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47796. */
  47797. _this.invertNormalMapX = false;
  47798. /**
  47799. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47800. */
  47801. _this.invertNormalMapY = false;
  47802. /**
  47803. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47804. */
  47805. _this.twoSidedLighting = false;
  47806. /**
  47807. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47808. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47809. */
  47810. _this.useAlphaFresnel = false;
  47811. /**
  47812. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47813. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47814. */
  47815. _this.useLinearAlphaFresnel = false;
  47816. /**
  47817. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47818. * And/Or occlude the blended part.
  47819. */
  47820. _this.environmentBRDFTexture = null;
  47821. /**
  47822. * Force normal to face away from face.
  47823. */
  47824. _this.forceNormalForward = false;
  47825. /**
  47826. * Enables specular anti aliasing in the PBR shader.
  47827. * It will both interacts on the Geometry for analytical and IBL lighting.
  47828. * It also prefilter the roughness map based on the bump values.
  47829. */
  47830. _this.enableSpecularAntiAliasing = false;
  47831. /**
  47832. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47833. * makes the reflect vector face the model (under horizon).
  47834. */
  47835. _this.useHorizonOcclusion = true;
  47836. /**
  47837. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47838. * too much the area relying on ambient texture to define their ambient occlusion.
  47839. */
  47840. _this.useRadianceOcclusion = true;
  47841. /**
  47842. * If set to true, no lighting calculations will be applied.
  47843. */
  47844. _this.unlit = false;
  47845. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47846. return _this;
  47847. }
  47848. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47849. /**
  47850. * BJS is using an harcoded light falloff based on a manually sets up range.
  47851. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47852. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47853. */
  47854. get: function () {
  47855. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47856. },
  47857. /**
  47858. * BJS is using an harcoded light falloff based on a manually sets up range.
  47859. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47860. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47861. */
  47862. set: function (value) {
  47863. if (value !== this.usePhysicalLightFalloff) {
  47864. // Ensure the effect will be rebuilt.
  47865. this._markAllSubMeshesAsTexturesDirty();
  47866. if (value) {
  47867. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47868. }
  47869. else {
  47870. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47871. }
  47872. }
  47873. },
  47874. enumerable: true,
  47875. configurable: true
  47876. });
  47877. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47878. /**
  47879. * In order to support the falloff compatibility with gltf, a special mode has been added
  47880. * to reproduce the gltf light falloff.
  47881. */
  47882. get: function () {
  47883. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47884. },
  47885. /**
  47886. * In order to support the falloff compatibility with gltf, a special mode has been added
  47887. * to reproduce the gltf light falloff.
  47888. */
  47889. set: function (value) {
  47890. if (value !== this.useGLTFLightFalloff) {
  47891. // Ensure the effect will be rebuilt.
  47892. this._markAllSubMeshesAsTexturesDirty();
  47893. if (value) {
  47894. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47895. }
  47896. else {
  47897. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47898. }
  47899. }
  47900. },
  47901. enumerable: true,
  47902. configurable: true
  47903. });
  47904. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47905. /**
  47906. * Gets the image processing configuration used either in this material.
  47907. */
  47908. get: function () {
  47909. return this._imageProcessingConfiguration;
  47910. },
  47911. /**
  47912. * Sets the Default image processing configuration used either in the this material.
  47913. *
  47914. * If sets to null, the scene one is in use.
  47915. */
  47916. set: function (value) {
  47917. this._attachImageProcessingConfiguration(value);
  47918. // Ensure the effect will be rebuilt.
  47919. this._markAllSubMeshesAsTexturesDirty();
  47920. },
  47921. enumerable: true,
  47922. configurable: true
  47923. });
  47924. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47925. /**
  47926. * Gets wether the color curves effect is enabled.
  47927. */
  47928. get: function () {
  47929. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47930. },
  47931. /**
  47932. * Sets wether the color curves effect is enabled.
  47933. */
  47934. set: function (value) {
  47935. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47936. },
  47937. enumerable: true,
  47938. configurable: true
  47939. });
  47940. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47941. /**
  47942. * Gets wether the color grading effect is enabled.
  47943. */
  47944. get: function () {
  47945. return this.imageProcessingConfiguration.colorGradingEnabled;
  47946. },
  47947. /**
  47948. * Gets wether the color grading effect is enabled.
  47949. */
  47950. set: function (value) {
  47951. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47952. },
  47953. enumerable: true,
  47954. configurable: true
  47955. });
  47956. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47957. /**
  47958. * Gets wether tonemapping is enabled or not.
  47959. */
  47960. get: function () {
  47961. return this._imageProcessingConfiguration.toneMappingEnabled;
  47962. },
  47963. /**
  47964. * Sets wether tonemapping is enabled or not
  47965. */
  47966. set: function (value) {
  47967. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47968. },
  47969. enumerable: true,
  47970. configurable: true
  47971. });
  47972. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47973. /**
  47974. * The camera exposure used on this material.
  47975. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47976. * This corresponds to a photographic exposure.
  47977. */
  47978. get: function () {
  47979. return this._imageProcessingConfiguration.exposure;
  47980. },
  47981. /**
  47982. * The camera exposure used on this material.
  47983. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47984. * This corresponds to a photographic exposure.
  47985. */
  47986. set: function (value) {
  47987. this._imageProcessingConfiguration.exposure = value;
  47988. },
  47989. enumerable: true,
  47990. configurable: true
  47991. });
  47992. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47993. /**
  47994. * Gets The camera contrast used on this material.
  47995. */
  47996. get: function () {
  47997. return this._imageProcessingConfiguration.contrast;
  47998. },
  47999. /**
  48000. * Sets The camera contrast used on this material.
  48001. */
  48002. set: function (value) {
  48003. this._imageProcessingConfiguration.contrast = value;
  48004. },
  48005. enumerable: true,
  48006. configurable: true
  48007. });
  48008. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  48009. /**
  48010. * Gets the Color Grading 2D Lookup Texture.
  48011. */
  48012. get: function () {
  48013. return this._imageProcessingConfiguration.colorGradingTexture;
  48014. },
  48015. /**
  48016. * Sets the Color Grading 2D Lookup Texture.
  48017. */
  48018. set: function (value) {
  48019. this._imageProcessingConfiguration.colorGradingTexture = value;
  48020. },
  48021. enumerable: true,
  48022. configurable: true
  48023. });
  48024. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  48025. /**
  48026. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48027. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48028. * 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;
  48029. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48030. */
  48031. get: function () {
  48032. return this._imageProcessingConfiguration.colorCurves;
  48033. },
  48034. /**
  48035. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48036. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48037. * 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;
  48038. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48039. */
  48040. set: function (value) {
  48041. this._imageProcessingConfiguration.colorCurves = value;
  48042. },
  48043. enumerable: true,
  48044. configurable: true
  48045. });
  48046. /**
  48047. * Returns the name of this material class.
  48048. */
  48049. PBRMaterial.prototype.getClassName = function () {
  48050. return "PBRMaterial";
  48051. };
  48052. /**
  48053. * Returns an array of the actively used textures.
  48054. * @returns - Array of BaseTextures
  48055. */
  48056. PBRMaterial.prototype.getActiveTextures = function () {
  48057. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48058. if (this._albedoTexture) {
  48059. activeTextures.push(this._albedoTexture);
  48060. }
  48061. if (this._ambientTexture) {
  48062. activeTextures.push(this._ambientTexture);
  48063. }
  48064. if (this._opacityTexture) {
  48065. activeTextures.push(this._opacityTexture);
  48066. }
  48067. if (this._reflectionTexture) {
  48068. activeTextures.push(this._reflectionTexture);
  48069. }
  48070. if (this._emissiveTexture) {
  48071. activeTextures.push(this._emissiveTexture);
  48072. }
  48073. if (this._reflectivityTexture) {
  48074. activeTextures.push(this._reflectivityTexture);
  48075. }
  48076. if (this._metallicTexture) {
  48077. activeTextures.push(this._metallicTexture);
  48078. }
  48079. if (this._microSurfaceTexture) {
  48080. activeTextures.push(this._microSurfaceTexture);
  48081. }
  48082. if (this._bumpTexture) {
  48083. activeTextures.push(this._bumpTexture);
  48084. }
  48085. if (this._lightmapTexture) {
  48086. activeTextures.push(this._lightmapTexture);
  48087. }
  48088. if (this._refractionTexture) {
  48089. activeTextures.push(this._refractionTexture);
  48090. }
  48091. return activeTextures;
  48092. };
  48093. /**
  48094. * Checks to see if a texture is used in the material.
  48095. * @param texture - Base texture to use.
  48096. * @returns - Boolean specifying if a texture is used in the material.
  48097. */
  48098. PBRMaterial.prototype.hasTexture = function (texture) {
  48099. if (_super.prototype.hasTexture.call(this, texture)) {
  48100. return true;
  48101. }
  48102. if (this._albedoTexture === texture) {
  48103. return true;
  48104. }
  48105. if (this._ambientTexture === texture) {
  48106. return true;
  48107. }
  48108. if (this._opacityTexture === texture) {
  48109. return true;
  48110. }
  48111. if (this._reflectionTexture === texture) {
  48112. return true;
  48113. }
  48114. if (this._reflectivityTexture === texture) {
  48115. return true;
  48116. }
  48117. if (this._metallicTexture === texture) {
  48118. return true;
  48119. }
  48120. if (this._microSurfaceTexture === texture) {
  48121. return true;
  48122. }
  48123. if (this._bumpTexture === texture) {
  48124. return true;
  48125. }
  48126. if (this._lightmapTexture === texture) {
  48127. return true;
  48128. }
  48129. if (this._refractionTexture === texture) {
  48130. return true;
  48131. }
  48132. return false;
  48133. };
  48134. /**
  48135. * Makes a duplicate of the current material.
  48136. * @param name - name to use for the new material.
  48137. */
  48138. PBRMaterial.prototype.clone = function (name) {
  48139. var _this = this;
  48140. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48141. clone.id = name;
  48142. clone.name = name;
  48143. return clone;
  48144. };
  48145. /**
  48146. * Serializes this PBR Material.
  48147. * @returns - An object with the serialized material.
  48148. */
  48149. PBRMaterial.prototype.serialize = function () {
  48150. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48151. serializationObject.customType = "BABYLON.PBRMaterial";
  48152. return serializationObject;
  48153. };
  48154. // Statics
  48155. /**
  48156. * Parses a PBR Material from a serialized object.
  48157. * @param source - Serialized object.
  48158. * @param scene - BJS scene instance.
  48159. * @param rootUrl - url for the scene object
  48160. * @returns - PBRMaterial
  48161. */
  48162. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48163. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48164. };
  48165. /**
  48166. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48167. */
  48168. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48169. /**
  48170. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48171. */
  48172. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48173. /**
  48174. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48175. */
  48176. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48177. /**
  48178. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48179. * They are also discarded below the alpha cutoff threshold to improve performances.
  48180. */
  48181. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48182. /**
  48183. * Defines the default value of how much AO map is occluding the analytical lights
  48184. * (point spot...).
  48185. */
  48186. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48187. __decorate([
  48188. BABYLON.serialize(),
  48189. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48190. ], PBRMaterial.prototype, "directIntensity", void 0);
  48191. __decorate([
  48192. BABYLON.serialize(),
  48193. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48194. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48195. __decorate([
  48196. BABYLON.serialize(),
  48197. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48198. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48199. __decorate([
  48200. BABYLON.serialize(),
  48201. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48202. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48203. __decorate([
  48204. BABYLON.serialize(),
  48205. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48206. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48207. __decorate([
  48208. BABYLON.serializeAsTexture(),
  48209. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48210. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48211. __decorate([
  48212. BABYLON.serializeAsTexture(),
  48213. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48214. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48215. __decorate([
  48216. BABYLON.serialize(),
  48217. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48218. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48219. __decorate([
  48220. BABYLON.serialize(),
  48221. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48222. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48223. __decorate([
  48224. BABYLON.serializeAsTexture(),
  48225. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48226. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48227. __decorate([
  48228. BABYLON.serializeAsTexture(),
  48229. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48230. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48231. __decorate([
  48232. BABYLON.serializeAsTexture(),
  48233. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48234. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48235. __decorate([
  48236. BABYLON.serializeAsTexture(),
  48237. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48238. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48239. __decorate([
  48240. BABYLON.serializeAsTexture(),
  48241. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48242. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48243. __decorate([
  48244. BABYLON.serialize(),
  48245. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48246. ], PBRMaterial.prototype, "metallic", void 0);
  48247. __decorate([
  48248. BABYLON.serialize(),
  48249. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48250. ], PBRMaterial.prototype, "roughness", void 0);
  48251. __decorate([
  48252. BABYLON.serializeAsTexture(),
  48253. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48254. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48255. __decorate([
  48256. BABYLON.serializeAsTexture(),
  48257. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48258. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48259. __decorate([
  48260. BABYLON.serializeAsTexture(),
  48261. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48262. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48263. __decorate([
  48264. BABYLON.serializeAsTexture(),
  48265. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48266. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48267. __decorate([
  48268. BABYLON.serializeAsColor3("ambient"),
  48269. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48270. ], PBRMaterial.prototype, "ambientColor", void 0);
  48271. __decorate([
  48272. BABYLON.serializeAsColor3("albedo"),
  48273. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48274. ], PBRMaterial.prototype, "albedoColor", void 0);
  48275. __decorate([
  48276. BABYLON.serializeAsColor3("reflectivity"),
  48277. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48278. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48279. __decorate([
  48280. BABYLON.serializeAsColor3("reflection"),
  48281. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48282. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48283. __decorate([
  48284. BABYLON.serializeAsColor3("emissive"),
  48285. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48286. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48287. __decorate([
  48288. BABYLON.serialize(),
  48289. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48290. ], PBRMaterial.prototype, "microSurface", void 0);
  48291. __decorate([
  48292. BABYLON.serialize(),
  48293. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48294. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48295. __decorate([
  48296. BABYLON.serialize(),
  48297. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48298. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48299. __decorate([
  48300. BABYLON.serialize(),
  48301. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48302. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48303. __decorate([
  48304. BABYLON.serialize(),
  48305. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48306. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48307. __decorate([
  48308. BABYLON.serialize(),
  48309. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48310. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48311. __decorate([
  48312. BABYLON.serialize(),
  48313. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48314. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48315. __decorate([
  48316. BABYLON.serialize(),
  48317. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48318. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48319. __decorate([
  48320. BABYLON.serialize(),
  48321. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48322. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48323. __decorate([
  48324. BABYLON.serialize(),
  48325. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48326. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48327. __decorate([
  48328. BABYLON.serialize(),
  48329. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48330. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48331. __decorate([
  48332. BABYLON.serialize(),
  48333. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48334. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48335. __decorate([
  48336. BABYLON.serialize(),
  48337. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48338. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48339. __decorate([
  48340. BABYLON.serialize(),
  48341. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48342. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48343. __decorate([
  48344. BABYLON.serialize(),
  48345. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48346. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48347. __decorate([
  48348. BABYLON.serialize(),
  48349. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48350. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48351. __decorate([
  48352. BABYLON.serialize()
  48353. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48354. __decorate([
  48355. BABYLON.serialize()
  48356. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48357. __decorate([
  48358. BABYLON.serialize(),
  48359. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48360. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48361. __decorate([
  48362. BABYLON.serialize(),
  48363. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48364. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48365. __decorate([
  48366. BABYLON.serialize(),
  48367. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48368. ], PBRMaterial.prototype, "useParallax", void 0);
  48369. __decorate([
  48370. BABYLON.serialize(),
  48371. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48372. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48373. __decorate([
  48374. BABYLON.serialize(),
  48375. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48376. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48377. __decorate([
  48378. BABYLON.serialize(),
  48379. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48380. ], PBRMaterial.prototype, "disableLighting", void 0);
  48381. __decorate([
  48382. BABYLON.serialize(),
  48383. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48384. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48385. __decorate([
  48386. BABYLON.serialize(),
  48387. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48388. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48389. __decorate([
  48390. BABYLON.serialize(),
  48391. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48392. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48393. __decorate([
  48394. BABYLON.serialize(),
  48395. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48396. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48397. __decorate([
  48398. BABYLON.serialize(),
  48399. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48400. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48401. __decorate([
  48402. BABYLON.serialize(),
  48403. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48404. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48405. __decorate([
  48406. BABYLON.serialize(),
  48407. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48408. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48409. __decorate([
  48410. BABYLON.serializeAsTexture(),
  48411. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48412. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48413. __decorate([
  48414. BABYLON.serialize(),
  48415. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48416. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48417. __decorate([
  48418. BABYLON.serialize(),
  48419. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48420. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48421. __decorate([
  48422. BABYLON.serialize(),
  48423. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48424. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48425. __decorate([
  48426. BABYLON.serialize(),
  48427. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48428. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48429. __decorate([
  48430. BABYLON.serialize(),
  48431. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48432. ], PBRMaterial.prototype, "unlit", void 0);
  48433. return PBRMaterial;
  48434. }(BABYLON.PBRBaseMaterial));
  48435. BABYLON.PBRMaterial = PBRMaterial;
  48436. })(BABYLON || (BABYLON = {}));
  48437. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48438. var BABYLON;
  48439. (function (BABYLON) {
  48440. /**
  48441. * The PBR material of BJS following the metal roughness convention.
  48442. *
  48443. * This fits to the PBR convention in the GLTF definition:
  48444. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48445. */
  48446. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48447. __extends(PBRMetallicRoughnessMaterial, _super);
  48448. /**
  48449. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48450. *
  48451. * @param name The material name
  48452. * @param scene The scene the material will be use in.
  48453. */
  48454. function PBRMetallicRoughnessMaterial(name, scene) {
  48455. var _this = _super.call(this, name, scene) || this;
  48456. _this._useRoughnessFromMetallicTextureAlpha = false;
  48457. _this._useRoughnessFromMetallicTextureGreen = true;
  48458. _this._useMetallnessFromMetallicTextureBlue = true;
  48459. _this.metallic = 1.0;
  48460. _this.roughness = 1.0;
  48461. return _this;
  48462. }
  48463. /**
  48464. * Return the currrent class name of the material.
  48465. */
  48466. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48467. return "PBRMetallicRoughnessMaterial";
  48468. };
  48469. /**
  48470. * Return the active textures of the material.
  48471. */
  48472. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48473. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48474. if (this.baseTexture) {
  48475. activeTextures.push(this.baseTexture);
  48476. }
  48477. if (this.metallicRoughnessTexture) {
  48478. activeTextures.push(this.metallicRoughnessTexture);
  48479. }
  48480. return activeTextures;
  48481. };
  48482. /**
  48483. * Checks to see if a texture is used in the material.
  48484. * @param texture - Base texture to use.
  48485. * @returns - Boolean specifying if a texture is used in the material.
  48486. */
  48487. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48488. if (_super.prototype.hasTexture.call(this, texture)) {
  48489. return true;
  48490. }
  48491. if (this.baseTexture === texture) {
  48492. return true;
  48493. }
  48494. if (this.metallicRoughnessTexture === texture) {
  48495. return true;
  48496. }
  48497. return false;
  48498. };
  48499. /**
  48500. * Makes a duplicate of the current material.
  48501. * @param name - name to use for the new material.
  48502. */
  48503. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48504. var _this = this;
  48505. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48506. clone.id = name;
  48507. clone.name = name;
  48508. return clone;
  48509. };
  48510. /**
  48511. * Serialize the material to a parsable JSON object.
  48512. */
  48513. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48514. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48515. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48516. return serializationObject;
  48517. };
  48518. /**
  48519. * Parses a JSON object correponding to the serialize function.
  48520. */
  48521. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48522. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48523. };
  48524. __decorate([
  48525. BABYLON.serializeAsColor3(),
  48526. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48527. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48528. __decorate([
  48529. BABYLON.serializeAsTexture(),
  48530. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48531. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48532. __decorate([
  48533. BABYLON.serialize(),
  48534. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48535. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48536. __decorate([
  48537. BABYLON.serialize(),
  48538. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48539. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48540. __decorate([
  48541. BABYLON.serializeAsTexture(),
  48542. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48543. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48544. return PBRMetallicRoughnessMaterial;
  48545. }(BABYLON.PBRBaseSimpleMaterial));
  48546. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48547. })(BABYLON || (BABYLON = {}));
  48548. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48549. var BABYLON;
  48550. (function (BABYLON) {
  48551. /**
  48552. * The PBR material of BJS following the specular glossiness convention.
  48553. *
  48554. * This fits to the PBR convention in the GLTF definition:
  48555. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48556. */
  48557. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48558. __extends(PBRSpecularGlossinessMaterial, _super);
  48559. /**
  48560. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48561. *
  48562. * @param name The material name
  48563. * @param scene The scene the material will be use in.
  48564. */
  48565. function PBRSpecularGlossinessMaterial(name, scene) {
  48566. var _this = _super.call(this, name, scene) || this;
  48567. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48568. return _this;
  48569. }
  48570. /**
  48571. * Return the currrent class name of the material.
  48572. */
  48573. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48574. return "PBRSpecularGlossinessMaterial";
  48575. };
  48576. /**
  48577. * Return the active textures of the material.
  48578. */
  48579. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48580. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48581. if (this.diffuseTexture) {
  48582. activeTextures.push(this.diffuseTexture);
  48583. }
  48584. if (this.specularGlossinessTexture) {
  48585. activeTextures.push(this.specularGlossinessTexture);
  48586. }
  48587. return activeTextures;
  48588. };
  48589. /**
  48590. * Checks to see if a texture is used in the material.
  48591. * @param texture - Base texture to use.
  48592. * @returns - Boolean specifying if a texture is used in the material.
  48593. */
  48594. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48595. if (_super.prototype.hasTexture.call(this, texture)) {
  48596. return true;
  48597. }
  48598. if (this.diffuseTexture === texture) {
  48599. return true;
  48600. }
  48601. if (this.specularGlossinessTexture === texture) {
  48602. return true;
  48603. }
  48604. return false;
  48605. };
  48606. /**
  48607. * Makes a duplicate of the current material.
  48608. * @param name - name to use for the new material.
  48609. */
  48610. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48611. var _this = this;
  48612. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48613. clone.id = name;
  48614. clone.name = name;
  48615. return clone;
  48616. };
  48617. /**
  48618. * Serialize the material to a parsable JSON object.
  48619. */
  48620. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48621. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48622. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48623. return serializationObject;
  48624. };
  48625. /**
  48626. * Parses a JSON object correponding to the serialize function.
  48627. */
  48628. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48629. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48630. };
  48631. __decorate([
  48632. BABYLON.serializeAsColor3("diffuse"),
  48633. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48634. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48635. __decorate([
  48636. BABYLON.serializeAsTexture(),
  48637. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48638. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48639. __decorate([
  48640. BABYLON.serializeAsColor3("specular"),
  48641. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48642. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48643. __decorate([
  48644. BABYLON.serialize(),
  48645. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48646. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48647. __decorate([
  48648. BABYLON.serializeAsTexture(),
  48649. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48650. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48651. return PBRSpecularGlossinessMaterial;
  48652. }(BABYLON.PBRBaseSimpleMaterial));
  48653. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48654. })(BABYLON || (BABYLON = {}));
  48655. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48656. var BABYLON;
  48657. (function (BABYLON) {
  48658. /**
  48659. * @ignore
  48660. * This is a list of all the different input types that are available in the application.
  48661. * Fo instance: ArcRotateCameraGamepadInput...
  48662. */
  48663. BABYLON.CameraInputTypes = {};
  48664. /**
  48665. * This represents the input manager used within a camera.
  48666. * It helps dealing with all the different kind of input attached to a camera.
  48667. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48668. */
  48669. var CameraInputsManager = /** @class */ (function () {
  48670. /**
  48671. * Instantiate a new Camera Input Manager.
  48672. * @param camera Defines the camera the input manager blongs to
  48673. */
  48674. function CameraInputsManager(camera) {
  48675. this.attached = {};
  48676. this.camera = camera;
  48677. this.checkInputs = function () { };
  48678. }
  48679. /**
  48680. * Add an input method to a camera
  48681. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48682. * @param input camera input method
  48683. */
  48684. CameraInputsManager.prototype.add = function (input) {
  48685. var type = input.getSimpleName();
  48686. if (this.attached[type]) {
  48687. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48688. return;
  48689. }
  48690. this.attached[type] = input;
  48691. input.camera = this.camera;
  48692. //for checkInputs, we are dynamically creating a function
  48693. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48694. if (input.checkInputs) {
  48695. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48696. }
  48697. if (this.attachedElement) {
  48698. input.attachControl(this.attachedElement);
  48699. }
  48700. };
  48701. /**
  48702. * Remove a specific input method from a camera
  48703. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48704. * @param inputToRemove camera input method
  48705. */
  48706. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48707. for (var cam in this.attached) {
  48708. var input = this.attached[cam];
  48709. if (input === inputToRemove) {
  48710. input.detachControl(this.attachedElement);
  48711. input.camera = null;
  48712. delete this.attached[cam];
  48713. this.rebuildInputCheck();
  48714. }
  48715. }
  48716. };
  48717. /**
  48718. * Remove a specific input type from a camera
  48719. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48720. * @param inputType the type of the input to remove
  48721. */
  48722. CameraInputsManager.prototype.removeByType = function (inputType) {
  48723. for (var cam in this.attached) {
  48724. var input = this.attached[cam];
  48725. if (input.getClassName() === inputType) {
  48726. input.detachControl(this.attachedElement);
  48727. input.camera = null;
  48728. delete this.attached[cam];
  48729. this.rebuildInputCheck();
  48730. }
  48731. }
  48732. };
  48733. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48734. var current = this.checkInputs;
  48735. return function () {
  48736. current();
  48737. fn();
  48738. };
  48739. };
  48740. /**
  48741. * Attach the input controls to the currently attached dom element to listen the events from.
  48742. * @param input Defines the input to attach
  48743. */
  48744. CameraInputsManager.prototype.attachInput = function (input) {
  48745. if (this.attachedElement) {
  48746. input.attachControl(this.attachedElement, this.noPreventDefault);
  48747. }
  48748. };
  48749. /**
  48750. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48751. * @param element Defines the dom element to collect the events from
  48752. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48753. */
  48754. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48755. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48756. if (this.attachedElement) {
  48757. return;
  48758. }
  48759. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48760. this.attachedElement = element;
  48761. this.noPreventDefault = noPreventDefault;
  48762. for (var cam in this.attached) {
  48763. this.attached[cam].attachControl(element, noPreventDefault);
  48764. }
  48765. };
  48766. /**
  48767. * Detach the current manager inputs controls from a specific dom element.
  48768. * @param element Defines the dom element to collect the events from
  48769. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48770. */
  48771. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48772. if (disconnect === void 0) { disconnect = false; }
  48773. if (this.attachedElement !== element) {
  48774. return;
  48775. }
  48776. for (var cam in this.attached) {
  48777. this.attached[cam].detachControl(element);
  48778. if (disconnect) {
  48779. this.attached[cam].camera = null;
  48780. }
  48781. }
  48782. this.attachedElement = null;
  48783. };
  48784. /**
  48785. * Rebuild the dynamic inputCheck function from the current list of
  48786. * defined inputs in the manager.
  48787. */
  48788. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48789. this.checkInputs = function () { };
  48790. for (var cam in this.attached) {
  48791. var input = this.attached[cam];
  48792. if (input.checkInputs) {
  48793. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48794. }
  48795. }
  48796. };
  48797. /**
  48798. * Remove all attached input methods from a camera
  48799. */
  48800. CameraInputsManager.prototype.clear = function () {
  48801. if (this.attachedElement) {
  48802. this.detachElement(this.attachedElement, true);
  48803. }
  48804. this.attached = {};
  48805. this.attachedElement = null;
  48806. this.checkInputs = function () { };
  48807. };
  48808. /**
  48809. * Serialize the current input manager attached to a camera.
  48810. * This ensures than once parsed,
  48811. * the input associated to the camera will be identical to the current ones
  48812. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48813. */
  48814. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48815. var inputs = {};
  48816. for (var cam in this.attached) {
  48817. var input = this.attached[cam];
  48818. var res = BABYLON.SerializationHelper.Serialize(input);
  48819. inputs[input.getClassName()] = res;
  48820. }
  48821. serializedCamera.inputsmgr = inputs;
  48822. };
  48823. /**
  48824. * Parses an input manager serialized JSON to restore the previous list of inputs
  48825. * and states associated to a camera.
  48826. * @param parsedCamera Defines the JSON to parse
  48827. */
  48828. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48829. var parsedInputs = parsedCamera.inputsmgr;
  48830. if (parsedInputs) {
  48831. this.clear();
  48832. for (var n in parsedInputs) {
  48833. var construct = BABYLON.CameraInputTypes[n];
  48834. if (construct) {
  48835. var parsedinput = parsedInputs[n];
  48836. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48837. this.add(input);
  48838. }
  48839. }
  48840. }
  48841. else {
  48842. //2016-03-08 this part is for managing backward compatibility
  48843. for (var n in this.attached) {
  48844. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48845. if (construct) {
  48846. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48847. this.remove(this.attached[n]);
  48848. this.add(input);
  48849. }
  48850. }
  48851. }
  48852. };
  48853. return CameraInputsManager;
  48854. }());
  48855. BABYLON.CameraInputsManager = CameraInputsManager;
  48856. })(BABYLON || (BABYLON = {}));
  48857. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48858. var BABYLON;
  48859. (function (BABYLON) {
  48860. /**
  48861. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48862. * This is the base of the follow, arc rotate cameras and Free camera
  48863. * @see http://doc.babylonjs.com/features/cameras
  48864. */
  48865. var TargetCamera = /** @class */ (function (_super) {
  48866. __extends(TargetCamera, _super);
  48867. /**
  48868. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48869. * This is the base of the follow, arc rotate cameras and Free camera
  48870. * @see http://doc.babylonjs.com/features/cameras
  48871. * @param name Defines the name of the camera in the scene
  48872. * @param position Defines the start position of the camera in the scene
  48873. * @param scene Defines the scene the camera belongs to
  48874. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48875. */
  48876. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48877. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48878. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48879. /**
  48880. * Define the current direction the camera is moving to
  48881. */
  48882. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48883. /**
  48884. * Define the current rotation the camera is rotating to
  48885. */
  48886. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48887. /**
  48888. * When set, the up vector of the camera will be updated by the rotation of the camera
  48889. */
  48890. _this.updateUpVectorFromRotation = false;
  48891. _this._tmpQuaternion = new BABYLON.Quaternion();
  48892. /**
  48893. * Define the current rotation of the camera
  48894. */
  48895. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48896. /**
  48897. * Define the current speed of the camera
  48898. */
  48899. _this.speed = 2.0;
  48900. /**
  48901. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48902. * around all axis.
  48903. */
  48904. _this.noRotationConstraint = false;
  48905. /**
  48906. * Define the current target of the camera as an object or a position.
  48907. */
  48908. _this.lockedTarget = null;
  48909. /** @hidden */
  48910. _this._currentTarget = BABYLON.Vector3.Zero();
  48911. /** @hidden */
  48912. _this._initialFocalDistance = 1;
  48913. /** @hidden */
  48914. _this._viewMatrix = BABYLON.Matrix.Zero();
  48915. /** @hidden */
  48916. _this._camMatrix = BABYLON.Matrix.Zero();
  48917. /** @hidden */
  48918. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48919. /** @hidden */
  48920. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48921. /** @hidden */
  48922. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48923. /** @hidden */
  48924. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48925. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48926. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48927. _this._defaultUp = BABYLON.Vector3.Up();
  48928. _this._cachedRotationZ = 0;
  48929. _this._cachedQuaternionRotationZ = 0;
  48930. return _this;
  48931. }
  48932. /**
  48933. * Gets the position in front of the camera at a given distance.
  48934. * @param distance The distance from the camera we want the position to be
  48935. * @returns the position
  48936. */
  48937. TargetCamera.prototype.getFrontPosition = function (distance) {
  48938. this.getWorldMatrix();
  48939. var direction = this.getTarget().subtract(this.position);
  48940. direction.normalize();
  48941. direction.scaleInPlace(distance);
  48942. return this.globalPosition.add(direction);
  48943. };
  48944. /** @hidden */
  48945. TargetCamera.prototype._getLockedTargetPosition = function () {
  48946. if (!this.lockedTarget) {
  48947. return null;
  48948. }
  48949. if (this.lockedTarget.absolutePosition) {
  48950. this.lockedTarget.computeWorldMatrix();
  48951. }
  48952. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48953. };
  48954. /**
  48955. * Store current camera state of the camera (fov, position, rotation, etc..)
  48956. * @returns the camera
  48957. */
  48958. TargetCamera.prototype.storeState = function () {
  48959. this._storedPosition = this.position.clone();
  48960. this._storedRotation = this.rotation.clone();
  48961. if (this.rotationQuaternion) {
  48962. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48963. }
  48964. return _super.prototype.storeState.call(this);
  48965. };
  48966. /**
  48967. * Restored camera state. You must call storeState() first
  48968. * @returns whether it was successful or not
  48969. * @hidden
  48970. */
  48971. TargetCamera.prototype._restoreStateValues = function () {
  48972. if (!_super.prototype._restoreStateValues.call(this)) {
  48973. return false;
  48974. }
  48975. this.position = this._storedPosition.clone();
  48976. this.rotation = this._storedRotation.clone();
  48977. if (this.rotationQuaternion) {
  48978. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48979. }
  48980. this.cameraDirection.copyFromFloats(0, 0, 0);
  48981. this.cameraRotation.copyFromFloats(0, 0);
  48982. return true;
  48983. };
  48984. /** @hidden */
  48985. TargetCamera.prototype._initCache = function () {
  48986. _super.prototype._initCache.call(this);
  48987. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48988. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48989. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48990. };
  48991. /** @hidden */
  48992. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48993. if (!ignoreParentClass) {
  48994. _super.prototype._updateCache.call(this);
  48995. }
  48996. var lockedTargetPosition = this._getLockedTargetPosition();
  48997. if (!lockedTargetPosition) {
  48998. this._cache.lockedTarget = null;
  48999. }
  49000. else {
  49001. if (!this._cache.lockedTarget) {
  49002. this._cache.lockedTarget = lockedTargetPosition.clone();
  49003. }
  49004. else {
  49005. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  49006. }
  49007. }
  49008. this._cache.rotation.copyFrom(this.rotation);
  49009. if (this.rotationQuaternion) {
  49010. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49011. }
  49012. };
  49013. // Synchronized
  49014. /** @hidden */
  49015. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  49016. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  49017. return false;
  49018. }
  49019. var lockedTargetPosition = this._getLockedTargetPosition();
  49020. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  49021. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  49022. };
  49023. // Methods
  49024. /** @hidden */
  49025. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  49026. var engine = this.getEngine();
  49027. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  49028. };
  49029. // Target
  49030. /** @hidden */
  49031. TargetCamera.prototype.setTarget = function (target) {
  49032. this.upVector.normalize();
  49033. this._initialFocalDistance = target.subtract(this.position).length();
  49034. if (this.position.z === target.z) {
  49035. this.position.z += BABYLON.Epsilon;
  49036. }
  49037. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  49038. this._camMatrix.invert();
  49039. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  49040. var vDir = target.subtract(this.position);
  49041. if (vDir.x >= 0.0) {
  49042. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  49043. }
  49044. else {
  49045. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  49046. }
  49047. this.rotation.z = 0;
  49048. if (isNaN(this.rotation.x)) {
  49049. this.rotation.x = 0;
  49050. }
  49051. if (isNaN(this.rotation.y)) {
  49052. this.rotation.y = 0;
  49053. }
  49054. if (isNaN(this.rotation.z)) {
  49055. this.rotation.z = 0;
  49056. }
  49057. if (this.rotationQuaternion) {
  49058. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49059. }
  49060. };
  49061. /**
  49062. * Return the current target position of the camera. This value is expressed in local space.
  49063. * @returns the target position
  49064. */
  49065. TargetCamera.prototype.getTarget = function () {
  49066. return this._currentTarget;
  49067. };
  49068. /** @hidden */
  49069. TargetCamera.prototype._decideIfNeedsToMove = function () {
  49070. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49071. };
  49072. /** @hidden */
  49073. TargetCamera.prototype._updatePosition = function () {
  49074. if (this.parent) {
  49075. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  49076. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  49077. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  49078. return;
  49079. }
  49080. this.position.addInPlace(this.cameraDirection);
  49081. };
  49082. /** @hidden */
  49083. TargetCamera.prototype._checkInputs = function () {
  49084. var needToMove = this._decideIfNeedsToMove();
  49085. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  49086. // Move
  49087. if (needToMove) {
  49088. this._updatePosition();
  49089. }
  49090. // Rotate
  49091. if (needToRotate) {
  49092. this.rotation.x += this.cameraRotation.x;
  49093. this.rotation.y += this.cameraRotation.y;
  49094. //rotate, if quaternion is set and rotation was used
  49095. if (this.rotationQuaternion) {
  49096. var len = this.rotation.lengthSquared();
  49097. if (len) {
  49098. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49099. }
  49100. }
  49101. if (!this.noRotationConstraint) {
  49102. var limit = (Math.PI / 2) * 0.95;
  49103. if (this.rotation.x > limit) {
  49104. this.rotation.x = limit;
  49105. }
  49106. if (this.rotation.x < -limit) {
  49107. this.rotation.x = -limit;
  49108. }
  49109. }
  49110. }
  49111. // Inertia
  49112. if (needToMove) {
  49113. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49114. this.cameraDirection.x = 0;
  49115. }
  49116. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49117. this.cameraDirection.y = 0;
  49118. }
  49119. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49120. this.cameraDirection.z = 0;
  49121. }
  49122. this.cameraDirection.scaleInPlace(this.inertia);
  49123. }
  49124. if (needToRotate) {
  49125. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49126. this.cameraRotation.x = 0;
  49127. }
  49128. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49129. this.cameraRotation.y = 0;
  49130. }
  49131. this.cameraRotation.scaleInPlace(this.inertia);
  49132. }
  49133. _super.prototype._checkInputs.call(this);
  49134. };
  49135. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49136. if (this.rotationQuaternion) {
  49137. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49138. }
  49139. else {
  49140. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49141. }
  49142. };
  49143. /**
  49144. * 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)
  49145. * @returns the current camera
  49146. */
  49147. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49148. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49149. return this;
  49150. };
  49151. /** @hidden */
  49152. TargetCamera.prototype._getViewMatrix = function () {
  49153. if (this.lockedTarget) {
  49154. this.setTarget(this._getLockedTargetPosition());
  49155. }
  49156. // Compute
  49157. this._updateCameraRotationMatrix();
  49158. // Apply the changed rotation to the upVector
  49159. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49160. this._rotateUpVectorWithCameraRotationMatrix();
  49161. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49162. }
  49163. else if (this._cachedRotationZ != this.rotation.z) {
  49164. this._rotateUpVectorWithCameraRotationMatrix();
  49165. this._cachedRotationZ = this.rotation.z;
  49166. }
  49167. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49168. // Computing target and final matrix
  49169. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49170. if (this.updateUpVectorFromRotation) {
  49171. if (this.rotationQuaternion) {
  49172. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49173. }
  49174. else {
  49175. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49176. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49177. }
  49178. }
  49179. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49180. return this._viewMatrix;
  49181. };
  49182. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49183. if (this.parent) {
  49184. var parentWorldMatrix = this.parent.getWorldMatrix();
  49185. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49186. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49187. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49188. this._markSyncedWithParent();
  49189. }
  49190. else {
  49191. this._globalPosition.copyFrom(position);
  49192. this._globalCurrentTarget.copyFrom(target);
  49193. this._globalCurrentUpVector.copyFrom(up);
  49194. }
  49195. if (this.getScene().useRightHandedSystem) {
  49196. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49197. }
  49198. else {
  49199. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49200. }
  49201. };
  49202. /**
  49203. * @hidden
  49204. */
  49205. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49206. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49207. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49208. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49209. if (!this.rotationQuaternion) {
  49210. this.rotationQuaternion = new BABYLON.Quaternion();
  49211. }
  49212. rigCamera._cameraRigParams = {};
  49213. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49214. }
  49215. return rigCamera;
  49216. }
  49217. return null;
  49218. };
  49219. /**
  49220. * @hidden
  49221. */
  49222. TargetCamera.prototype._updateRigCameras = function () {
  49223. var camLeft = this._rigCameras[0];
  49224. var camRight = this._rigCameras[1];
  49225. this.computeWorldMatrix();
  49226. switch (this.cameraRigMode) {
  49227. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49228. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49229. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49230. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49231. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49232. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49233. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49234. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);
  49235. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);
  49236. break;
  49237. case BABYLON.Camera.RIG_MODE_VR:
  49238. if (camLeft.rotationQuaternion) {
  49239. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49240. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49241. }
  49242. else {
  49243. camLeft.rotation.copyFrom(this.rotation);
  49244. camRight.rotation.copyFrom(this.rotation);
  49245. }
  49246. camLeft.position.copyFrom(this.position);
  49247. camRight.position.copyFrom(this.position);
  49248. break;
  49249. }
  49250. _super.prototype._updateRigCameras.call(this);
  49251. };
  49252. TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {
  49253. var target = this.getTarget();
  49254. target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);
  49255. TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
  49256. var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);
  49257. BABYLON.Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49258. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49259. BABYLON.Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49260. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49261. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);
  49262. rigCamera.setTarget(newFocalTarget);
  49263. };
  49264. /**
  49265. * Gets the current object class name.
  49266. * @return the class name
  49267. */
  49268. TargetCamera.prototype.getClassName = function () {
  49269. return "TargetCamera";
  49270. };
  49271. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49272. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49273. TargetCamera._TargetFocalPoint = new BABYLON.Vector3();
  49274. __decorate([
  49275. BABYLON.serializeAsVector3()
  49276. ], TargetCamera.prototype, "rotation", void 0);
  49277. __decorate([
  49278. BABYLON.serialize()
  49279. ], TargetCamera.prototype, "speed", void 0);
  49280. __decorate([
  49281. BABYLON.serializeAsMeshReference("lockedTargetId")
  49282. ], TargetCamera.prototype, "lockedTarget", void 0);
  49283. return TargetCamera;
  49284. }(BABYLON.Camera));
  49285. BABYLON.TargetCamera = TargetCamera;
  49286. })(BABYLON || (BABYLON = {}));
  49287. //# sourceMappingURL=babylon.targetCamera.js.map
  49288. var BABYLON;
  49289. (function (BABYLON) {
  49290. /**
  49291. * Manage the mouse inputs to control the movement of a free camera.
  49292. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49293. */
  49294. var FreeCameraMouseInput = /** @class */ (function () {
  49295. /**
  49296. * Manage the mouse inputs to control the movement of a free camera.
  49297. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49298. * @param touchEnabled Defines if touch is enabled or not
  49299. */
  49300. function FreeCameraMouseInput(
  49301. /**
  49302. * Define if touch is enabled in the mouse input
  49303. */
  49304. touchEnabled) {
  49305. if (touchEnabled === void 0) { touchEnabled = true; }
  49306. this.touchEnabled = touchEnabled;
  49307. /**
  49308. * Defines the buttons associated with the input to handle camera move.
  49309. */
  49310. this.buttons = [0, 1, 2];
  49311. /**
  49312. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49313. */
  49314. this.angularSensibility = 2000.0;
  49315. this.previousPosition = null;
  49316. }
  49317. /**
  49318. * Attach the input controls to a specific dom element to get the input from.
  49319. * @param element Defines the element the controls should be listened from
  49320. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49321. */
  49322. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49323. var _this = this;
  49324. var engine = this.camera.getEngine();
  49325. if (!this._pointerInput) {
  49326. this._pointerInput = function (p, s) {
  49327. var evt = p.event;
  49328. if (engine.isInVRExclusivePointerMode) {
  49329. return;
  49330. }
  49331. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49332. return;
  49333. }
  49334. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49335. return;
  49336. }
  49337. var srcElement = (evt.srcElement || evt.target);
  49338. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49339. try {
  49340. srcElement.setPointerCapture(evt.pointerId);
  49341. }
  49342. catch (e) {
  49343. //Nothing to do with the error. Execution will continue.
  49344. }
  49345. _this.previousPosition = {
  49346. x: evt.clientX,
  49347. y: evt.clientY
  49348. };
  49349. if (!noPreventDefault) {
  49350. evt.preventDefault();
  49351. element.focus();
  49352. }
  49353. }
  49354. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49355. try {
  49356. srcElement.releasePointerCapture(evt.pointerId);
  49357. }
  49358. catch (e) {
  49359. //Nothing to do with the error.
  49360. }
  49361. _this.previousPosition = null;
  49362. if (!noPreventDefault) {
  49363. evt.preventDefault();
  49364. }
  49365. }
  49366. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49367. if (!_this.previousPosition || engine.isPointerLock) {
  49368. return;
  49369. }
  49370. var offsetX = evt.clientX - _this.previousPosition.x;
  49371. if (_this.camera.getScene().useRightHandedSystem) {
  49372. offsetX *= -1;
  49373. }
  49374. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49375. offsetX *= -1;
  49376. }
  49377. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49378. var offsetY = evt.clientY - _this.previousPosition.y;
  49379. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49380. _this.previousPosition = {
  49381. x: evt.clientX,
  49382. y: evt.clientY
  49383. };
  49384. if (!noPreventDefault) {
  49385. evt.preventDefault();
  49386. }
  49387. }
  49388. };
  49389. }
  49390. this._onMouseMove = function (evt) {
  49391. if (!engine.isPointerLock) {
  49392. return;
  49393. }
  49394. if (engine.isInVRExclusivePointerMode) {
  49395. return;
  49396. }
  49397. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49398. if (_this.camera.getScene().useRightHandedSystem) {
  49399. offsetX *= -1;
  49400. }
  49401. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49402. offsetX *= -1;
  49403. }
  49404. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49405. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49406. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49407. _this.previousPosition = null;
  49408. if (!noPreventDefault) {
  49409. evt.preventDefault();
  49410. }
  49411. };
  49412. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49413. element.addEventListener("mousemove", this._onMouseMove, false);
  49414. };
  49415. /**
  49416. * Detach the current controls from the specified dom element.
  49417. * @param element Defines the element to stop listening the inputs from
  49418. */
  49419. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49420. if (this._observer && element) {
  49421. this.camera.getScene().onPointerObservable.remove(this._observer);
  49422. if (this._onMouseMove) {
  49423. element.removeEventListener("mousemove", this._onMouseMove);
  49424. }
  49425. this._observer = null;
  49426. this._onMouseMove = null;
  49427. this.previousPosition = null;
  49428. }
  49429. };
  49430. /**
  49431. * Gets the class name of the current intput.
  49432. * @returns the class name
  49433. */
  49434. FreeCameraMouseInput.prototype.getClassName = function () {
  49435. return "FreeCameraMouseInput";
  49436. };
  49437. /**
  49438. * Get the friendly name associated with the input class.
  49439. * @returns the input friendly name
  49440. */
  49441. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49442. return "mouse";
  49443. };
  49444. __decorate([
  49445. BABYLON.serialize()
  49446. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49447. __decorate([
  49448. BABYLON.serialize()
  49449. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49450. return FreeCameraMouseInput;
  49451. }());
  49452. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49453. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49454. })(BABYLON || (BABYLON = {}));
  49455. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49456. var BABYLON;
  49457. (function (BABYLON) {
  49458. /**
  49459. * Manage the keyboard inputs to control the movement of a free camera.
  49460. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49461. */
  49462. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49463. function FreeCameraKeyboardMoveInput() {
  49464. /**
  49465. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49466. */
  49467. this.keysUp = [38];
  49468. /**
  49469. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49470. */
  49471. this.keysDown = [40];
  49472. /**
  49473. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49474. */
  49475. this.keysLeft = [37];
  49476. /**
  49477. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49478. */
  49479. this.keysRight = [39];
  49480. this._keys = new Array();
  49481. }
  49482. /**
  49483. * Attach the input controls to a specific dom element to get the input from.
  49484. * @param element Defines the element the controls should be listened from
  49485. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49486. */
  49487. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49488. var _this = this;
  49489. if (this._onCanvasBlurObserver) {
  49490. return;
  49491. }
  49492. this._scene = this.camera.getScene();
  49493. this._engine = this._scene.getEngine();
  49494. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49495. _this._keys = [];
  49496. });
  49497. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49498. var evt = info.event;
  49499. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49500. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49501. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49502. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49503. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49504. var index = _this._keys.indexOf(evt.keyCode);
  49505. if (index === -1) {
  49506. _this._keys.push(evt.keyCode);
  49507. }
  49508. if (!noPreventDefault) {
  49509. evt.preventDefault();
  49510. }
  49511. }
  49512. }
  49513. else {
  49514. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49515. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49516. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49517. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49518. var index = _this._keys.indexOf(evt.keyCode);
  49519. if (index >= 0) {
  49520. _this._keys.splice(index, 1);
  49521. }
  49522. if (!noPreventDefault) {
  49523. evt.preventDefault();
  49524. }
  49525. }
  49526. }
  49527. });
  49528. };
  49529. /**
  49530. * Detach the current controls from the specified dom element.
  49531. * @param element Defines the element to stop listening the inputs from
  49532. */
  49533. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49534. if (this._scene) {
  49535. if (this._onKeyboardObserver) {
  49536. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49537. }
  49538. if (this._onCanvasBlurObserver) {
  49539. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49540. }
  49541. this._onKeyboardObserver = null;
  49542. this._onCanvasBlurObserver = null;
  49543. }
  49544. this._keys = [];
  49545. };
  49546. /**
  49547. * Update the current camera state depending on the inputs that have been used this frame.
  49548. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49549. */
  49550. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49551. if (this._onKeyboardObserver) {
  49552. var camera = this.camera;
  49553. // Keyboard
  49554. for (var index = 0; index < this._keys.length; index++) {
  49555. var keyCode = this._keys[index];
  49556. var speed = camera._computeLocalCameraSpeed();
  49557. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49558. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49559. }
  49560. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49561. camera._localDirection.copyFromFloats(0, 0, speed);
  49562. }
  49563. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49564. camera._localDirection.copyFromFloats(speed, 0, 0);
  49565. }
  49566. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49567. camera._localDirection.copyFromFloats(0, 0, -speed);
  49568. }
  49569. if (camera.getScene().useRightHandedSystem) {
  49570. camera._localDirection.z *= -1;
  49571. }
  49572. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49573. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49574. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49575. }
  49576. }
  49577. };
  49578. /**
  49579. * Gets the class name of the current intput.
  49580. * @returns the class name
  49581. */
  49582. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49583. return "FreeCameraKeyboardMoveInput";
  49584. };
  49585. /** @hidden */
  49586. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49587. this._keys = [];
  49588. };
  49589. /**
  49590. * Get the friendly name associated with the input class.
  49591. * @returns the input friendly name
  49592. */
  49593. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49594. return "keyboard";
  49595. };
  49596. __decorate([
  49597. BABYLON.serialize()
  49598. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49599. __decorate([
  49600. BABYLON.serialize()
  49601. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49602. __decorate([
  49603. BABYLON.serialize()
  49604. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49605. __decorate([
  49606. BABYLON.serialize()
  49607. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49608. return FreeCameraKeyboardMoveInput;
  49609. }());
  49610. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49611. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49612. })(BABYLON || (BABYLON = {}));
  49613. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49614. var BABYLON;
  49615. (function (BABYLON) {
  49616. /**
  49617. * Default Inputs manager for the FreeCamera.
  49618. * It groups all the default supported inputs for ease of use.
  49619. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49620. */
  49621. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49622. __extends(FreeCameraInputsManager, _super);
  49623. /**
  49624. * Instantiates a new FreeCameraInputsManager.
  49625. * @param camera Defines the camera the inputs belong to
  49626. */
  49627. function FreeCameraInputsManager(camera) {
  49628. return _super.call(this, camera) || this;
  49629. }
  49630. /**
  49631. * Add keyboard input support to the input manager.
  49632. * @returns the current input manager
  49633. */
  49634. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49635. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49636. return this;
  49637. };
  49638. /**
  49639. * Add mouse input support to the input manager.
  49640. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49641. * @returns the current input manager
  49642. */
  49643. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49644. if (touchEnabled === void 0) { touchEnabled = true; }
  49645. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49646. return this;
  49647. };
  49648. /**
  49649. * Add orientation input support to the input manager.
  49650. * @returns the current input manager
  49651. */
  49652. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49653. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49654. return this;
  49655. };
  49656. /**
  49657. * Add touch input support to the input manager.
  49658. * @returns the current input manager
  49659. */
  49660. FreeCameraInputsManager.prototype.addTouch = function () {
  49661. this.add(new BABYLON.FreeCameraTouchInput());
  49662. return this;
  49663. };
  49664. /**
  49665. * Add virtual joystick input support to the input manager.
  49666. * @returns the current input manager
  49667. */
  49668. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49669. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49670. return this;
  49671. };
  49672. return FreeCameraInputsManager;
  49673. }(BABYLON.CameraInputsManager));
  49674. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49675. })(BABYLON || (BABYLON = {}));
  49676. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49677. var BABYLON;
  49678. (function (BABYLON) {
  49679. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49680. // Forcing to use the Universal camera
  49681. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49682. });
  49683. /**
  49684. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49685. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49686. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49687. */
  49688. var FreeCamera = /** @class */ (function (_super) {
  49689. __extends(FreeCamera, _super);
  49690. /**
  49691. * Instantiates a Free Camera.
  49692. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49693. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49694. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49695. * @param name Define the name of the camera in the scene
  49696. * @param position Define the start position of the camera in the scene
  49697. * @param scene Define the scene the camera belongs to
  49698. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49699. */
  49700. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49701. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49702. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49703. /**
  49704. * Define the collision ellipsoid of the camera.
  49705. * This is helpful to simulate a camera body like the player body around the camera
  49706. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49707. */
  49708. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49709. /**
  49710. * Define an offset for the position of the ellipsoid around the camera.
  49711. * This can be helpful to determine the center of the body near the gravity center of the body
  49712. * instead of its head.
  49713. */
  49714. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49715. /**
  49716. * Enable or disable collisions of the camera with the rest of the scene objects.
  49717. */
  49718. _this.checkCollisions = false;
  49719. /**
  49720. * Enable or disable gravity on the camera.
  49721. */
  49722. _this.applyGravity = false;
  49723. _this._needMoveForGravity = false;
  49724. _this._oldPosition = BABYLON.Vector3.Zero();
  49725. _this._diffPosition = BABYLON.Vector3.Zero();
  49726. _this._newPosition = BABYLON.Vector3.Zero();
  49727. // Collisions
  49728. _this._collisionMask = -1;
  49729. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49730. if (collidedMesh === void 0) { collidedMesh = null; }
  49731. //TODO move this to the collision coordinator!
  49732. if (_this.getScene().workerCollisions) {
  49733. newPosition.multiplyInPlace(_this._collider._radius);
  49734. }
  49735. var updatePosition = function (newPos) {
  49736. _this._newPosition.copyFrom(newPos);
  49737. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49738. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49739. _this.position.addInPlace(_this._diffPosition);
  49740. if (_this.onCollide && collidedMesh) {
  49741. _this.onCollide(collidedMesh);
  49742. }
  49743. }
  49744. };
  49745. updatePosition(newPosition);
  49746. };
  49747. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49748. _this.inputs.addKeyboard().addMouse();
  49749. return _this;
  49750. }
  49751. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49752. /**
  49753. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49754. * Higher values reduce sensitivity.
  49755. */
  49756. get: function () {
  49757. var mouse = this.inputs.attached["mouse"];
  49758. if (mouse) {
  49759. return mouse.angularSensibility;
  49760. }
  49761. return 0;
  49762. },
  49763. /**
  49764. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49765. * Higher values reduce sensitivity.
  49766. */
  49767. set: function (value) {
  49768. var mouse = this.inputs.attached["mouse"];
  49769. if (mouse) {
  49770. mouse.angularSensibility = value;
  49771. }
  49772. },
  49773. enumerable: true,
  49774. configurable: true
  49775. });
  49776. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49777. /**
  49778. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49779. */
  49780. get: function () {
  49781. var keyboard = this.inputs.attached["keyboard"];
  49782. if (keyboard) {
  49783. return keyboard.keysUp;
  49784. }
  49785. return [];
  49786. },
  49787. set: function (value) {
  49788. var keyboard = this.inputs.attached["keyboard"];
  49789. if (keyboard) {
  49790. keyboard.keysUp = value;
  49791. }
  49792. },
  49793. enumerable: true,
  49794. configurable: true
  49795. });
  49796. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49797. /**
  49798. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49799. */
  49800. get: function () {
  49801. var keyboard = this.inputs.attached["keyboard"];
  49802. if (keyboard) {
  49803. return keyboard.keysDown;
  49804. }
  49805. return [];
  49806. },
  49807. set: function (value) {
  49808. var keyboard = this.inputs.attached["keyboard"];
  49809. if (keyboard) {
  49810. keyboard.keysDown = value;
  49811. }
  49812. },
  49813. enumerable: true,
  49814. configurable: true
  49815. });
  49816. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49817. /**
  49818. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49819. */
  49820. get: function () {
  49821. var keyboard = this.inputs.attached["keyboard"];
  49822. if (keyboard) {
  49823. return keyboard.keysLeft;
  49824. }
  49825. return [];
  49826. },
  49827. set: function (value) {
  49828. var keyboard = this.inputs.attached["keyboard"];
  49829. if (keyboard) {
  49830. keyboard.keysLeft = value;
  49831. }
  49832. },
  49833. enumerable: true,
  49834. configurable: true
  49835. });
  49836. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49837. /**
  49838. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49839. */
  49840. get: function () {
  49841. var keyboard = this.inputs.attached["keyboard"];
  49842. if (keyboard) {
  49843. return keyboard.keysRight;
  49844. }
  49845. return [];
  49846. },
  49847. set: function (value) {
  49848. var keyboard = this.inputs.attached["keyboard"];
  49849. if (keyboard) {
  49850. keyboard.keysRight = value;
  49851. }
  49852. },
  49853. enumerable: true,
  49854. configurable: true
  49855. });
  49856. /**
  49857. * Attached controls to the current camera.
  49858. * @param element Defines the element the controls should be listened from
  49859. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49860. */
  49861. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49862. this.inputs.attachElement(element, noPreventDefault);
  49863. };
  49864. /**
  49865. * Detach the current controls from the camera.
  49866. * The camera will stop reacting to inputs.
  49867. * @param element Defines the element to stop listening the inputs from
  49868. */
  49869. FreeCamera.prototype.detachControl = function (element) {
  49870. this.inputs.detachElement(element);
  49871. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49872. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49873. };
  49874. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49875. /**
  49876. * Define a collision mask to limit the list of object the camera can collide with
  49877. */
  49878. get: function () {
  49879. return this._collisionMask;
  49880. },
  49881. set: function (mask) {
  49882. this._collisionMask = !isNaN(mask) ? mask : -1;
  49883. },
  49884. enumerable: true,
  49885. configurable: true
  49886. });
  49887. /** @hidden */
  49888. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49889. var globalPosition;
  49890. if (this.parent) {
  49891. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49892. }
  49893. else {
  49894. globalPosition = this.position;
  49895. }
  49896. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49897. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49898. if (!this._collider) {
  49899. this._collider = new BABYLON.Collider();
  49900. }
  49901. this._collider._radius = this.ellipsoid;
  49902. this._collider.collisionMask = this._collisionMask;
  49903. //no need for clone, as long as gravity is not on.
  49904. var actualDisplacement = displacement;
  49905. //add gravity to the direction to prevent the dual-collision checking
  49906. if (this.applyGravity) {
  49907. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49908. actualDisplacement = displacement.add(this.getScene().gravity);
  49909. }
  49910. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49911. };
  49912. /** @hidden */
  49913. FreeCamera.prototype._checkInputs = function () {
  49914. if (!this._localDirection) {
  49915. this._localDirection = BABYLON.Vector3.Zero();
  49916. this._transformedDirection = BABYLON.Vector3.Zero();
  49917. }
  49918. this.inputs.checkInputs();
  49919. _super.prototype._checkInputs.call(this);
  49920. };
  49921. /** @hidden */
  49922. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49923. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49924. };
  49925. /** @hidden */
  49926. FreeCamera.prototype._updatePosition = function () {
  49927. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49928. this._collideWithWorld(this.cameraDirection);
  49929. }
  49930. else {
  49931. _super.prototype._updatePosition.call(this);
  49932. }
  49933. };
  49934. /**
  49935. * Destroy the camera and release the current resources hold by it.
  49936. */
  49937. FreeCamera.prototype.dispose = function () {
  49938. this.inputs.clear();
  49939. _super.prototype.dispose.call(this);
  49940. };
  49941. /**
  49942. * Gets the current object class name.
  49943. * @return the class name
  49944. */
  49945. FreeCamera.prototype.getClassName = function () {
  49946. return "FreeCamera";
  49947. };
  49948. __decorate([
  49949. BABYLON.serializeAsVector3()
  49950. ], FreeCamera.prototype, "ellipsoid", void 0);
  49951. __decorate([
  49952. BABYLON.serializeAsVector3()
  49953. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49954. __decorate([
  49955. BABYLON.serialize()
  49956. ], FreeCamera.prototype, "checkCollisions", void 0);
  49957. __decorate([
  49958. BABYLON.serialize()
  49959. ], FreeCamera.prototype, "applyGravity", void 0);
  49960. return FreeCamera;
  49961. }(BABYLON.TargetCamera));
  49962. BABYLON.FreeCamera = FreeCamera;
  49963. })(BABYLON || (BABYLON = {}));
  49964. //# sourceMappingURL=babylon.freeCamera.js.map
  49965. var BABYLON;
  49966. (function (BABYLON) {
  49967. /**
  49968. * Listen to mouse events to control the camera.
  49969. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49970. */
  49971. var FlyCameraMouseInput = /** @class */ (function () {
  49972. /**
  49973. * Listen to mouse events to control the camera.
  49974. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49975. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49976. */
  49977. function FlyCameraMouseInput(touchEnabled) {
  49978. if (touchEnabled === void 0) { touchEnabled = true; }
  49979. /**
  49980. * Defines the buttons associated with the input to handle camera rotation.
  49981. */
  49982. this.buttons = [0, 1, 2];
  49983. /**
  49984. * Assign buttons for Yaw control.
  49985. */
  49986. this.buttonsYaw = [-1, 0, 1];
  49987. /**
  49988. * Assign buttons for Pitch control.
  49989. */
  49990. this.buttonsPitch = [-1, 0, 1];
  49991. /**
  49992. * Assign buttons for Roll control.
  49993. */
  49994. this.buttonsRoll = [2];
  49995. /**
  49996. * Detect if any button is being pressed while mouse is moved.
  49997. * -1 = Mouse locked.
  49998. * 0 = Left button.
  49999. * 1 = Middle Button.
  50000. * 2 = Right Button.
  50001. */
  50002. this.activeButton = -1;
  50003. /**
  50004. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  50005. * Higher values reduce its sensitivity.
  50006. */
  50007. this.angularSensibility = 1000.0;
  50008. this.previousPosition = null;
  50009. }
  50010. /**
  50011. * Attach the mouse control to the HTML DOM element.
  50012. * @param element Defines the element that listens to the input events.
  50013. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  50014. */
  50015. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  50016. var _this = this;
  50017. this.element = element;
  50018. this.noPreventDefault = noPreventDefault;
  50019. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  50020. _this._pointerInput(p, s);
  50021. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  50022. // Correct Roll by rate, if enabled.
  50023. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  50024. if (_this.camera.rollCorrect) {
  50025. _this.camera.restoreRoll(_this.camera.rollCorrect);
  50026. }
  50027. });
  50028. // Helper function to keep 'this'.
  50029. this._mousemoveCallback = function (e) {
  50030. _this._onMouseMove(e);
  50031. };
  50032. element.addEventListener("mousemove", this._mousemoveCallback, false);
  50033. };
  50034. /**
  50035. * Detach the current controls from the specified dom element.
  50036. * @param element Defines the element to stop listening the inputs from
  50037. */
  50038. FlyCameraMouseInput.prototype.detachControl = function (element) {
  50039. if (this._observer && element) {
  50040. this.camera.getScene().onPointerObservable.remove(this._observer);
  50041. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  50042. if (this._mousemoveCallback) {
  50043. element.removeEventListener("mousemove", this._mousemoveCallback);
  50044. }
  50045. this._observer = null;
  50046. this._rollObserver = null;
  50047. this.previousPosition = null;
  50048. this.noPreventDefault = undefined;
  50049. }
  50050. };
  50051. /**
  50052. * Gets the class name of the current input.
  50053. * @returns the class name.
  50054. */
  50055. FlyCameraMouseInput.prototype.getClassName = function () {
  50056. return "FlyCameraMouseInput";
  50057. };
  50058. /**
  50059. * Get the friendly name associated with the input class.
  50060. * @returns the input's friendly name.
  50061. */
  50062. FlyCameraMouseInput.prototype.getSimpleName = function () {
  50063. return "mouse";
  50064. };
  50065. // Track mouse movement, when the pointer is not locked.
  50066. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  50067. var e = p.event;
  50068. var camera = this.camera;
  50069. var engine = camera.getEngine();
  50070. if (engine.isInVRExclusivePointerMode) {
  50071. return;
  50072. }
  50073. if (!this.touchEnabled && e.pointerType === "touch") {
  50074. return;
  50075. }
  50076. // Mouse is moved but an unknown mouse button is pressed.
  50077. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  50078. return;
  50079. }
  50080. var srcElement = (e.srcElement || e.target);
  50081. // Mouse down.
  50082. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50083. try {
  50084. srcElement.setPointerCapture(e.pointerId);
  50085. }
  50086. catch (e) {
  50087. // Nothing to do with the error. Execution continues.
  50088. }
  50089. this.previousPosition = {
  50090. x: e.clientX,
  50091. y: e.clientY
  50092. };
  50093. this.activeButton = e.button;
  50094. if (!this.noPreventDefault) {
  50095. e.preventDefault();
  50096. this.element.focus();
  50097. }
  50098. }
  50099. else
  50100. // Mouse up.
  50101. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50102. try {
  50103. srcElement.releasePointerCapture(e.pointerId);
  50104. }
  50105. catch (e) {
  50106. // Nothing to do with the error. Execution continues.
  50107. }
  50108. this.activeButton = -1;
  50109. this.previousPosition = null;
  50110. if (!this.noPreventDefault) {
  50111. e.preventDefault();
  50112. }
  50113. }
  50114. else
  50115. // Mouse move.
  50116. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50117. if (!this.previousPosition || engine.isPointerLock) {
  50118. return;
  50119. }
  50120. var offsetX = e.clientX - this.previousPosition.x;
  50121. var offsetY = e.clientY - this.previousPosition.y;
  50122. this.rotateCamera(offsetX, offsetY);
  50123. this.previousPosition = {
  50124. x: e.clientX,
  50125. y: e.clientY
  50126. };
  50127. if (!this.noPreventDefault) {
  50128. e.preventDefault();
  50129. }
  50130. }
  50131. };
  50132. // Track mouse movement, when pointer is locked.
  50133. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50134. var camera = this.camera;
  50135. var engine = camera.getEngine();
  50136. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50137. return;
  50138. }
  50139. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50140. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50141. this.rotateCamera(offsetX, offsetY);
  50142. this.previousPosition = null;
  50143. if (!this.noPreventDefault) {
  50144. e.preventDefault();
  50145. }
  50146. };
  50147. /**
  50148. * Rotate camera by mouse offset.
  50149. */
  50150. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50151. var _this = this;
  50152. var camera = this.camera;
  50153. var scene = this.camera.getScene();
  50154. if (scene.useRightHandedSystem) {
  50155. offsetX *= -1;
  50156. }
  50157. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50158. offsetX *= -1;
  50159. }
  50160. var x = offsetX / this.angularSensibility;
  50161. var y = offsetY / this.angularSensibility;
  50162. // Initialize to current rotation.
  50163. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50164. var rotationChange;
  50165. // Pitch.
  50166. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50167. // Apply change in Radians to vector Angle.
  50168. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50169. // Apply Pitch to quaternion.
  50170. currentRotation.multiplyInPlace(rotationChange);
  50171. }
  50172. // Yaw.
  50173. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50174. // Apply change in Radians to vector Angle.
  50175. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50176. // Apply Yaw to quaternion.
  50177. currentRotation.multiplyInPlace(rotationChange);
  50178. // Add Roll, if banked turning is enabled, within Roll limit.
  50179. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50180. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50181. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50182. // Apply change in Radians to vector Angle.
  50183. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50184. // Apply Yaw to quaternion.
  50185. currentRotation.multiplyInPlace(rotationChange);
  50186. }
  50187. }
  50188. // Roll.
  50189. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50190. // Apply change in Radians to vector Angle.
  50191. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50192. // Track Rolling.
  50193. camera._trackRoll -= x;
  50194. // Apply Pitch to quaternion.
  50195. currentRotation.multiplyInPlace(rotationChange);
  50196. }
  50197. // Apply rotationQuaternion to Euler camera.rotation.
  50198. currentRotation.toEulerAnglesToRef(camera.rotation);
  50199. };
  50200. __decorate([
  50201. BABYLON.serialize()
  50202. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50203. __decorate([
  50204. BABYLON.serialize()
  50205. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50206. return FlyCameraMouseInput;
  50207. }());
  50208. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50209. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50210. })(BABYLON || (BABYLON = {}));
  50211. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50212. var BABYLON;
  50213. (function (BABYLON) {
  50214. /**
  50215. * Listen to keyboard events to control the camera.
  50216. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50217. */
  50218. var FlyCameraKeyboardInput = /** @class */ (function () {
  50219. function FlyCameraKeyboardInput() {
  50220. /**
  50221. * The list of keyboard keys used to control the forward move of the camera.
  50222. */
  50223. this.keysForward = [87];
  50224. /**
  50225. * The list of keyboard keys used to control the backward move of the camera.
  50226. */
  50227. this.keysBackward = [83];
  50228. /**
  50229. * The list of keyboard keys used to control the forward move of the camera.
  50230. */
  50231. this.keysUp = [69];
  50232. /**
  50233. * The list of keyboard keys used to control the backward move of the camera.
  50234. */
  50235. this.keysDown = [81];
  50236. /**
  50237. * The list of keyboard keys used to control the right strafe move of the camera.
  50238. */
  50239. this.keysRight = [68];
  50240. /**
  50241. * The list of keyboard keys used to control the left strafe move of the camera.
  50242. */
  50243. this.keysLeft = [65];
  50244. this._keys = new Array();
  50245. }
  50246. /**
  50247. * Attach the input controls to a specific dom element to get the input from.
  50248. * @param element Defines the element the controls should be listened from
  50249. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50250. */
  50251. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50252. var _this = this;
  50253. if (this._onCanvasBlurObserver) {
  50254. return;
  50255. }
  50256. this._scene = this.camera.getScene();
  50257. this._engine = this._scene.getEngine();
  50258. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50259. _this._keys = [];
  50260. });
  50261. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50262. var evt = info.event;
  50263. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50264. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50265. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50266. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50267. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50268. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50269. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50270. var index = _this._keys.indexOf(evt.keyCode);
  50271. if (index === -1) {
  50272. _this._keys.push(evt.keyCode);
  50273. }
  50274. if (!noPreventDefault) {
  50275. evt.preventDefault();
  50276. }
  50277. }
  50278. }
  50279. else {
  50280. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50281. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50282. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50283. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50284. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50285. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50286. var index = _this._keys.indexOf(evt.keyCode);
  50287. if (index >= 0) {
  50288. _this._keys.splice(index, 1);
  50289. }
  50290. if (!noPreventDefault) {
  50291. evt.preventDefault();
  50292. }
  50293. }
  50294. }
  50295. });
  50296. };
  50297. /**
  50298. * Detach the current controls from the specified dom element.
  50299. * @param element Defines the element to stop listening the inputs from
  50300. */
  50301. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50302. if (this._scene) {
  50303. if (this._onKeyboardObserver) {
  50304. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50305. }
  50306. if (this._onCanvasBlurObserver) {
  50307. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50308. }
  50309. this._onKeyboardObserver = null;
  50310. this._onCanvasBlurObserver = null;
  50311. }
  50312. this._keys = [];
  50313. };
  50314. /**
  50315. * Gets the class name of the current intput.
  50316. * @returns the class name
  50317. */
  50318. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50319. return "FlyCameraKeyboardInput";
  50320. };
  50321. /** @hidden */
  50322. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50323. this._keys = [];
  50324. };
  50325. /**
  50326. * Get the friendly name associated with the input class.
  50327. * @returns the input friendly name
  50328. */
  50329. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50330. return "keyboard";
  50331. };
  50332. /**
  50333. * Update the current camera state depending on the inputs that have been used this frame.
  50334. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50335. */
  50336. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50337. if (this._onKeyboardObserver) {
  50338. var camera = this.camera;
  50339. // Keyboard
  50340. for (var index = 0; index < this._keys.length; index++) {
  50341. var keyCode = this._keys[index];
  50342. var speed = camera._computeLocalCameraSpeed();
  50343. if (this.keysForward.indexOf(keyCode) !== -1) {
  50344. camera._localDirection.copyFromFloats(0, 0, speed);
  50345. }
  50346. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50347. camera._localDirection.copyFromFloats(0, 0, -speed);
  50348. }
  50349. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50350. camera._localDirection.copyFromFloats(0, speed, 0);
  50351. }
  50352. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50353. camera._localDirection.copyFromFloats(0, -speed, 0);
  50354. }
  50355. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50356. camera._localDirection.copyFromFloats(speed, 0, 0);
  50357. }
  50358. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50359. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50360. }
  50361. if (camera.getScene().useRightHandedSystem) {
  50362. camera._localDirection.z *= -1;
  50363. }
  50364. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50365. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50366. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50367. }
  50368. }
  50369. };
  50370. __decorate([
  50371. BABYLON.serialize()
  50372. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50373. __decorate([
  50374. BABYLON.serialize()
  50375. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50376. __decorate([
  50377. BABYLON.serialize()
  50378. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50379. __decorate([
  50380. BABYLON.serialize()
  50381. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50382. __decorate([
  50383. BABYLON.serialize()
  50384. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50385. __decorate([
  50386. BABYLON.serialize()
  50387. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50388. return FlyCameraKeyboardInput;
  50389. }());
  50390. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50391. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50392. })(BABYLON || (BABYLON = {}));
  50393. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50394. var BABYLON;
  50395. (function (BABYLON) {
  50396. /**
  50397. * Default Inputs manager for the FlyCamera.
  50398. * It groups all the default supported inputs for ease of use.
  50399. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50400. */
  50401. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50402. __extends(FlyCameraInputsManager, _super);
  50403. /**
  50404. * Instantiates a new FlyCameraInputsManager.
  50405. * @param camera Defines the camera the inputs belong to.
  50406. */
  50407. function FlyCameraInputsManager(camera) {
  50408. return _super.call(this, camera) || this;
  50409. }
  50410. /**
  50411. * Add keyboard input support to the input manager.
  50412. * @returns the new FlyCameraKeyboardMoveInput().
  50413. */
  50414. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50415. this.add(new BABYLON.FlyCameraKeyboardInput());
  50416. return this;
  50417. };
  50418. /**
  50419. * Add mouse input support to the input manager.
  50420. * @param touchEnabled Enable touch screen support.
  50421. * @returns the new FlyCameraMouseInput().
  50422. */
  50423. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50424. if (touchEnabled === void 0) { touchEnabled = true; }
  50425. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50426. return this;
  50427. };
  50428. return FlyCameraInputsManager;
  50429. }(BABYLON.CameraInputsManager));
  50430. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50431. })(BABYLON || (BABYLON = {}));
  50432. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50433. var BABYLON;
  50434. (function (BABYLON) {
  50435. /**
  50436. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50437. * such as in a 3D Space Shooter or a Flight Simulator.
  50438. */
  50439. var FlyCamera = /** @class */ (function (_super) {
  50440. __extends(FlyCamera, _super);
  50441. /**
  50442. * Instantiates a FlyCamera.
  50443. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50444. * such as in a 3D Space Shooter or a Flight Simulator.
  50445. * @param name Define the name of the camera in the scene.
  50446. * @param position Define the starting position of the camera in the scene.
  50447. * @param scene Define the scene the camera belongs to.
  50448. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50449. */
  50450. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50451. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50452. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50453. /**
  50454. * Define the collision ellipsoid of the camera.
  50455. * This is helpful for simulating a camera body, like a player's body.
  50456. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50457. */
  50458. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50459. /**
  50460. * Define an offset for the position of the ellipsoid around the camera.
  50461. * This can be helpful if the camera is attached away from the player's body center,
  50462. * such as at its head.
  50463. */
  50464. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50465. /**
  50466. * Enable or disable collisions of the camera with the rest of the scene objects.
  50467. */
  50468. _this.checkCollisions = false;
  50469. /**
  50470. * Enable or disable gravity on the camera.
  50471. */
  50472. _this.applyGravity = false;
  50473. /**
  50474. * Define the current direction the camera is moving to.
  50475. */
  50476. _this.cameraDirection = BABYLON.Vector3.Zero();
  50477. /**
  50478. * Track Roll to maintain the wanted Rolling when looking around.
  50479. */
  50480. _this._trackRoll = 0;
  50481. /**
  50482. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50483. */
  50484. _this.rollCorrect = 100;
  50485. /**
  50486. * Mimic a banked turn, Rolling the camera when Yawing.
  50487. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50488. */
  50489. _this.bankedTurn = false;
  50490. /**
  50491. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50492. */
  50493. _this.bankedTurnLimit = Math.PI / 2;
  50494. /**
  50495. * Value of 0 disables the banked Roll.
  50496. * Value of 1 is equal to the Yaw angle in radians.
  50497. */
  50498. _this.bankedTurnMultiplier = 1;
  50499. _this._needMoveForGravity = false;
  50500. _this._oldPosition = BABYLON.Vector3.Zero();
  50501. _this._diffPosition = BABYLON.Vector3.Zero();
  50502. _this._newPosition = BABYLON.Vector3.Zero();
  50503. // Collisions.
  50504. _this._collisionMask = -1;
  50505. /** @hidden */
  50506. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50507. if (collidedMesh === void 0) { collidedMesh = null; }
  50508. // TODO Move this to the collision coordinator!
  50509. if (_this.getScene().workerCollisions) {
  50510. newPosition.multiplyInPlace(_this._collider._radius);
  50511. }
  50512. var updatePosition = function (newPos) {
  50513. _this._newPosition.copyFrom(newPos);
  50514. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50515. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50516. _this.position.addInPlace(_this._diffPosition);
  50517. if (_this.onCollide && collidedMesh) {
  50518. _this.onCollide(collidedMesh);
  50519. }
  50520. }
  50521. };
  50522. updatePosition(newPosition);
  50523. };
  50524. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50525. _this.inputs.addKeyboard().addMouse();
  50526. return _this;
  50527. }
  50528. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50529. /**
  50530. * Gets the input sensibility for mouse input.
  50531. * Higher values reduce sensitivity.
  50532. */
  50533. get: function () {
  50534. var mouse = this.inputs.attached["mouse"];
  50535. if (mouse) {
  50536. return mouse.angularSensibility;
  50537. }
  50538. return 0;
  50539. },
  50540. /**
  50541. * Sets the input sensibility for a mouse input.
  50542. * Higher values reduce sensitivity.
  50543. */
  50544. set: function (value) {
  50545. var mouse = this.inputs.attached["mouse"];
  50546. if (mouse) {
  50547. mouse.angularSensibility = value;
  50548. }
  50549. },
  50550. enumerable: true,
  50551. configurable: true
  50552. });
  50553. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50554. /**
  50555. * Get the keys for camera movement forward.
  50556. */
  50557. get: function () {
  50558. var keyboard = this.inputs.attached["keyboard"];
  50559. if (keyboard) {
  50560. return keyboard.keysForward;
  50561. }
  50562. return [];
  50563. },
  50564. /**
  50565. * Set the keys for camera movement forward.
  50566. */
  50567. set: function (value) {
  50568. var keyboard = this.inputs.attached["keyboard"];
  50569. if (keyboard) {
  50570. keyboard.keysForward = value;
  50571. }
  50572. },
  50573. enumerable: true,
  50574. configurable: true
  50575. });
  50576. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50577. /**
  50578. * Get the keys for camera movement backward.
  50579. */
  50580. get: function () {
  50581. var keyboard = this.inputs.attached["keyboard"];
  50582. if (keyboard) {
  50583. return keyboard.keysBackward;
  50584. }
  50585. return [];
  50586. },
  50587. set: function (value) {
  50588. var keyboard = this.inputs.attached["keyboard"];
  50589. if (keyboard) {
  50590. keyboard.keysBackward = value;
  50591. }
  50592. },
  50593. enumerable: true,
  50594. configurable: true
  50595. });
  50596. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50597. /**
  50598. * Get the keys for camera movement up.
  50599. */
  50600. get: function () {
  50601. var keyboard = this.inputs.attached["keyboard"];
  50602. if (keyboard) {
  50603. return keyboard.keysUp;
  50604. }
  50605. return [];
  50606. },
  50607. /**
  50608. * Set the keys for camera movement up.
  50609. */
  50610. set: function (value) {
  50611. var keyboard = this.inputs.attached["keyboard"];
  50612. if (keyboard) {
  50613. keyboard.keysUp = value;
  50614. }
  50615. },
  50616. enumerable: true,
  50617. configurable: true
  50618. });
  50619. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50620. /**
  50621. * Get the keys for camera movement down.
  50622. */
  50623. get: function () {
  50624. var keyboard = this.inputs.attached["keyboard"];
  50625. if (keyboard) {
  50626. return keyboard.keysDown;
  50627. }
  50628. return [];
  50629. },
  50630. /**
  50631. * Set the keys for camera movement down.
  50632. */
  50633. set: function (value) {
  50634. var keyboard = this.inputs.attached["keyboard"];
  50635. if (keyboard) {
  50636. keyboard.keysDown = value;
  50637. }
  50638. },
  50639. enumerable: true,
  50640. configurable: true
  50641. });
  50642. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50643. /**
  50644. * Get the keys for camera movement left.
  50645. */
  50646. get: function () {
  50647. var keyboard = this.inputs.attached["keyboard"];
  50648. if (keyboard) {
  50649. return keyboard.keysLeft;
  50650. }
  50651. return [];
  50652. },
  50653. /**
  50654. * Set the keys for camera movement left.
  50655. */
  50656. set: function (value) {
  50657. var keyboard = this.inputs.attached["keyboard"];
  50658. if (keyboard) {
  50659. keyboard.keysLeft = value;
  50660. }
  50661. },
  50662. enumerable: true,
  50663. configurable: true
  50664. });
  50665. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50666. /**
  50667. * Set the keys for camera movement right.
  50668. */
  50669. get: function () {
  50670. var keyboard = this.inputs.attached["keyboard"];
  50671. if (keyboard) {
  50672. return keyboard.keysRight;
  50673. }
  50674. return [];
  50675. },
  50676. /**
  50677. * Set the keys for camera movement right.
  50678. */
  50679. set: function (value) {
  50680. var keyboard = this.inputs.attached["keyboard"];
  50681. if (keyboard) {
  50682. keyboard.keysRight = value;
  50683. }
  50684. },
  50685. enumerable: true,
  50686. configurable: true
  50687. });
  50688. /**
  50689. * Attach a control to the HTML DOM element.
  50690. * @param element Defines the element that listens to the input events.
  50691. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50692. */
  50693. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50694. this.inputs.attachElement(element, noPreventDefault);
  50695. };
  50696. /**
  50697. * Detach a control from the HTML DOM element.
  50698. * The camera will stop reacting to that input.
  50699. * @param element Defines the element that listens to the input events.
  50700. */
  50701. FlyCamera.prototype.detachControl = function (element) {
  50702. this.inputs.detachElement(element);
  50703. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50704. };
  50705. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50706. /**
  50707. * Get the mask that the camera ignores in collision events.
  50708. */
  50709. get: function () {
  50710. return this._collisionMask;
  50711. },
  50712. /**
  50713. * Set the mask that the camera ignores in collision events.
  50714. */
  50715. set: function (mask) {
  50716. this._collisionMask = !isNaN(mask) ? mask : -1;
  50717. },
  50718. enumerable: true,
  50719. configurable: true
  50720. });
  50721. /** @hidden */
  50722. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50723. var globalPosition;
  50724. if (this.parent) {
  50725. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50726. }
  50727. else {
  50728. globalPosition = this.position;
  50729. }
  50730. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50731. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50732. if (!this._collider) {
  50733. this._collider = new BABYLON.Collider();
  50734. }
  50735. this._collider._radius = this.ellipsoid;
  50736. this._collider.collisionMask = this._collisionMask;
  50737. // No need for clone, as long as gravity is not on.
  50738. var actualDisplacement = displacement;
  50739. // Add gravity to direction to prevent dual-collision checking.
  50740. if (this.applyGravity) {
  50741. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50742. actualDisplacement = displacement.add(this.getScene().gravity);
  50743. }
  50744. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50745. };
  50746. /** @hidden */
  50747. FlyCamera.prototype._checkInputs = function () {
  50748. if (!this._localDirection) {
  50749. this._localDirection = BABYLON.Vector3.Zero();
  50750. this._transformedDirection = BABYLON.Vector3.Zero();
  50751. }
  50752. this.inputs.checkInputs();
  50753. _super.prototype._checkInputs.call(this);
  50754. };
  50755. /** @hidden */
  50756. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50757. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50758. };
  50759. /** @hidden */
  50760. FlyCamera.prototype._updatePosition = function () {
  50761. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50762. this._collideWithWorld(this.cameraDirection);
  50763. }
  50764. else {
  50765. _super.prototype._updatePosition.call(this);
  50766. }
  50767. };
  50768. /**
  50769. * Restore the Roll to its target value at the rate specified.
  50770. * @param rate - Higher means slower restoring.
  50771. * @hidden
  50772. */
  50773. FlyCamera.prototype.restoreRoll = function (rate) {
  50774. var limit = this._trackRoll; // Target Roll.
  50775. var z = this.rotation.z; // Current Roll.
  50776. var delta = limit - z; // Difference in Roll.
  50777. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50778. // If the difference is noticable, restore the Roll.
  50779. if (Math.abs(delta) >= minRad) {
  50780. // Change Z rotation towards the target Roll.
  50781. this.rotation.z += delta / rate;
  50782. // Match when near enough.
  50783. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50784. this.rotation.z = limit;
  50785. }
  50786. }
  50787. };
  50788. /**
  50789. * Destroy the camera and release the current resources held by it.
  50790. */
  50791. FlyCamera.prototype.dispose = function () {
  50792. this.inputs.clear();
  50793. _super.prototype.dispose.call(this);
  50794. };
  50795. /**
  50796. * Get the current object class name.
  50797. * @returns the class name.
  50798. */
  50799. FlyCamera.prototype.getClassName = function () {
  50800. return "FlyCamera";
  50801. };
  50802. __decorate([
  50803. BABYLON.serializeAsVector3()
  50804. ], FlyCamera.prototype, "ellipsoid", void 0);
  50805. __decorate([
  50806. BABYLON.serializeAsVector3()
  50807. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50808. __decorate([
  50809. BABYLON.serialize()
  50810. ], FlyCamera.prototype, "checkCollisions", void 0);
  50811. __decorate([
  50812. BABYLON.serialize()
  50813. ], FlyCamera.prototype, "applyGravity", void 0);
  50814. return FlyCamera;
  50815. }(BABYLON.TargetCamera));
  50816. BABYLON.FlyCamera = FlyCamera;
  50817. })(BABYLON || (BABYLON = {}));
  50818. //# sourceMappingURL=babylon.flyCamera.js.map
  50819. var BABYLON;
  50820. (function (BABYLON) {
  50821. /**
  50822. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50823. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50824. */
  50825. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50826. function ArcRotateCameraKeyboardMoveInput() {
  50827. /**
  50828. * Defines the list of key codes associated with the up action (increase alpha)
  50829. */
  50830. this.keysUp = [38];
  50831. /**
  50832. * Defines the list of key codes associated with the down action (decrease alpha)
  50833. */
  50834. this.keysDown = [40];
  50835. /**
  50836. * Defines the list of key codes associated with the left action (increase beta)
  50837. */
  50838. this.keysLeft = [37];
  50839. /**
  50840. * Defines the list of key codes associated with the right action (decrease beta)
  50841. */
  50842. this.keysRight = [39];
  50843. /**
  50844. * Defines the list of key codes associated with the reset action.
  50845. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50846. */
  50847. this.keysReset = [220];
  50848. /**
  50849. * Defines the panning sensibility of the inputs.
  50850. * (How fast is the camera paning)
  50851. */
  50852. this.panningSensibility = 50.0;
  50853. /**
  50854. * Defines the zooming sensibility of the inputs.
  50855. * (How fast is the camera zooming)
  50856. */
  50857. this.zoomingSensibility = 25.0;
  50858. /**
  50859. * Defines wether maintaining the alt key down switch the movement mode from
  50860. * orientation to zoom.
  50861. */
  50862. this.useAltToZoom = true;
  50863. /**
  50864. * Rotation speed of the camera
  50865. */
  50866. this.angularSpeed = 0.01;
  50867. this._keys = new Array();
  50868. }
  50869. /**
  50870. * Attach the input controls to a specific dom element to get the input from.
  50871. * @param element Defines the element the controls should be listened from
  50872. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50873. */
  50874. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50875. var _this = this;
  50876. if (this._onCanvasBlurObserver) {
  50877. return;
  50878. }
  50879. this._scene = this.camera.getScene();
  50880. this._engine = this._scene.getEngine();
  50881. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50882. _this._keys = [];
  50883. });
  50884. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50885. var evt = info.event;
  50886. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50887. _this._ctrlPressed = evt.ctrlKey;
  50888. _this._altPressed = evt.altKey;
  50889. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50890. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50891. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50892. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50893. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50894. var index = _this._keys.indexOf(evt.keyCode);
  50895. if (index === -1) {
  50896. _this._keys.push(evt.keyCode);
  50897. }
  50898. if (evt.preventDefault) {
  50899. if (!noPreventDefault) {
  50900. evt.preventDefault();
  50901. }
  50902. }
  50903. }
  50904. }
  50905. else {
  50906. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50907. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50908. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50909. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50910. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50911. var index = _this._keys.indexOf(evt.keyCode);
  50912. if (index >= 0) {
  50913. _this._keys.splice(index, 1);
  50914. }
  50915. if (evt.preventDefault) {
  50916. if (!noPreventDefault) {
  50917. evt.preventDefault();
  50918. }
  50919. }
  50920. }
  50921. }
  50922. });
  50923. };
  50924. /**
  50925. * Detach the current controls from the specified dom element.
  50926. * @param element Defines the element to stop listening the inputs from
  50927. */
  50928. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50929. if (this._scene) {
  50930. if (this._onKeyboardObserver) {
  50931. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50932. }
  50933. if (this._onCanvasBlurObserver) {
  50934. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50935. }
  50936. this._onKeyboardObserver = null;
  50937. this._onCanvasBlurObserver = null;
  50938. }
  50939. this._keys = [];
  50940. };
  50941. /**
  50942. * Update the current camera state depending on the inputs that have been used this frame.
  50943. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50944. */
  50945. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50946. if (this._onKeyboardObserver) {
  50947. var camera = this.camera;
  50948. for (var index = 0; index < this._keys.length; index++) {
  50949. var keyCode = this._keys[index];
  50950. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50951. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50952. camera.inertialPanningX -= 1 / this.panningSensibility;
  50953. }
  50954. else {
  50955. camera.inertialAlphaOffset -= this.angularSpeed;
  50956. }
  50957. }
  50958. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50959. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50960. camera.inertialPanningY += 1 / this.panningSensibility;
  50961. }
  50962. else if (this._altPressed && this.useAltToZoom) {
  50963. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50964. }
  50965. else {
  50966. camera.inertialBetaOffset -= this.angularSpeed;
  50967. }
  50968. }
  50969. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50970. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50971. camera.inertialPanningX += 1 / this.panningSensibility;
  50972. }
  50973. else {
  50974. camera.inertialAlphaOffset += this.angularSpeed;
  50975. }
  50976. }
  50977. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50978. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50979. camera.inertialPanningY -= 1 / this.panningSensibility;
  50980. }
  50981. else if (this._altPressed && this.useAltToZoom) {
  50982. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50983. }
  50984. else {
  50985. camera.inertialBetaOffset += this.angularSpeed;
  50986. }
  50987. }
  50988. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50989. if (camera.useInputToRestoreState) {
  50990. camera.restoreState();
  50991. }
  50992. }
  50993. }
  50994. }
  50995. };
  50996. /**
  50997. * Gets the class name of the current intput.
  50998. * @returns the class name
  50999. */
  51000. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  51001. return "ArcRotateCameraKeyboardMoveInput";
  51002. };
  51003. /**
  51004. * Get the friendly name associated with the input class.
  51005. * @returns the input friendly name
  51006. */
  51007. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  51008. return "keyboard";
  51009. };
  51010. __decorate([
  51011. BABYLON.serialize()
  51012. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  51013. __decorate([
  51014. BABYLON.serialize()
  51015. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  51016. __decorate([
  51017. BABYLON.serialize()
  51018. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  51019. __decorate([
  51020. BABYLON.serialize()
  51021. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  51022. __decorate([
  51023. BABYLON.serialize()
  51024. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  51025. __decorate([
  51026. BABYLON.serialize()
  51027. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  51028. __decorate([
  51029. BABYLON.serialize()
  51030. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  51031. __decorate([
  51032. BABYLON.serialize()
  51033. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  51034. __decorate([
  51035. BABYLON.serialize()
  51036. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  51037. return ArcRotateCameraKeyboardMoveInput;
  51038. }());
  51039. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  51040. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  51041. })(BABYLON || (BABYLON = {}));
  51042. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  51043. var BABYLON;
  51044. (function (BABYLON) {
  51045. /**
  51046. * Manage the mouse wheel inputs to control an arc rotate camera.
  51047. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51048. */
  51049. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  51050. function ArcRotateCameraMouseWheelInput() {
  51051. /**
  51052. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51053. */
  51054. this.wheelPrecision = 3.0;
  51055. /**
  51056. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  51057. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  51058. */
  51059. this.wheelDeltaPercentage = 0;
  51060. }
  51061. /**
  51062. * Attach the input controls to a specific dom element to get the input from.
  51063. * @param element Defines the element the controls should be listened from
  51064. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51065. */
  51066. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  51067. var _this = this;
  51068. this._wheel = function (p, s) {
  51069. //sanity check - this should be a PointerWheel event.
  51070. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  51071. return;
  51072. }
  51073. var event = p.event;
  51074. var delta = 0;
  51075. if (event.wheelDelta) {
  51076. if (_this.wheelDeltaPercentage) {
  51077. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  51078. if (event.wheelDelta > 0) {
  51079. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  51080. }
  51081. else {
  51082. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  51083. }
  51084. }
  51085. else {
  51086. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  51087. }
  51088. }
  51089. else {
  51090. var deltaValue = event.deltaY || event.detail;
  51091. delta = -deltaValue / _this.wheelPrecision;
  51092. }
  51093. if (delta) {
  51094. _this.camera.inertialRadiusOffset += delta;
  51095. }
  51096. if (event.preventDefault) {
  51097. if (!noPreventDefault) {
  51098. event.preventDefault();
  51099. }
  51100. }
  51101. };
  51102. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51103. };
  51104. /**
  51105. * Detach the current controls from the specified dom element.
  51106. * @param element Defines the element to stop listening the inputs from
  51107. */
  51108. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51109. if (this._observer && element) {
  51110. this.camera.getScene().onPointerObservable.remove(this._observer);
  51111. this._observer = null;
  51112. this._wheel = null;
  51113. }
  51114. };
  51115. /**
  51116. * Gets the class name of the current intput.
  51117. * @returns the class name
  51118. */
  51119. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51120. return "ArcRotateCameraMouseWheelInput";
  51121. };
  51122. /**
  51123. * Get the friendly name associated with the input class.
  51124. * @returns the input friendly name
  51125. */
  51126. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51127. return "mousewheel";
  51128. };
  51129. __decorate([
  51130. BABYLON.serialize()
  51131. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51132. __decorate([
  51133. BABYLON.serialize()
  51134. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51135. return ArcRotateCameraMouseWheelInput;
  51136. }());
  51137. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51138. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51139. })(BABYLON || (BABYLON = {}));
  51140. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51141. var BABYLON;
  51142. (function (BABYLON) {
  51143. /**
  51144. * Manage the pointers inputs to control an arc rotate camera.
  51145. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51146. */
  51147. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51148. function ArcRotateCameraPointersInput() {
  51149. /**
  51150. * Defines the buttons associated with the input to handle camera move.
  51151. */
  51152. this.buttons = [0, 1, 2];
  51153. /**
  51154. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51155. */
  51156. this.angularSensibilityX = 1000.0;
  51157. /**
  51158. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51159. */
  51160. this.angularSensibilityY = 1000.0;
  51161. /**
  51162. * Defines the pointer pinch precision or how fast is the camera zooming.
  51163. */
  51164. this.pinchPrecision = 12.0;
  51165. /**
  51166. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51167. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51168. */
  51169. this.pinchDeltaPercentage = 0;
  51170. /**
  51171. * Defines the pointer panning sensibility or how fast is the camera moving.
  51172. */
  51173. this.panningSensibility = 1000.0;
  51174. /**
  51175. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51176. */
  51177. this.multiTouchPanning = true;
  51178. /**
  51179. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51180. */
  51181. this.multiTouchPanAndZoom = true;
  51182. /**
  51183. * Revers pinch action direction.
  51184. */
  51185. this.pinchInwards = true;
  51186. this._isPanClick = false;
  51187. }
  51188. /**
  51189. * Attach the input controls to a specific dom element to get the input from.
  51190. * @param element Defines the element the controls should be listened from
  51191. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51192. */
  51193. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51194. var _this = this;
  51195. var engine = this.camera.getEngine();
  51196. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51197. var pointA = null;
  51198. var pointB = null;
  51199. var previousPinchSquaredDistance = 0;
  51200. var initialDistance = 0;
  51201. var twoFingerActivityCount = 0;
  51202. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51203. this._pointerInput = function (p, s) {
  51204. var evt = p.event;
  51205. var isTouch = p.event.pointerType === "touch";
  51206. if (engine.isInVRExclusivePointerMode) {
  51207. return;
  51208. }
  51209. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51210. return;
  51211. }
  51212. var srcElement = (evt.srcElement || evt.target);
  51213. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51214. try {
  51215. srcElement.setPointerCapture(evt.pointerId);
  51216. }
  51217. catch (e) {
  51218. //Nothing to do with the error. Execution will continue.
  51219. }
  51220. // Manage panning with pan button click
  51221. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51222. // manage pointers
  51223. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51224. if (pointA === null) {
  51225. pointA = cacheSoloPointer;
  51226. }
  51227. else if (pointB === null) {
  51228. pointB = cacheSoloPointer;
  51229. }
  51230. if (!noPreventDefault) {
  51231. evt.preventDefault();
  51232. element.focus();
  51233. }
  51234. }
  51235. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51236. if (_this.camera.useInputToRestoreState) {
  51237. _this.camera.restoreState();
  51238. }
  51239. }
  51240. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51241. try {
  51242. srcElement.releasePointerCapture(evt.pointerId);
  51243. }
  51244. catch (e) {
  51245. //Nothing to do with the error.
  51246. }
  51247. cacheSoloPointer = null;
  51248. previousPinchSquaredDistance = 0;
  51249. previousMultiTouchPanPosition.isPaning = false;
  51250. previousMultiTouchPanPosition.isPinching = false;
  51251. twoFingerActivityCount = 0;
  51252. initialDistance = 0;
  51253. if (!isTouch) {
  51254. pointB = null; // Mouse and pen are mono pointer
  51255. }
  51256. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51257. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51258. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51259. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51260. if (engine._badOS) {
  51261. pointA = pointB = null;
  51262. }
  51263. else {
  51264. //only remove the impacted pointer in case of multitouch allowing on most
  51265. //platforms switching from rotate to zoom and pan seamlessly.
  51266. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51267. pointA = pointB;
  51268. pointB = null;
  51269. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51270. }
  51271. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51272. pointB = null;
  51273. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51274. }
  51275. else {
  51276. pointA = pointB = null;
  51277. }
  51278. }
  51279. if (!noPreventDefault) {
  51280. evt.preventDefault();
  51281. }
  51282. }
  51283. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51284. if (!noPreventDefault) {
  51285. evt.preventDefault();
  51286. }
  51287. // One button down
  51288. if (pointA && pointB === null && cacheSoloPointer) {
  51289. if (_this.panningSensibility !== 0 &&
  51290. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51291. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51292. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51293. }
  51294. else {
  51295. var offsetX = evt.clientX - cacheSoloPointer.x;
  51296. var offsetY = evt.clientY - cacheSoloPointer.y;
  51297. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51298. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51299. }
  51300. cacheSoloPointer.x = evt.clientX;
  51301. cacheSoloPointer.y = evt.clientY;
  51302. }
  51303. // Two buttons down: pinch/pan
  51304. else if (pointA && pointB) {
  51305. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51306. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51307. ed.x = evt.clientX;
  51308. ed.y = evt.clientY;
  51309. var direction = _this.pinchInwards ? 1 : -1;
  51310. var distX = pointA.x - pointB.x;
  51311. var distY = pointA.y - pointB.y;
  51312. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51313. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51314. if (previousPinchSquaredDistance === 0) {
  51315. initialDistance = pinchDistance;
  51316. previousPinchSquaredDistance = pinchSquaredDistance;
  51317. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51318. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51319. return;
  51320. }
  51321. if (_this.multiTouchPanAndZoom) {
  51322. if (_this.pinchDeltaPercentage) {
  51323. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51324. }
  51325. else {
  51326. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51327. (_this.pinchPrecision *
  51328. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51329. direction);
  51330. }
  51331. if (_this.panningSensibility !== 0) {
  51332. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51333. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51334. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51335. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51336. previousMultiTouchPanPosition.x = pointersCenterX;
  51337. previousMultiTouchPanPosition.y = pointersCenterY;
  51338. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51339. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51340. }
  51341. }
  51342. else {
  51343. twoFingerActivityCount++;
  51344. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51345. if (_this.pinchDeltaPercentage) {
  51346. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51347. }
  51348. else {
  51349. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51350. (_this.pinchPrecision *
  51351. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51352. direction);
  51353. }
  51354. previousMultiTouchPanPosition.isPaning = false;
  51355. previousMultiTouchPanPosition.isPinching = true;
  51356. }
  51357. else {
  51358. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51359. if (!previousMultiTouchPanPosition.isPaning) {
  51360. previousMultiTouchPanPosition.isPaning = true;
  51361. previousMultiTouchPanPosition.isPinching = false;
  51362. previousMultiTouchPanPosition.x = ed.x;
  51363. previousMultiTouchPanPosition.y = ed.y;
  51364. return;
  51365. }
  51366. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51367. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51368. }
  51369. }
  51370. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51371. previousMultiTouchPanPosition.x = ed.x;
  51372. previousMultiTouchPanPosition.y = ed.y;
  51373. }
  51374. }
  51375. previousPinchSquaredDistance = pinchSquaredDistance;
  51376. }
  51377. }
  51378. };
  51379. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51380. this._onContextMenu = function (evt) {
  51381. evt.preventDefault();
  51382. };
  51383. if (!this.camera._useCtrlForPanning) {
  51384. element.addEventListener("contextmenu", this._onContextMenu, false);
  51385. }
  51386. this._onLostFocus = function () {
  51387. //this._keys = [];
  51388. pointA = pointB = null;
  51389. previousPinchSquaredDistance = 0;
  51390. previousMultiTouchPanPosition.isPaning = false;
  51391. previousMultiTouchPanPosition.isPinching = false;
  51392. twoFingerActivityCount = 0;
  51393. cacheSoloPointer = null;
  51394. initialDistance = 0;
  51395. };
  51396. this._onMouseMove = function (evt) {
  51397. if (!engine.isPointerLock) {
  51398. return;
  51399. }
  51400. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51401. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51402. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51403. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51404. if (!noPreventDefault) {
  51405. evt.preventDefault();
  51406. }
  51407. };
  51408. this._onGestureStart = function (e) {
  51409. if (window.MSGesture === undefined) {
  51410. return;
  51411. }
  51412. if (!_this._MSGestureHandler) {
  51413. _this._MSGestureHandler = new MSGesture();
  51414. _this._MSGestureHandler.target = element;
  51415. }
  51416. _this._MSGestureHandler.addPointer(e.pointerId);
  51417. };
  51418. this._onGesture = function (e) {
  51419. _this.camera.radius *= e.scale;
  51420. if (e.preventDefault) {
  51421. if (!noPreventDefault) {
  51422. e.stopPropagation();
  51423. e.preventDefault();
  51424. }
  51425. }
  51426. };
  51427. element.addEventListener("mousemove", this._onMouseMove, false);
  51428. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51429. element.addEventListener("MSGestureChange", this._onGesture, false);
  51430. BABYLON.Tools.RegisterTopRootEvents([
  51431. { name: "blur", handler: this._onLostFocus }
  51432. ]);
  51433. };
  51434. /**
  51435. * Detach the current controls from the specified dom element.
  51436. * @param element Defines the element to stop listening the inputs from
  51437. */
  51438. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51439. if (this._onLostFocus) {
  51440. BABYLON.Tools.UnregisterTopRootEvents([
  51441. { name: "blur", handler: this._onLostFocus }
  51442. ]);
  51443. }
  51444. if (element && this._observer) {
  51445. this.camera.getScene().onPointerObservable.remove(this._observer);
  51446. this._observer = null;
  51447. if (this._onContextMenu) {
  51448. element.removeEventListener("contextmenu", this._onContextMenu);
  51449. }
  51450. if (this._onMouseMove) {
  51451. element.removeEventListener("mousemove", this._onMouseMove);
  51452. }
  51453. if (this._onGestureStart) {
  51454. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51455. }
  51456. if (this._onGesture) {
  51457. element.removeEventListener("MSGestureChange", this._onGesture);
  51458. }
  51459. this._isPanClick = false;
  51460. this.pinchInwards = true;
  51461. this._onMouseMove = null;
  51462. this._onGestureStart = null;
  51463. this._onGesture = null;
  51464. this._MSGestureHandler = null;
  51465. this._onLostFocus = null;
  51466. this._onContextMenu = null;
  51467. }
  51468. };
  51469. /**
  51470. * Gets the class name of the current intput.
  51471. * @returns the class name
  51472. */
  51473. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51474. return "ArcRotateCameraPointersInput";
  51475. };
  51476. /**
  51477. * Get the friendly name associated with the input class.
  51478. * @returns the input friendly name
  51479. */
  51480. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51481. return "pointers";
  51482. };
  51483. __decorate([
  51484. BABYLON.serialize()
  51485. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51486. __decorate([
  51487. BABYLON.serialize()
  51488. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51489. __decorate([
  51490. BABYLON.serialize()
  51491. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51492. __decorate([
  51493. BABYLON.serialize()
  51494. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51495. __decorate([
  51496. BABYLON.serialize()
  51497. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51498. __decorate([
  51499. BABYLON.serialize()
  51500. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51501. __decorate([
  51502. BABYLON.serialize()
  51503. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51504. __decorate([
  51505. BABYLON.serialize()
  51506. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51507. return ArcRotateCameraPointersInput;
  51508. }());
  51509. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51510. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51511. })(BABYLON || (BABYLON = {}));
  51512. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51513. var BABYLON;
  51514. (function (BABYLON) {
  51515. /**
  51516. * Default Inputs manager for the ArcRotateCamera.
  51517. * It groups all the default supported inputs for ease of use.
  51518. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51519. */
  51520. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51521. __extends(ArcRotateCameraInputsManager, _super);
  51522. /**
  51523. * Instantiates a new ArcRotateCameraInputsManager.
  51524. * @param camera Defines the camera the inputs belong to
  51525. */
  51526. function ArcRotateCameraInputsManager(camera) {
  51527. return _super.call(this, camera) || this;
  51528. }
  51529. /**
  51530. * Add mouse wheel input support to the input manager.
  51531. * @returns the current input manager
  51532. */
  51533. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51534. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51535. return this;
  51536. };
  51537. /**
  51538. * Add pointers input support to the input manager.
  51539. * @returns the current input manager
  51540. */
  51541. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51542. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51543. return this;
  51544. };
  51545. /**
  51546. * Add keyboard input support to the input manager.
  51547. * @returns the current input manager
  51548. */
  51549. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51550. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51551. return this;
  51552. };
  51553. /**
  51554. * Add orientation input support to the input manager.
  51555. * @returns the current input manager
  51556. */
  51557. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51558. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51559. return this;
  51560. };
  51561. return ArcRotateCameraInputsManager;
  51562. }(BABYLON.CameraInputsManager));
  51563. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51564. })(BABYLON || (BABYLON = {}));
  51565. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51566. var BABYLON;
  51567. (function (BABYLON) {
  51568. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51569. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51570. });
  51571. /**
  51572. * This represents an orbital type of camera.
  51573. *
  51574. * 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.
  51575. * 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.
  51576. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51577. */
  51578. var ArcRotateCamera = /** @class */ (function (_super) {
  51579. __extends(ArcRotateCamera, _super);
  51580. /**
  51581. * Instantiates a new ArcRotateCamera in a given scene
  51582. * @param name Defines the name of the camera
  51583. * @param alpha Defines the camera rotation along the logitudinal axis
  51584. * @param beta Defines the camera rotation along the latitudinal axis
  51585. * @param radius Defines the camera distance from its target
  51586. * @param target Defines the camera target
  51587. * @param scene Defines the scene the camera belongs to
  51588. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51589. */
  51590. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51591. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51592. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51593. /**
  51594. * Current inertia value on the longitudinal axis.
  51595. * The bigger this number the longer it will take for the camera to stop.
  51596. */
  51597. _this.inertialAlphaOffset = 0;
  51598. /**
  51599. * Current inertia value on the latitudinal axis.
  51600. * The bigger this number the longer it will take for the camera to stop.
  51601. */
  51602. _this.inertialBetaOffset = 0;
  51603. /**
  51604. * Current inertia value on the radius axis.
  51605. * The bigger this number the longer it will take for the camera to stop.
  51606. */
  51607. _this.inertialRadiusOffset = 0;
  51608. /**
  51609. * Minimum allowed angle on the longitudinal axis.
  51610. * This can help limiting how the Camera is able to move in the scene.
  51611. */
  51612. _this.lowerAlphaLimit = null;
  51613. /**
  51614. * Maximum allowed angle on the longitudinal axis.
  51615. * This can help limiting how the Camera is able to move in the scene.
  51616. */
  51617. _this.upperAlphaLimit = null;
  51618. /**
  51619. * Minimum allowed angle on the latitudinal axis.
  51620. * This can help limiting how the Camera is able to move in the scene.
  51621. */
  51622. _this.lowerBetaLimit = 0.01;
  51623. /**
  51624. * Maximum allowed angle on the latitudinal axis.
  51625. * This can help limiting how the Camera is able to move in the scene.
  51626. */
  51627. _this.upperBetaLimit = Math.PI;
  51628. /**
  51629. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51630. * This can help limiting how the Camera is able to move in the scene.
  51631. */
  51632. _this.lowerRadiusLimit = null;
  51633. /**
  51634. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51635. * This can help limiting how the Camera is able to move in the scene.
  51636. */
  51637. _this.upperRadiusLimit = null;
  51638. /**
  51639. * Defines the current inertia value used during panning of the camera along the X axis.
  51640. */
  51641. _this.inertialPanningX = 0;
  51642. /**
  51643. * Defines the current inertia value used during panning of the camera along the Y axis.
  51644. */
  51645. _this.inertialPanningY = 0;
  51646. /**
  51647. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51648. * Basically if your fingers moves away from more than this distance you will be considered
  51649. * in pinch mode.
  51650. */
  51651. _this.pinchToPanMaxDistance = 20;
  51652. /**
  51653. * Defines the maximum distance the camera can pan.
  51654. * This could help keeping the cammera always in your scene.
  51655. */
  51656. _this.panningDistanceLimit = null;
  51657. /**
  51658. * Defines the target of the camera before paning.
  51659. */
  51660. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51661. /**
  51662. * Defines the value of the inertia used during panning.
  51663. * 0 would mean stop inertia and one would mean no decelleration at all.
  51664. */
  51665. _this.panningInertia = 0.9;
  51666. //-- end properties for backward compatibility for inputs
  51667. /**
  51668. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51669. */
  51670. _this.zoomOnFactor = 1;
  51671. /**
  51672. * Defines a screen offset for the camera position.
  51673. */
  51674. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51675. /**
  51676. * Allows the camera to be completely reversed.
  51677. * If false the camera can not arrive upside down.
  51678. */
  51679. _this.allowUpsideDown = true;
  51680. /**
  51681. * Define if double tap/click is used to restore the previously saved state of the camera.
  51682. */
  51683. _this.useInputToRestoreState = true;
  51684. /** @hidden */
  51685. _this._viewMatrix = new BABYLON.Matrix();
  51686. /**
  51687. * Defines the allowed panning axis.
  51688. */
  51689. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51690. /**
  51691. * Observable triggered when the mesh target has been changed on the camera.
  51692. */
  51693. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51694. /**
  51695. * Defines whether the camera should check collision with the objects oh the scene.
  51696. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51697. */
  51698. _this.checkCollisions = false;
  51699. /**
  51700. * Defines the collision radius of the camera.
  51701. * This simulates a sphere around the camera.
  51702. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51703. */
  51704. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51705. _this._previousPosition = BABYLON.Vector3.Zero();
  51706. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51707. _this._newPosition = BABYLON.Vector3.Zero();
  51708. _this._computationVector = BABYLON.Vector3.Zero();
  51709. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51710. if (collidedMesh === void 0) { collidedMesh = null; }
  51711. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51712. newPosition.multiplyInPlace(_this._collider._radius);
  51713. }
  51714. if (!collidedMesh) {
  51715. _this._previousPosition.copyFrom(_this.position);
  51716. }
  51717. else {
  51718. _this.setPosition(newPosition);
  51719. if (_this.onCollide) {
  51720. _this.onCollide(collidedMesh);
  51721. }
  51722. }
  51723. // Recompute because of constraints
  51724. var cosa = Math.cos(_this.alpha);
  51725. var sina = Math.sin(_this.alpha);
  51726. var cosb = Math.cos(_this.beta);
  51727. var sinb = Math.sin(_this.beta);
  51728. if (sinb === 0) {
  51729. sinb = 0.0001;
  51730. }
  51731. var target = _this._getTargetPosition();
  51732. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51733. target.addToRef(_this._computationVector, _this._newPosition);
  51734. _this.position.copyFrom(_this._newPosition);
  51735. var up = _this.upVector;
  51736. if (_this.allowUpsideDown && _this.beta < 0) {
  51737. up = up.clone();
  51738. up = up.negate();
  51739. }
  51740. _this._computeViewMatrix(_this.position, target, up);
  51741. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51742. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51743. _this._collisionTriggered = false;
  51744. };
  51745. _this._target = BABYLON.Vector3.Zero();
  51746. if (target) {
  51747. _this.setTarget(target);
  51748. }
  51749. _this.alpha = alpha;
  51750. _this.beta = beta;
  51751. _this.radius = radius;
  51752. _this.getViewMatrix();
  51753. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51754. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51755. return _this;
  51756. }
  51757. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51758. /**
  51759. * Defines the target point of the camera.
  51760. * The camera looks towards it form the radius distance.
  51761. */
  51762. get: function () {
  51763. return this._target;
  51764. },
  51765. set: function (value) {
  51766. this.setTarget(value);
  51767. },
  51768. enumerable: true,
  51769. configurable: true
  51770. });
  51771. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51772. //-- begin properties for backward compatibility for inputs
  51773. /**
  51774. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51775. */
  51776. get: function () {
  51777. var pointers = this.inputs.attached["pointers"];
  51778. if (pointers) {
  51779. return pointers.angularSensibilityX;
  51780. }
  51781. return 0;
  51782. },
  51783. set: function (value) {
  51784. var pointers = this.inputs.attached["pointers"];
  51785. if (pointers) {
  51786. pointers.angularSensibilityX = value;
  51787. }
  51788. },
  51789. enumerable: true,
  51790. configurable: true
  51791. });
  51792. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51793. /**
  51794. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51795. */
  51796. get: function () {
  51797. var pointers = this.inputs.attached["pointers"];
  51798. if (pointers) {
  51799. return pointers.angularSensibilityY;
  51800. }
  51801. return 0;
  51802. },
  51803. set: function (value) {
  51804. var pointers = this.inputs.attached["pointers"];
  51805. if (pointers) {
  51806. pointers.angularSensibilityY = value;
  51807. }
  51808. },
  51809. enumerable: true,
  51810. configurable: true
  51811. });
  51812. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51813. /**
  51814. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51815. */
  51816. get: function () {
  51817. var pointers = this.inputs.attached["pointers"];
  51818. if (pointers) {
  51819. return pointers.pinchPrecision;
  51820. }
  51821. return 0;
  51822. },
  51823. set: function (value) {
  51824. var pointers = this.inputs.attached["pointers"];
  51825. if (pointers) {
  51826. pointers.pinchPrecision = value;
  51827. }
  51828. },
  51829. enumerable: true,
  51830. configurable: true
  51831. });
  51832. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51833. /**
  51834. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51835. * It will be used instead of pinchDeltaPrecision if different from 0.
  51836. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51837. */
  51838. get: function () {
  51839. var pointers = this.inputs.attached["pointers"];
  51840. if (pointers) {
  51841. return pointers.pinchDeltaPercentage;
  51842. }
  51843. return 0;
  51844. },
  51845. set: function (value) {
  51846. var pointers = this.inputs.attached["pointers"];
  51847. if (pointers) {
  51848. pointers.pinchDeltaPercentage = value;
  51849. }
  51850. },
  51851. enumerable: true,
  51852. configurable: true
  51853. });
  51854. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51855. /**
  51856. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51857. */
  51858. get: function () {
  51859. var pointers = this.inputs.attached["pointers"];
  51860. if (pointers) {
  51861. return pointers.panningSensibility;
  51862. }
  51863. return 0;
  51864. },
  51865. set: function (value) {
  51866. var pointers = this.inputs.attached["pointers"];
  51867. if (pointers) {
  51868. pointers.panningSensibility = value;
  51869. }
  51870. },
  51871. enumerable: true,
  51872. configurable: true
  51873. });
  51874. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51875. /**
  51876. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51877. */
  51878. get: function () {
  51879. var keyboard = this.inputs.attached["keyboard"];
  51880. if (keyboard) {
  51881. return keyboard.keysUp;
  51882. }
  51883. return [];
  51884. },
  51885. set: function (value) {
  51886. var keyboard = this.inputs.attached["keyboard"];
  51887. if (keyboard) {
  51888. keyboard.keysUp = value;
  51889. }
  51890. },
  51891. enumerable: true,
  51892. configurable: true
  51893. });
  51894. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51895. /**
  51896. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51897. */
  51898. get: function () {
  51899. var keyboard = this.inputs.attached["keyboard"];
  51900. if (keyboard) {
  51901. return keyboard.keysDown;
  51902. }
  51903. return [];
  51904. },
  51905. set: function (value) {
  51906. var keyboard = this.inputs.attached["keyboard"];
  51907. if (keyboard) {
  51908. keyboard.keysDown = value;
  51909. }
  51910. },
  51911. enumerable: true,
  51912. configurable: true
  51913. });
  51914. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51915. /**
  51916. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51917. */
  51918. get: function () {
  51919. var keyboard = this.inputs.attached["keyboard"];
  51920. if (keyboard) {
  51921. return keyboard.keysLeft;
  51922. }
  51923. return [];
  51924. },
  51925. set: function (value) {
  51926. var keyboard = this.inputs.attached["keyboard"];
  51927. if (keyboard) {
  51928. keyboard.keysLeft = value;
  51929. }
  51930. },
  51931. enumerable: true,
  51932. configurable: true
  51933. });
  51934. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51935. /**
  51936. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51937. */
  51938. get: function () {
  51939. var keyboard = this.inputs.attached["keyboard"];
  51940. if (keyboard) {
  51941. return keyboard.keysRight;
  51942. }
  51943. return [];
  51944. },
  51945. set: function (value) {
  51946. var keyboard = this.inputs.attached["keyboard"];
  51947. if (keyboard) {
  51948. keyboard.keysRight = value;
  51949. }
  51950. },
  51951. enumerable: true,
  51952. configurable: true
  51953. });
  51954. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51955. /**
  51956. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51957. */
  51958. get: function () {
  51959. var mousewheel = this.inputs.attached["mousewheel"];
  51960. if (mousewheel) {
  51961. return mousewheel.wheelPrecision;
  51962. }
  51963. return 0;
  51964. },
  51965. set: function (value) {
  51966. var mousewheel = this.inputs.attached["mousewheel"];
  51967. if (mousewheel) {
  51968. mousewheel.wheelPrecision = value;
  51969. }
  51970. },
  51971. enumerable: true,
  51972. configurable: true
  51973. });
  51974. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51975. /**
  51976. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51977. * It will be used instead of pinchDeltaPrecision if different from 0.
  51978. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51979. */
  51980. get: function () {
  51981. var mousewheel = this.inputs.attached["mousewheel"];
  51982. if (mousewheel) {
  51983. return mousewheel.wheelDeltaPercentage;
  51984. }
  51985. return 0;
  51986. },
  51987. set: function (value) {
  51988. var mousewheel = this.inputs.attached["mousewheel"];
  51989. if (mousewheel) {
  51990. mousewheel.wheelDeltaPercentage = value;
  51991. }
  51992. },
  51993. enumerable: true,
  51994. configurable: true
  51995. });
  51996. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51997. /**
  51998. * Gets the bouncing behavior of the camera if it has been enabled.
  51999. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  52000. */
  52001. get: function () {
  52002. return this._bouncingBehavior;
  52003. },
  52004. enumerable: true,
  52005. configurable: true
  52006. });
  52007. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  52008. /**
  52009. * Defines if the bouncing behavior of the camera is enabled on the camera.
  52010. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  52011. */
  52012. get: function () {
  52013. return this._bouncingBehavior != null;
  52014. },
  52015. set: function (value) {
  52016. if (value === this.useBouncingBehavior) {
  52017. return;
  52018. }
  52019. if (value) {
  52020. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  52021. this.addBehavior(this._bouncingBehavior);
  52022. }
  52023. else if (this._bouncingBehavior) {
  52024. this.removeBehavior(this._bouncingBehavior);
  52025. this._bouncingBehavior = null;
  52026. }
  52027. },
  52028. enumerable: true,
  52029. configurable: true
  52030. });
  52031. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  52032. /**
  52033. * Gets the framing behavior of the camera if it has been enabled.
  52034. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52035. */
  52036. get: function () {
  52037. return this._framingBehavior;
  52038. },
  52039. enumerable: true,
  52040. configurable: true
  52041. });
  52042. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  52043. /**
  52044. * Defines if the framing behavior of the camera is enabled on the camera.
  52045. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52046. */
  52047. get: function () {
  52048. return this._framingBehavior != null;
  52049. },
  52050. set: function (value) {
  52051. if (value === this.useFramingBehavior) {
  52052. return;
  52053. }
  52054. if (value) {
  52055. this._framingBehavior = new BABYLON.FramingBehavior();
  52056. this.addBehavior(this._framingBehavior);
  52057. }
  52058. else if (this._framingBehavior) {
  52059. this.removeBehavior(this._framingBehavior);
  52060. this._framingBehavior = null;
  52061. }
  52062. },
  52063. enumerable: true,
  52064. configurable: true
  52065. });
  52066. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  52067. /**
  52068. * Gets the auto rotation behavior of the camera if it has been enabled.
  52069. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52070. */
  52071. get: function () {
  52072. return this._autoRotationBehavior;
  52073. },
  52074. enumerable: true,
  52075. configurable: true
  52076. });
  52077. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  52078. /**
  52079. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  52080. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52081. */
  52082. get: function () {
  52083. return this._autoRotationBehavior != null;
  52084. },
  52085. set: function (value) {
  52086. if (value === this.useAutoRotationBehavior) {
  52087. return;
  52088. }
  52089. if (value) {
  52090. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  52091. this.addBehavior(this._autoRotationBehavior);
  52092. }
  52093. else if (this._autoRotationBehavior) {
  52094. this.removeBehavior(this._autoRotationBehavior);
  52095. this._autoRotationBehavior = null;
  52096. }
  52097. },
  52098. enumerable: true,
  52099. configurable: true
  52100. });
  52101. // Cache
  52102. /** @hidden */
  52103. ArcRotateCamera.prototype._initCache = function () {
  52104. _super.prototype._initCache.call(this);
  52105. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52106. this._cache.alpha = undefined;
  52107. this._cache.beta = undefined;
  52108. this._cache.radius = undefined;
  52109. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52110. };
  52111. /** @hidden */
  52112. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52113. if (!ignoreParentClass) {
  52114. _super.prototype._updateCache.call(this);
  52115. }
  52116. this._cache._target.copyFrom(this._getTargetPosition());
  52117. this._cache.alpha = this.alpha;
  52118. this._cache.beta = this.beta;
  52119. this._cache.radius = this.radius;
  52120. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52121. };
  52122. ArcRotateCamera.prototype._getTargetPosition = function () {
  52123. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52124. var pos = this._targetHost.absolutePosition;
  52125. if (this._targetBoundingCenter) {
  52126. pos.addToRef(this._targetBoundingCenter, this._target);
  52127. }
  52128. else {
  52129. this._target.copyFrom(pos);
  52130. }
  52131. }
  52132. var lockedTargetPosition = this._getLockedTargetPosition();
  52133. if (lockedTargetPosition) {
  52134. return lockedTargetPosition;
  52135. }
  52136. return this._target;
  52137. };
  52138. /**
  52139. * Stores the current state of the camera (alpha, beta, radius and target)
  52140. * @returns the camera itself
  52141. */
  52142. ArcRotateCamera.prototype.storeState = function () {
  52143. this._storedAlpha = this.alpha;
  52144. this._storedBeta = this.beta;
  52145. this._storedRadius = this.radius;
  52146. this._storedTarget = this._getTargetPosition().clone();
  52147. return _super.prototype.storeState.call(this);
  52148. };
  52149. /**
  52150. * @hidden
  52151. * Restored camera state. You must call storeState() first
  52152. */
  52153. ArcRotateCamera.prototype._restoreStateValues = function () {
  52154. if (!_super.prototype._restoreStateValues.call(this)) {
  52155. return false;
  52156. }
  52157. this.alpha = this._storedAlpha;
  52158. this.beta = this._storedBeta;
  52159. this.radius = this._storedRadius;
  52160. this.setTarget(this._storedTarget.clone());
  52161. this.inertialAlphaOffset = 0;
  52162. this.inertialBetaOffset = 0;
  52163. this.inertialRadiusOffset = 0;
  52164. this.inertialPanningX = 0;
  52165. this.inertialPanningY = 0;
  52166. return true;
  52167. };
  52168. // Synchronized
  52169. /** @hidden */
  52170. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52171. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52172. return false;
  52173. }
  52174. return this._cache._target.equals(this._getTargetPosition())
  52175. && this._cache.alpha === this.alpha
  52176. && this._cache.beta === this.beta
  52177. && this._cache.radius === this.radius
  52178. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52179. };
  52180. /**
  52181. * Attached controls to the current camera.
  52182. * @param element Defines the element the controls should be listened from
  52183. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52184. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52185. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52186. */
  52187. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52188. var _this = this;
  52189. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52190. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52191. this._useCtrlForPanning = useCtrlForPanning;
  52192. this._panningMouseButton = panningMouseButton;
  52193. this.inputs.attachElement(element, noPreventDefault);
  52194. this._reset = function () {
  52195. _this.inertialAlphaOffset = 0;
  52196. _this.inertialBetaOffset = 0;
  52197. _this.inertialRadiusOffset = 0;
  52198. _this.inertialPanningX = 0;
  52199. _this.inertialPanningY = 0;
  52200. };
  52201. };
  52202. /**
  52203. * Detach the current controls from the camera.
  52204. * The camera will stop reacting to inputs.
  52205. * @param element Defines the element to stop listening the inputs from
  52206. */
  52207. ArcRotateCamera.prototype.detachControl = function (element) {
  52208. this.inputs.detachElement(element);
  52209. if (this._reset) {
  52210. this._reset();
  52211. }
  52212. };
  52213. /** @hidden */
  52214. ArcRotateCamera.prototype._checkInputs = function () {
  52215. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52216. if (this._collisionTriggered) {
  52217. return;
  52218. }
  52219. this.inputs.checkInputs();
  52220. // Inertia
  52221. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52222. var inertialAlphaOffset = this.inertialAlphaOffset;
  52223. if (this.beta <= 0) {
  52224. inertialAlphaOffset *= -1;
  52225. }
  52226. if (this.getScene().useRightHandedSystem) {
  52227. inertialAlphaOffset *= -1;
  52228. }
  52229. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52230. inertialAlphaOffset *= -1;
  52231. }
  52232. this.alpha += inertialAlphaOffset;
  52233. this.beta += this.inertialBetaOffset;
  52234. this.radius -= this.inertialRadiusOffset;
  52235. this.inertialAlphaOffset *= this.inertia;
  52236. this.inertialBetaOffset *= this.inertia;
  52237. this.inertialRadiusOffset *= this.inertia;
  52238. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52239. this.inertialAlphaOffset = 0;
  52240. }
  52241. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52242. this.inertialBetaOffset = 0;
  52243. }
  52244. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52245. this.inertialRadiusOffset = 0;
  52246. }
  52247. }
  52248. // Panning inertia
  52249. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52250. if (!this._localDirection) {
  52251. this._localDirection = BABYLON.Vector3.Zero();
  52252. this._transformedDirection = BABYLON.Vector3.Zero();
  52253. }
  52254. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52255. this._localDirection.multiplyInPlace(this.panningAxis);
  52256. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52257. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52258. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52259. if (!this.panningAxis.y) {
  52260. this._transformedDirection.y = 0;
  52261. }
  52262. if (!this._targetHost) {
  52263. if (this.panningDistanceLimit) {
  52264. this._transformedDirection.addInPlace(this._target);
  52265. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52266. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52267. this._target.copyFrom(this._transformedDirection);
  52268. }
  52269. }
  52270. else {
  52271. this._target.addInPlace(this._transformedDirection);
  52272. }
  52273. }
  52274. this.inertialPanningX *= this.panningInertia;
  52275. this.inertialPanningY *= this.panningInertia;
  52276. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52277. this.inertialPanningX = 0;
  52278. }
  52279. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52280. this.inertialPanningY = 0;
  52281. }
  52282. }
  52283. // Limits
  52284. this._checkLimits();
  52285. _super.prototype._checkInputs.call(this);
  52286. };
  52287. ArcRotateCamera.prototype._checkLimits = function () {
  52288. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52289. if (this.allowUpsideDown && this.beta > Math.PI) {
  52290. this.beta = this.beta - (2 * Math.PI);
  52291. }
  52292. }
  52293. else {
  52294. if (this.beta < this.lowerBetaLimit) {
  52295. this.beta = this.lowerBetaLimit;
  52296. }
  52297. }
  52298. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52299. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52300. this.beta = this.beta + (2 * Math.PI);
  52301. }
  52302. }
  52303. else {
  52304. if (this.beta > this.upperBetaLimit) {
  52305. this.beta = this.upperBetaLimit;
  52306. }
  52307. }
  52308. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52309. this.alpha = this.lowerAlphaLimit;
  52310. }
  52311. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52312. this.alpha = this.upperAlphaLimit;
  52313. }
  52314. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52315. this.radius = this.lowerRadiusLimit;
  52316. this.inertialRadiusOffset = 0;
  52317. }
  52318. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52319. this.radius = this.upperRadiusLimit;
  52320. this.inertialRadiusOffset = 0;
  52321. }
  52322. };
  52323. /**
  52324. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52325. */
  52326. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52327. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52328. this.radius = this._computationVector.length();
  52329. if (this.radius === 0) {
  52330. this.radius = 0.0001; // Just to avoid division by zero
  52331. }
  52332. // Alpha
  52333. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52334. if (this._computationVector.z < 0) {
  52335. this.alpha = 2 * Math.PI - this.alpha;
  52336. }
  52337. // Beta
  52338. this.beta = Math.acos(this._computationVector.y / this.radius);
  52339. this._checkLimits();
  52340. };
  52341. /**
  52342. * Use a position to define the current camera related information like aplha, beta and radius
  52343. * @param position Defines the position to set the camera at
  52344. */
  52345. ArcRotateCamera.prototype.setPosition = function (position) {
  52346. if (this.position.equals(position)) {
  52347. return;
  52348. }
  52349. this.position.copyFrom(position);
  52350. this.rebuildAnglesAndRadius();
  52351. };
  52352. /**
  52353. * Defines the target the camera should look at.
  52354. * This will automatically adapt alpha beta and radius to fit within the new target.
  52355. * @param target Defines the new target as a Vector or a mesh
  52356. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52357. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52358. */
  52359. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52360. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52361. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52362. if (target.getBoundingInfo) {
  52363. if (toBoundingCenter) {
  52364. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52365. }
  52366. else {
  52367. this._targetBoundingCenter = null;
  52368. }
  52369. this._targetHost = target;
  52370. this._target = this._getTargetPosition();
  52371. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52372. }
  52373. else {
  52374. var newTarget = target;
  52375. var currentTarget = this._getTargetPosition();
  52376. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52377. return;
  52378. }
  52379. this._targetHost = null;
  52380. this._target = newTarget;
  52381. this._targetBoundingCenter = null;
  52382. this.onMeshTargetChangedObservable.notifyObservers(null);
  52383. }
  52384. this.rebuildAnglesAndRadius();
  52385. };
  52386. /** @hidden */
  52387. ArcRotateCamera.prototype._getViewMatrix = function () {
  52388. // Compute
  52389. var cosa = Math.cos(this.alpha);
  52390. var sina = Math.sin(this.alpha);
  52391. var cosb = Math.cos(this.beta);
  52392. var sinb = Math.sin(this.beta);
  52393. if (sinb === 0) {
  52394. sinb = 0.0001;
  52395. }
  52396. var target = this._getTargetPosition();
  52397. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52398. // Rotate according to up vector
  52399. if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
  52400. if (!this._tempAxisVector) {
  52401. this._tempAxisVector = new BABYLON.Vector3();
  52402. this._tempAxisRotationMatrix = new BABYLON.Matrix();
  52403. }
  52404. BABYLON.Vector3.CrossToRef(BABYLON.Vector3.Up(), this.upVector, this._tempAxisVector);
  52405. this._tempAxisVector.normalize();
  52406. var angle = Math.acos(BABYLON.Vector3.Dot(BABYLON.Vector3.UpReadOnly, this.upVector));
  52407. BABYLON.Matrix.RotationAxisToRef(this._tempAxisVector, angle, this._tempAxisRotationMatrix);
  52408. this._tempAxisVector.copyFrom(this._computationVector);
  52409. BABYLON.Vector3.TransformCoordinatesToRef(this._tempAxisVector, this._tempAxisRotationMatrix, this._computationVector);
  52410. }
  52411. target.addToRef(this._computationVector, this._newPosition);
  52412. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52413. if (!this._collider) {
  52414. this._collider = new BABYLON.Collider();
  52415. }
  52416. this._collider._radius = this.collisionRadius;
  52417. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52418. this._collisionTriggered = true;
  52419. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52420. }
  52421. else {
  52422. this.position.copyFrom(this._newPosition);
  52423. var up = this.upVector;
  52424. if (this.allowUpsideDown && sinb < 0) {
  52425. up = up.clone();
  52426. up = up.negate();
  52427. }
  52428. this._computeViewMatrix(this.position, target, up);
  52429. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52430. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52431. }
  52432. this._currentTarget = target;
  52433. return this._viewMatrix;
  52434. };
  52435. /**
  52436. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52437. * @param meshes Defines the mesh to zoom on
  52438. * @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)
  52439. */
  52440. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52441. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52442. meshes = meshes || this.getScene().meshes;
  52443. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52444. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52445. this.radius = distance * this.zoomOnFactor;
  52446. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52447. };
  52448. /**
  52449. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52450. * The target will be changed but the radius
  52451. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52452. * @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)
  52453. */
  52454. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52455. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52456. var meshesOrMinMaxVector;
  52457. var distance;
  52458. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52459. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52460. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52461. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52462. }
  52463. else { //minMaxVector and distance
  52464. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52465. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52466. distance = minMaxVectorAndDistance.distance;
  52467. }
  52468. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52469. if (!doNotUpdateMaxZ) {
  52470. this.maxZ = distance * 2;
  52471. }
  52472. };
  52473. /**
  52474. * @override
  52475. * Override Camera.createRigCamera
  52476. */
  52477. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52478. var alphaShift = 0;
  52479. switch (this.cameraRigMode) {
  52480. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52481. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52482. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52483. case BABYLON.Camera.RIG_MODE_VR:
  52484. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52485. break;
  52486. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52487. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52488. break;
  52489. }
  52490. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52491. rigCam._cameraRigParams = {};
  52492. return rigCam;
  52493. };
  52494. /**
  52495. * @hidden
  52496. * @override
  52497. * Override Camera._updateRigCameras
  52498. */
  52499. ArcRotateCamera.prototype._updateRigCameras = function () {
  52500. var camLeft = this._rigCameras[0];
  52501. var camRight = this._rigCameras[1];
  52502. camLeft.beta = camRight.beta = this.beta;
  52503. switch (this.cameraRigMode) {
  52504. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52505. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52506. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52507. case BABYLON.Camera.RIG_MODE_VR:
  52508. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52509. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52510. break;
  52511. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52512. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52513. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52514. break;
  52515. }
  52516. _super.prototype._updateRigCameras.call(this);
  52517. };
  52518. /**
  52519. * Destroy the camera and release the current resources hold by it.
  52520. */
  52521. ArcRotateCamera.prototype.dispose = function () {
  52522. this.inputs.clear();
  52523. _super.prototype.dispose.call(this);
  52524. };
  52525. /**
  52526. * Gets the current object class name.
  52527. * @return the class name
  52528. */
  52529. ArcRotateCamera.prototype.getClassName = function () {
  52530. return "ArcRotateCamera";
  52531. };
  52532. __decorate([
  52533. BABYLON.serialize()
  52534. ], ArcRotateCamera.prototype, "alpha", void 0);
  52535. __decorate([
  52536. BABYLON.serialize()
  52537. ], ArcRotateCamera.prototype, "beta", void 0);
  52538. __decorate([
  52539. BABYLON.serialize()
  52540. ], ArcRotateCamera.prototype, "radius", void 0);
  52541. __decorate([
  52542. BABYLON.serializeAsVector3("target")
  52543. ], ArcRotateCamera.prototype, "_target", void 0);
  52544. __decorate([
  52545. BABYLON.serialize()
  52546. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52547. __decorate([
  52548. BABYLON.serialize()
  52549. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52550. __decorate([
  52551. BABYLON.serialize()
  52552. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52553. __decorate([
  52554. BABYLON.serialize()
  52555. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52556. __decorate([
  52557. BABYLON.serialize()
  52558. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52559. __decorate([
  52560. BABYLON.serialize()
  52561. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52562. __decorate([
  52563. BABYLON.serialize()
  52564. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52565. __decorate([
  52566. BABYLON.serialize()
  52567. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52568. __decorate([
  52569. BABYLON.serialize()
  52570. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52571. __decorate([
  52572. BABYLON.serialize()
  52573. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52574. __decorate([
  52575. BABYLON.serialize()
  52576. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52577. __decorate([
  52578. BABYLON.serialize()
  52579. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52580. __decorate([
  52581. BABYLON.serialize()
  52582. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52583. __decorate([
  52584. BABYLON.serializeAsVector3()
  52585. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52586. __decorate([
  52587. BABYLON.serialize()
  52588. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52589. __decorate([
  52590. BABYLON.serialize()
  52591. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52592. __decorate([
  52593. BABYLON.serialize()
  52594. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52595. __decorate([
  52596. BABYLON.serialize()
  52597. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52598. __decorate([
  52599. BABYLON.serialize()
  52600. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52601. return ArcRotateCamera;
  52602. }(BABYLON.TargetCamera));
  52603. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52604. })(BABYLON || (BABYLON = {}));
  52605. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52606. var BABYLON;
  52607. (function (BABYLON) {
  52608. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52609. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52610. });
  52611. /**
  52612. * The HemisphericLight simulates the ambient environment light,
  52613. * so the passed direction is the light reflection direction, not the incoming direction.
  52614. */
  52615. var HemisphericLight = /** @class */ (function (_super) {
  52616. __extends(HemisphericLight, _super);
  52617. /**
  52618. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52619. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52620. * The HemisphericLight can't cast shadows.
  52621. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52622. * @param name The friendly name of the light
  52623. * @param direction The direction of the light reflection
  52624. * @param scene The scene the light belongs to
  52625. */
  52626. function HemisphericLight(name, direction, scene) {
  52627. var _this = _super.call(this, name, scene) || this;
  52628. /**
  52629. * The groundColor is the light in the opposite direction to the one specified during creation.
  52630. * 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.
  52631. */
  52632. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52633. _this.direction = direction || BABYLON.Vector3.Up();
  52634. return _this;
  52635. }
  52636. HemisphericLight.prototype._buildUniformLayout = function () {
  52637. this._uniformBuffer.addUniform("vLightData", 4);
  52638. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52639. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52640. this._uniformBuffer.addUniform("vLightGround", 3);
  52641. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52642. this._uniformBuffer.addUniform("depthValues", 2);
  52643. this._uniformBuffer.create();
  52644. };
  52645. /**
  52646. * Returns the string "HemisphericLight".
  52647. * @return The class name
  52648. */
  52649. HemisphericLight.prototype.getClassName = function () {
  52650. return "HemisphericLight";
  52651. };
  52652. /**
  52653. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52654. * Returns the updated direction.
  52655. * @param target The target the direction should point to
  52656. * @return The computed direction
  52657. */
  52658. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52659. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52660. return this.direction;
  52661. };
  52662. /**
  52663. * Returns the shadow generator associated to the light.
  52664. * @returns Always null for hemispheric lights because it does not support shadows.
  52665. */
  52666. HemisphericLight.prototype.getShadowGenerator = function () {
  52667. return null;
  52668. };
  52669. /**
  52670. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52671. * @param effect The effect to update
  52672. * @param lightIndex The index of the light in the effect to update
  52673. * @returns The hemispheric light
  52674. */
  52675. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52676. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52677. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52678. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52679. return this;
  52680. };
  52681. /**
  52682. * Computes the world matrix of the node
  52683. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52684. * @param useWasUpdatedFlag defines a reserved property
  52685. * @returns the world matrix
  52686. */
  52687. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52688. if (!this._worldMatrix) {
  52689. this._worldMatrix = BABYLON.Matrix.Identity();
  52690. }
  52691. return this._worldMatrix;
  52692. };
  52693. /**
  52694. * Returns the integer 3.
  52695. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52696. */
  52697. HemisphericLight.prototype.getTypeID = function () {
  52698. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52699. };
  52700. /**
  52701. * Prepares the list of defines specific to the light type.
  52702. * @param defines the list of defines
  52703. * @param lightIndex defines the index of the light for the effect
  52704. */
  52705. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52706. defines["HEMILIGHT" + lightIndex] = true;
  52707. };
  52708. __decorate([
  52709. BABYLON.serializeAsColor3()
  52710. ], HemisphericLight.prototype, "groundColor", void 0);
  52711. __decorate([
  52712. BABYLON.serializeAsVector3()
  52713. ], HemisphericLight.prototype, "direction", void 0);
  52714. return HemisphericLight;
  52715. }(BABYLON.Light));
  52716. BABYLON.HemisphericLight = HemisphericLight;
  52717. })(BABYLON || (BABYLON = {}));
  52718. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52719. var BABYLON;
  52720. (function (BABYLON) {
  52721. /**
  52722. * Base implementation IShadowLight
  52723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52724. */
  52725. var ShadowLight = /** @class */ (function (_super) {
  52726. __extends(ShadowLight, _super);
  52727. function ShadowLight() {
  52728. var _this = _super !== null && _super.apply(this, arguments) || this;
  52729. _this._needProjectionMatrixCompute = true;
  52730. return _this;
  52731. }
  52732. ShadowLight.prototype._setPosition = function (value) {
  52733. this._position = value;
  52734. };
  52735. Object.defineProperty(ShadowLight.prototype, "position", {
  52736. /**
  52737. * Sets the position the shadow will be casted from. Also use as the light position for both
  52738. * point and spot lights.
  52739. */
  52740. get: function () {
  52741. return this._position;
  52742. },
  52743. /**
  52744. * Sets the position the shadow will be casted from. Also use as the light position for both
  52745. * point and spot lights.
  52746. */
  52747. set: function (value) {
  52748. this._setPosition(value);
  52749. },
  52750. enumerable: true,
  52751. configurable: true
  52752. });
  52753. ShadowLight.prototype._setDirection = function (value) {
  52754. this._direction = value;
  52755. };
  52756. Object.defineProperty(ShadowLight.prototype, "direction", {
  52757. /**
  52758. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52759. * Also use as the light direction on spot and directional lights.
  52760. */
  52761. get: function () {
  52762. return this._direction;
  52763. },
  52764. /**
  52765. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52766. * Also use as the light direction on spot and directional lights.
  52767. */
  52768. set: function (value) {
  52769. this._setDirection(value);
  52770. },
  52771. enumerable: true,
  52772. configurable: true
  52773. });
  52774. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52775. /**
  52776. * Gets the shadow projection clipping minimum z value.
  52777. */
  52778. get: function () {
  52779. return this._shadowMinZ;
  52780. },
  52781. /**
  52782. * Sets the shadow projection clipping minimum z value.
  52783. */
  52784. set: function (value) {
  52785. this._shadowMinZ = value;
  52786. this.forceProjectionMatrixCompute();
  52787. },
  52788. enumerable: true,
  52789. configurable: true
  52790. });
  52791. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52792. /**
  52793. * Sets the shadow projection clipping maximum z value.
  52794. */
  52795. get: function () {
  52796. return this._shadowMaxZ;
  52797. },
  52798. /**
  52799. * Gets the shadow projection clipping maximum z value.
  52800. */
  52801. set: function (value) {
  52802. this._shadowMaxZ = value;
  52803. this.forceProjectionMatrixCompute();
  52804. },
  52805. enumerable: true,
  52806. configurable: true
  52807. });
  52808. /**
  52809. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52810. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52811. */
  52812. ShadowLight.prototype.computeTransformedInformation = function () {
  52813. if (this.parent && this.parent.getWorldMatrix) {
  52814. if (!this.transformedPosition) {
  52815. this.transformedPosition = BABYLON.Vector3.Zero();
  52816. }
  52817. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52818. // In case the direction is present.
  52819. if (this.direction) {
  52820. if (!this.transformedDirection) {
  52821. this.transformedDirection = BABYLON.Vector3.Zero();
  52822. }
  52823. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52824. }
  52825. return true;
  52826. }
  52827. return false;
  52828. };
  52829. /**
  52830. * Return the depth scale used for the shadow map.
  52831. * @returns the depth scale.
  52832. */
  52833. ShadowLight.prototype.getDepthScale = function () {
  52834. return 50.0;
  52835. };
  52836. /**
  52837. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52838. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52839. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52840. */
  52841. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52842. return this.transformedDirection ? this.transformedDirection : this.direction;
  52843. };
  52844. /**
  52845. * Returns the ShadowLight absolute position in the World.
  52846. * @returns the position vector in world space
  52847. */
  52848. ShadowLight.prototype.getAbsolutePosition = function () {
  52849. return this.transformedPosition ? this.transformedPosition : this.position;
  52850. };
  52851. /**
  52852. * Sets the ShadowLight direction toward the passed target.
  52853. * @param target The point tot target in local space
  52854. * @returns the updated ShadowLight direction
  52855. */
  52856. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52857. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52858. return this.direction;
  52859. };
  52860. /**
  52861. * Returns the light rotation in euler definition.
  52862. * @returns the x y z rotation in local space.
  52863. */
  52864. ShadowLight.prototype.getRotation = function () {
  52865. this.direction.normalize();
  52866. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52867. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52868. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52869. };
  52870. /**
  52871. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52872. * @returns true if a cube texture needs to be use
  52873. */
  52874. ShadowLight.prototype.needCube = function () {
  52875. return false;
  52876. };
  52877. /**
  52878. * Detects if the projection matrix requires to be recomputed this frame.
  52879. * @returns true if it requires to be recomputed otherwise, false.
  52880. */
  52881. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52882. return this._needProjectionMatrixCompute;
  52883. };
  52884. /**
  52885. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52886. */
  52887. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52888. this._needProjectionMatrixCompute = true;
  52889. };
  52890. /** @hidden */
  52891. ShadowLight.prototype._initCache = function () {
  52892. _super.prototype._initCache.call(this);
  52893. this._cache.position = BABYLON.Vector3.Zero();
  52894. };
  52895. /** @hidden */
  52896. ShadowLight.prototype._isSynchronized = function () {
  52897. if (!this._cache.position.equals(this.position)) {
  52898. return false;
  52899. }
  52900. return true;
  52901. };
  52902. /**
  52903. * Computes the world matrix of the node
  52904. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52905. * @returns the world matrix
  52906. */
  52907. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52908. if (!force && this.isSynchronized()) {
  52909. this._currentRenderId = this.getScene().getRenderId();
  52910. return this._worldMatrix;
  52911. }
  52912. this._updateCache();
  52913. this._cache.position.copyFrom(this.position);
  52914. if (!this._worldMatrix) {
  52915. this._worldMatrix = BABYLON.Matrix.Identity();
  52916. }
  52917. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52918. if (this.parent && this.parent.getWorldMatrix) {
  52919. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52920. this._markSyncedWithParent();
  52921. }
  52922. // Cache the determinant
  52923. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52924. return this._worldMatrix;
  52925. };
  52926. /**
  52927. * Gets the minZ used for shadow according to both the scene and the light.
  52928. * @param activeCamera The camera we are returning the min for
  52929. * @returns the depth min z
  52930. */
  52931. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52932. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52933. };
  52934. /**
  52935. * Gets the maxZ used for shadow according to both the scene and the light.
  52936. * @param activeCamera The camera we are returning the max for
  52937. * @returns the depth max z
  52938. */
  52939. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52940. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52941. };
  52942. /**
  52943. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52944. * @param matrix The materix to updated with the projection information
  52945. * @param viewMatrix The transform matrix of the light
  52946. * @param renderList The list of mesh to render in the map
  52947. * @returns The current light
  52948. */
  52949. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52950. if (this.customProjectionMatrixBuilder) {
  52951. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52952. }
  52953. else {
  52954. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52955. }
  52956. return this;
  52957. };
  52958. __decorate([
  52959. BABYLON.serializeAsVector3()
  52960. ], ShadowLight.prototype, "position", null);
  52961. __decorate([
  52962. BABYLON.serializeAsVector3()
  52963. ], ShadowLight.prototype, "direction", null);
  52964. __decorate([
  52965. BABYLON.serialize()
  52966. ], ShadowLight.prototype, "shadowMinZ", null);
  52967. __decorate([
  52968. BABYLON.serialize()
  52969. ], ShadowLight.prototype, "shadowMaxZ", null);
  52970. return ShadowLight;
  52971. }(BABYLON.Light));
  52972. BABYLON.ShadowLight = ShadowLight;
  52973. })(BABYLON || (BABYLON = {}));
  52974. //# sourceMappingURL=babylon.shadowLight.js.map
  52975. var BABYLON;
  52976. (function (BABYLON) {
  52977. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52978. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52979. });
  52980. /**
  52981. * A point light is a light defined by an unique point in world space.
  52982. * The light is emitted in every direction from this point.
  52983. * A good example of a point light is a standard light bulb.
  52984. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52985. */
  52986. var PointLight = /** @class */ (function (_super) {
  52987. __extends(PointLight, _super);
  52988. /**
  52989. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52990. * A PointLight emits the light in every direction.
  52991. * It can cast shadows.
  52992. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52993. * ```javascript
  52994. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52995. * ```
  52996. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52997. * @param name The light friendly name
  52998. * @param position The position of the point light in the scene
  52999. * @param scene The scene the lights belongs to
  53000. */
  53001. function PointLight(name, position, scene) {
  53002. var _this = _super.call(this, name, scene) || this;
  53003. _this._shadowAngle = Math.PI / 2;
  53004. _this.position = position;
  53005. return _this;
  53006. }
  53007. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  53008. /**
  53009. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53010. * This specifies what angle the shadow will use to be created.
  53011. *
  53012. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53013. */
  53014. get: function () {
  53015. return this._shadowAngle;
  53016. },
  53017. /**
  53018. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53019. * This specifies what angle the shadow will use to be created.
  53020. *
  53021. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53022. */
  53023. set: function (value) {
  53024. this._shadowAngle = value;
  53025. this.forceProjectionMatrixCompute();
  53026. },
  53027. enumerable: true,
  53028. configurable: true
  53029. });
  53030. Object.defineProperty(PointLight.prototype, "direction", {
  53031. /**
  53032. * Gets the direction if it has been set.
  53033. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53034. */
  53035. get: function () {
  53036. return this._direction;
  53037. },
  53038. /**
  53039. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53040. */
  53041. set: function (value) {
  53042. var previousNeedCube = this.needCube();
  53043. this._direction = value;
  53044. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  53045. this._shadowGenerator.recreateShadowMap();
  53046. }
  53047. },
  53048. enumerable: true,
  53049. configurable: true
  53050. });
  53051. /**
  53052. * Returns the string "PointLight"
  53053. * @returns the class name
  53054. */
  53055. PointLight.prototype.getClassName = function () {
  53056. return "PointLight";
  53057. };
  53058. /**
  53059. * Returns the integer 0.
  53060. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53061. */
  53062. PointLight.prototype.getTypeID = function () {
  53063. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  53064. };
  53065. /**
  53066. * Specifies wether or not the shadowmap should be a cube texture.
  53067. * @returns true if the shadowmap needs to be a cube texture.
  53068. */
  53069. PointLight.prototype.needCube = function () {
  53070. return !this.direction;
  53071. };
  53072. /**
  53073. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53074. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53075. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53076. */
  53077. PointLight.prototype.getShadowDirection = function (faceIndex) {
  53078. if (this.direction) {
  53079. return _super.prototype.getShadowDirection.call(this, faceIndex);
  53080. }
  53081. else {
  53082. switch (faceIndex) {
  53083. case 0:
  53084. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  53085. case 1:
  53086. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  53087. case 2:
  53088. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  53089. case 3:
  53090. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  53091. case 4:
  53092. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  53093. case 5:
  53094. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  53095. }
  53096. }
  53097. return BABYLON.Vector3.Zero();
  53098. };
  53099. /**
  53100. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53101. * - fov = PI / 2
  53102. * - aspect ratio : 1.0
  53103. * - z-near and far equal to the active camera minZ and maxZ.
  53104. * Returns the PointLight.
  53105. */
  53106. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53107. var activeCamera = this.getScene().activeCamera;
  53108. if (!activeCamera) {
  53109. return;
  53110. }
  53111. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53112. };
  53113. PointLight.prototype._buildUniformLayout = function () {
  53114. this._uniformBuffer.addUniform("vLightData", 4);
  53115. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53116. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53117. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53118. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53119. this._uniformBuffer.addUniform("depthValues", 2);
  53120. this._uniformBuffer.create();
  53121. };
  53122. /**
  53123. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53124. * @param effect The effect to update
  53125. * @param lightIndex The index of the light in the effect to update
  53126. * @returns The point light
  53127. */
  53128. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53129. if (this.computeTransformedInformation()) {
  53130. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53131. }
  53132. else {
  53133. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53134. }
  53135. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53136. return this;
  53137. };
  53138. /**
  53139. * Prepares the list of defines specific to the light type.
  53140. * @param defines the list of defines
  53141. * @param lightIndex defines the index of the light for the effect
  53142. */
  53143. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53144. defines["POINTLIGHT" + lightIndex] = true;
  53145. };
  53146. __decorate([
  53147. BABYLON.serialize()
  53148. ], PointLight.prototype, "shadowAngle", null);
  53149. return PointLight;
  53150. }(BABYLON.ShadowLight));
  53151. BABYLON.PointLight = PointLight;
  53152. })(BABYLON || (BABYLON = {}));
  53153. //# sourceMappingURL=babylon.pointLight.js.map
  53154. var BABYLON;
  53155. (function (BABYLON) {
  53156. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53157. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53158. });
  53159. /**
  53160. * A directional light is defined by a direction (what a surprise!).
  53161. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53162. * 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.
  53163. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53164. */
  53165. var DirectionalLight = /** @class */ (function (_super) {
  53166. __extends(DirectionalLight, _super);
  53167. /**
  53168. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53169. * The directional light is emitted from everywhere in the given direction.
  53170. * It can cast shadows.
  53171. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53172. * @param name The friendly name of the light
  53173. * @param direction The direction of the light
  53174. * @param scene The scene the light belongs to
  53175. */
  53176. function DirectionalLight(name, direction, scene) {
  53177. var _this = _super.call(this, name, scene) || this;
  53178. _this._shadowFrustumSize = 0;
  53179. _this._shadowOrthoScale = 0.1;
  53180. /**
  53181. * Automatically compute the projection matrix to best fit (including all the casters)
  53182. * on each frame.
  53183. */
  53184. _this.autoUpdateExtends = true;
  53185. // Cache
  53186. _this._orthoLeft = Number.MAX_VALUE;
  53187. _this._orthoRight = Number.MIN_VALUE;
  53188. _this._orthoTop = Number.MIN_VALUE;
  53189. _this._orthoBottom = Number.MAX_VALUE;
  53190. _this.position = direction.scale(-1.0);
  53191. _this.direction = direction;
  53192. return _this;
  53193. }
  53194. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53195. /**
  53196. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53197. */
  53198. get: function () {
  53199. return this._shadowFrustumSize;
  53200. },
  53201. /**
  53202. * Specifies a fix frustum size for the shadow generation.
  53203. */
  53204. set: function (value) {
  53205. this._shadowFrustumSize = value;
  53206. this.forceProjectionMatrixCompute();
  53207. },
  53208. enumerable: true,
  53209. configurable: true
  53210. });
  53211. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53212. /**
  53213. * Gets the shadow projection scale against the optimal computed one.
  53214. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53215. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53216. */
  53217. get: function () {
  53218. return this._shadowOrthoScale;
  53219. },
  53220. /**
  53221. * Sets the shadow projection scale against the optimal computed one.
  53222. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53223. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53224. */
  53225. set: function (value) {
  53226. this._shadowOrthoScale = value;
  53227. this.forceProjectionMatrixCompute();
  53228. },
  53229. enumerable: true,
  53230. configurable: true
  53231. });
  53232. /**
  53233. * Returns the string "DirectionalLight".
  53234. * @return The class name
  53235. */
  53236. DirectionalLight.prototype.getClassName = function () {
  53237. return "DirectionalLight";
  53238. };
  53239. /**
  53240. * Returns the integer 1.
  53241. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53242. */
  53243. DirectionalLight.prototype.getTypeID = function () {
  53244. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53245. };
  53246. /**
  53247. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53248. * Returns the DirectionalLight Shadow projection matrix.
  53249. */
  53250. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53251. if (this.shadowFrustumSize > 0) {
  53252. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53253. }
  53254. else {
  53255. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53256. }
  53257. };
  53258. /**
  53259. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53260. * Returns the DirectionalLight Shadow projection matrix.
  53261. */
  53262. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53263. var activeCamera = this.getScene().activeCamera;
  53264. if (!activeCamera) {
  53265. return;
  53266. }
  53267. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53268. };
  53269. /**
  53270. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53271. * Returns the DirectionalLight Shadow projection matrix.
  53272. */
  53273. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53274. var activeCamera = this.getScene().activeCamera;
  53275. if (!activeCamera) {
  53276. return;
  53277. }
  53278. // Check extends
  53279. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53280. var tempVector3 = BABYLON.Vector3.Zero();
  53281. this._orthoLeft = Number.MAX_VALUE;
  53282. this._orthoRight = Number.MIN_VALUE;
  53283. this._orthoTop = Number.MIN_VALUE;
  53284. this._orthoBottom = Number.MAX_VALUE;
  53285. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53286. var mesh = renderList[meshIndex];
  53287. if (!mesh) {
  53288. continue;
  53289. }
  53290. var boundingInfo = mesh.getBoundingInfo();
  53291. var boundingBox = boundingInfo.boundingBox;
  53292. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53293. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53294. if (tempVector3.x < this._orthoLeft) {
  53295. this._orthoLeft = tempVector3.x;
  53296. }
  53297. if (tempVector3.y < this._orthoBottom) {
  53298. this._orthoBottom = tempVector3.y;
  53299. }
  53300. if (tempVector3.x > this._orthoRight) {
  53301. this._orthoRight = tempVector3.x;
  53302. }
  53303. if (tempVector3.y > this._orthoTop) {
  53304. this._orthoTop = tempVector3.y;
  53305. }
  53306. }
  53307. }
  53308. }
  53309. var xOffset = this._orthoRight - this._orthoLeft;
  53310. var yOffset = this._orthoTop - this._orthoBottom;
  53311. 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);
  53312. };
  53313. DirectionalLight.prototype._buildUniformLayout = function () {
  53314. this._uniformBuffer.addUniform("vLightData", 4);
  53315. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53316. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53317. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53318. this._uniformBuffer.addUniform("depthValues", 2);
  53319. this._uniformBuffer.create();
  53320. };
  53321. /**
  53322. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53323. * @param effect The effect to update
  53324. * @param lightIndex The index of the light in the effect to update
  53325. * @returns The directional light
  53326. */
  53327. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53328. if (this.computeTransformedInformation()) {
  53329. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53330. return this;
  53331. }
  53332. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53333. return this;
  53334. };
  53335. /**
  53336. * Gets the minZ used for shadow according to both the scene and the light.
  53337. *
  53338. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53339. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53340. * @param activeCamera The camera we are returning the min for
  53341. * @returns the depth min z
  53342. */
  53343. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53344. return 1;
  53345. };
  53346. /**
  53347. * Gets the maxZ used for shadow according to both the scene and the light.
  53348. *
  53349. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53350. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53351. * @param activeCamera The camera we are returning the max for
  53352. * @returns the depth max z
  53353. */
  53354. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53355. return 1;
  53356. };
  53357. /**
  53358. * Prepares the list of defines specific to the light type.
  53359. * @param defines the list of defines
  53360. * @param lightIndex defines the index of the light for the effect
  53361. */
  53362. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53363. defines["DIRLIGHT" + lightIndex] = true;
  53364. };
  53365. __decorate([
  53366. BABYLON.serialize()
  53367. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53368. __decorate([
  53369. BABYLON.serialize()
  53370. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53371. __decorate([
  53372. BABYLON.serialize()
  53373. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53374. return DirectionalLight;
  53375. }(BABYLON.ShadowLight));
  53376. BABYLON.DirectionalLight = DirectionalLight;
  53377. })(BABYLON || (BABYLON = {}));
  53378. //# sourceMappingURL=babylon.directionalLight.js.map
  53379. var BABYLON;
  53380. (function (BABYLON) {
  53381. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53382. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53383. });
  53384. /**
  53385. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53386. * These values define a cone of light starting from the position, emitting toward the direction.
  53387. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53388. * and the exponent defines the speed of the decay of the light with distance (reach).
  53389. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53390. */
  53391. var SpotLight = /** @class */ (function (_super) {
  53392. __extends(SpotLight, _super);
  53393. /**
  53394. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53395. * It can cast shadows.
  53396. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53397. * @param name The light friendly name
  53398. * @param position The position of the spot light in the scene
  53399. * @param direction The direction of the light in the scene
  53400. * @param angle The cone angle of the light in Radians
  53401. * @param exponent The light decay speed with the distance from the emission spot
  53402. * @param scene The scene the lights belongs to
  53403. */
  53404. function SpotLight(name, position, direction, angle, exponent, scene) {
  53405. var _this = _super.call(this, name, scene) || this;
  53406. _this._innerAngle = 0;
  53407. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53408. _this._projectionTextureLightNear = 1e-6;
  53409. _this._projectionTextureLightFar = 1000.0;
  53410. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53411. _this._projectionTextureViewLightDirty = true;
  53412. _this._projectionTextureProjectionLightDirty = true;
  53413. _this._projectionTextureDirty = true;
  53414. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53415. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53416. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53417. _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);
  53418. _this.position = position;
  53419. _this.direction = direction;
  53420. _this.angle = angle;
  53421. _this.exponent = exponent;
  53422. return _this;
  53423. }
  53424. Object.defineProperty(SpotLight.prototype, "angle", {
  53425. /**
  53426. * Gets the cone angle of the spot light in Radians.
  53427. */
  53428. get: function () {
  53429. return this._angle;
  53430. },
  53431. /**
  53432. * Sets the cone angle of the spot light in Radians.
  53433. */
  53434. set: function (value) {
  53435. this._angle = value;
  53436. this._cosHalfAngle = Math.cos(value * 0.5);
  53437. this._projectionTextureProjectionLightDirty = true;
  53438. this.forceProjectionMatrixCompute();
  53439. this._computeAngleValues();
  53440. },
  53441. enumerable: true,
  53442. configurable: true
  53443. });
  53444. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53445. /**
  53446. * Only used in gltf falloff mode, this defines the angle where
  53447. * the directional falloff will start before cutting at angle which could be seen
  53448. * as outer angle.
  53449. */
  53450. get: function () {
  53451. return this._innerAngle;
  53452. },
  53453. /**
  53454. * Only used in gltf falloff mode, this defines the angle where
  53455. * the directional falloff will start before cutting at angle which could be seen
  53456. * as outer angle.
  53457. */
  53458. set: function (value) {
  53459. this._innerAngle = value;
  53460. this._computeAngleValues();
  53461. },
  53462. enumerable: true,
  53463. configurable: true
  53464. });
  53465. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53466. /**
  53467. * Allows scaling the angle of the light for shadow generation only.
  53468. */
  53469. get: function () {
  53470. return this._shadowAngleScale;
  53471. },
  53472. /**
  53473. * Allows scaling the angle of the light for shadow generation only.
  53474. */
  53475. set: function (value) {
  53476. this._shadowAngleScale = value;
  53477. this.forceProjectionMatrixCompute();
  53478. },
  53479. enumerable: true,
  53480. configurable: true
  53481. });
  53482. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53483. /**
  53484. * Allows reading the projecton texture
  53485. */
  53486. get: function () {
  53487. return this._projectionTextureMatrix;
  53488. },
  53489. enumerable: true,
  53490. configurable: true
  53491. });
  53492. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53493. /**
  53494. * Gets the near clip of the Spotlight for texture projection.
  53495. */
  53496. get: function () {
  53497. return this._projectionTextureLightNear;
  53498. },
  53499. /**
  53500. * Sets the near clip of the Spotlight for texture projection.
  53501. */
  53502. set: function (value) {
  53503. this._projectionTextureLightNear = value;
  53504. this._projectionTextureProjectionLightDirty = true;
  53505. },
  53506. enumerable: true,
  53507. configurable: true
  53508. });
  53509. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53510. /**
  53511. * Gets the far clip of the Spotlight for texture projection.
  53512. */
  53513. get: function () {
  53514. return this._projectionTextureLightFar;
  53515. },
  53516. /**
  53517. * Sets the far clip of the Spotlight for texture projection.
  53518. */
  53519. set: function (value) {
  53520. this._projectionTextureLightFar = value;
  53521. this._projectionTextureProjectionLightDirty = true;
  53522. },
  53523. enumerable: true,
  53524. configurable: true
  53525. });
  53526. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53527. /**
  53528. * Gets the Up vector of the Spotlight for texture projection.
  53529. */
  53530. get: function () {
  53531. return this._projectionTextureUpDirection;
  53532. },
  53533. /**
  53534. * Sets the Up vector of the Spotlight for texture projection.
  53535. */
  53536. set: function (value) {
  53537. this._projectionTextureUpDirection = value;
  53538. this._projectionTextureProjectionLightDirty = true;
  53539. },
  53540. enumerable: true,
  53541. configurable: true
  53542. });
  53543. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53544. /**
  53545. * Gets the projection texture of the light.
  53546. */
  53547. get: function () {
  53548. return this._projectionTexture;
  53549. },
  53550. /**
  53551. * Sets the projection texture of the light.
  53552. */
  53553. set: function (value) {
  53554. this._projectionTexture = value;
  53555. this._projectionTextureDirty = true;
  53556. },
  53557. enumerable: true,
  53558. configurable: true
  53559. });
  53560. /**
  53561. * Returns the string "SpotLight".
  53562. * @returns the class name
  53563. */
  53564. SpotLight.prototype.getClassName = function () {
  53565. return "SpotLight";
  53566. };
  53567. /**
  53568. * Returns the integer 2.
  53569. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53570. */
  53571. SpotLight.prototype.getTypeID = function () {
  53572. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53573. };
  53574. /**
  53575. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53576. */
  53577. SpotLight.prototype._setDirection = function (value) {
  53578. _super.prototype._setDirection.call(this, value);
  53579. this._projectionTextureViewLightDirty = true;
  53580. };
  53581. /**
  53582. * Overrides the position setter to recompute the projection texture view light Matrix.
  53583. */
  53584. SpotLight.prototype._setPosition = function (value) {
  53585. _super.prototype._setPosition.call(this, value);
  53586. this._projectionTextureViewLightDirty = true;
  53587. };
  53588. /**
  53589. * 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.
  53590. * Returns the SpotLight.
  53591. */
  53592. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53593. var activeCamera = this.getScene().activeCamera;
  53594. if (!activeCamera) {
  53595. return;
  53596. }
  53597. this._shadowAngleScale = this._shadowAngleScale || 1;
  53598. var angle = this._shadowAngleScale * this._angle;
  53599. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53600. };
  53601. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53602. this._projectionTextureViewLightDirty = false;
  53603. this._projectionTextureDirty = true;
  53604. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53605. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53606. };
  53607. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53608. this._projectionTextureProjectionLightDirty = false;
  53609. this._projectionTextureDirty = true;
  53610. var light_far = this.projectionTextureLightFar;
  53611. var light_near = this.projectionTextureLightNear;
  53612. var P = light_far / (light_far - light_near);
  53613. var Q = -P * light_near;
  53614. var S = 1.0 / Math.tan(this._angle / 2.0);
  53615. var A = 1.0;
  53616. 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);
  53617. };
  53618. /**
  53619. * Main function for light texture projection matrix computing.
  53620. */
  53621. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53622. this._projectionTextureDirty = false;
  53623. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53624. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53625. };
  53626. SpotLight.prototype._buildUniformLayout = function () {
  53627. this._uniformBuffer.addUniform("vLightData", 4);
  53628. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53629. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53630. this._uniformBuffer.addUniform("vLightDirection", 3);
  53631. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53632. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53633. this._uniformBuffer.addUniform("depthValues", 2);
  53634. this._uniformBuffer.create();
  53635. };
  53636. SpotLight.prototype._computeAngleValues = function () {
  53637. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53638. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53639. };
  53640. /**
  53641. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53642. * @param effect The effect to update
  53643. * @param lightIndex The index of the light in the effect to update
  53644. * @returns The spot light
  53645. */
  53646. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53647. var normalizeDirection;
  53648. if (this.computeTransformedInformation()) {
  53649. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53650. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53651. }
  53652. else {
  53653. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53654. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53655. }
  53656. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53657. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53658. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53659. if (this._projectionTextureViewLightDirty) {
  53660. this._computeProjectionTextureViewLightMatrix();
  53661. }
  53662. if (this._projectionTextureProjectionLightDirty) {
  53663. this._computeProjectionTextureProjectionLightMatrix();
  53664. }
  53665. if (this._projectionTextureDirty) {
  53666. this._computeProjectionTextureMatrix();
  53667. }
  53668. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53669. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53670. }
  53671. return this;
  53672. };
  53673. /**
  53674. * Disposes the light and the associated resources.
  53675. */
  53676. SpotLight.prototype.dispose = function () {
  53677. _super.prototype.dispose.call(this);
  53678. if (this._projectionTexture) {
  53679. this._projectionTexture.dispose();
  53680. }
  53681. };
  53682. /**
  53683. * Prepares the list of defines specific to the light type.
  53684. * @param defines the list of defines
  53685. * @param lightIndex defines the index of the light for the effect
  53686. */
  53687. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53688. defines["SPOTLIGHT" + lightIndex] = true;
  53689. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53690. };
  53691. __decorate([
  53692. BABYLON.serialize()
  53693. ], SpotLight.prototype, "angle", null);
  53694. __decorate([
  53695. BABYLON.serialize()
  53696. ], SpotLight.prototype, "innerAngle", null);
  53697. __decorate([
  53698. BABYLON.serialize()
  53699. ], SpotLight.prototype, "shadowAngleScale", null);
  53700. __decorate([
  53701. BABYLON.serialize()
  53702. ], SpotLight.prototype, "exponent", void 0);
  53703. __decorate([
  53704. BABYLON.serialize()
  53705. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53706. __decorate([
  53707. BABYLON.serialize()
  53708. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53709. __decorate([
  53710. BABYLON.serialize()
  53711. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53712. __decorate([
  53713. BABYLON.serializeAsTexture("projectedLightTexture")
  53714. ], SpotLight.prototype, "_projectionTexture", void 0);
  53715. return SpotLight;
  53716. }(BABYLON.ShadowLight));
  53717. BABYLON.SpotLight = SpotLight;
  53718. })(BABYLON || (BABYLON = {}));
  53719. //# sourceMappingURL=babylon.spotLight.js.map
  53720. var BABYLON;
  53721. (function (BABYLON) {
  53722. /**
  53723. * Class used to override all child animations of a given target
  53724. */
  53725. var AnimationPropertiesOverride = /** @class */ (function () {
  53726. function AnimationPropertiesOverride() {
  53727. /**
  53728. * Gets or sets a value indicating if animation blending must be used
  53729. */
  53730. this.enableBlending = false;
  53731. /**
  53732. * Gets or sets the blending speed to use when enableBlending is true
  53733. */
  53734. this.blendingSpeed = 0.01;
  53735. /**
  53736. * Gets or sets the default loop mode to use
  53737. */
  53738. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53739. }
  53740. return AnimationPropertiesOverride;
  53741. }());
  53742. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53743. })(BABYLON || (BABYLON = {}));
  53744. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53745. var BABYLON;
  53746. (function (BABYLON) {
  53747. /**
  53748. * Represents the range of an animation
  53749. */
  53750. var AnimationRange = /** @class */ (function () {
  53751. /**
  53752. * Initializes the range of an animation
  53753. * @param name The name of the animation range
  53754. * @param from The starting frame of the animation
  53755. * @param to The ending frame of the animation
  53756. */
  53757. function AnimationRange(
  53758. /**The name of the animation range**/
  53759. name,
  53760. /**The starting frame of the animation */
  53761. from,
  53762. /**The ending frame of the animation*/
  53763. to) {
  53764. this.name = name;
  53765. this.from = from;
  53766. this.to = to;
  53767. }
  53768. /**
  53769. * Makes a copy of the animation range
  53770. * @returns A copy of the animation range
  53771. */
  53772. AnimationRange.prototype.clone = function () {
  53773. return new AnimationRange(this.name, this.from, this.to);
  53774. };
  53775. return AnimationRange;
  53776. }());
  53777. BABYLON.AnimationRange = AnimationRange;
  53778. /**
  53779. * Composed of a frame, and an action function
  53780. */
  53781. var AnimationEvent = /** @class */ (function () {
  53782. /**
  53783. * Initializes the animation event
  53784. * @param frame The frame for which the event is triggered
  53785. * @param action The event to perform when triggered
  53786. * @param onlyOnce Specifies if the event should be triggered only once
  53787. */
  53788. function AnimationEvent(
  53789. /** The frame for which the event is triggered **/
  53790. frame,
  53791. /** The event to perform when triggered **/
  53792. action,
  53793. /** Specifies if the event should be triggered only once**/
  53794. onlyOnce) {
  53795. this.frame = frame;
  53796. this.action = action;
  53797. this.onlyOnce = onlyOnce;
  53798. /**
  53799. * Specifies if the animation event is done
  53800. */
  53801. this.isDone = false;
  53802. }
  53803. /** @hidden */
  53804. AnimationEvent.prototype._clone = function () {
  53805. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53806. };
  53807. return AnimationEvent;
  53808. }());
  53809. BABYLON.AnimationEvent = AnimationEvent;
  53810. /**
  53811. * A cursor which tracks a point on a path
  53812. */
  53813. var PathCursor = /** @class */ (function () {
  53814. /**
  53815. * Initializes the path cursor
  53816. * @param path The path to track
  53817. */
  53818. function PathCursor(path) {
  53819. this.path = path;
  53820. /**
  53821. * Stores path cursor callbacks for when an onchange event is triggered
  53822. */
  53823. this._onchange = new Array();
  53824. /**
  53825. * The value of the path cursor
  53826. */
  53827. this.value = 0;
  53828. /**
  53829. * The animation array of the path cursor
  53830. */
  53831. this.animations = new Array();
  53832. }
  53833. /**
  53834. * Gets the cursor point on the path
  53835. * @returns A point on the path cursor at the cursor location
  53836. */
  53837. PathCursor.prototype.getPoint = function () {
  53838. var point = this.path.getPointAtLengthPosition(this.value);
  53839. return new BABYLON.Vector3(point.x, 0, point.y);
  53840. };
  53841. /**
  53842. * Moves the cursor ahead by the step amount
  53843. * @param step The amount to move the cursor forward
  53844. * @returns This path cursor
  53845. */
  53846. PathCursor.prototype.moveAhead = function (step) {
  53847. if (step === void 0) { step = 0.002; }
  53848. this.move(step);
  53849. return this;
  53850. };
  53851. /**
  53852. * Moves the cursor behind by the step amount
  53853. * @param step The amount to move the cursor back
  53854. * @returns This path cursor
  53855. */
  53856. PathCursor.prototype.moveBack = function (step) {
  53857. if (step === void 0) { step = 0.002; }
  53858. this.move(-step);
  53859. return this;
  53860. };
  53861. /**
  53862. * Moves the cursor by the step amount
  53863. * If the step amount is greater than one, an exception is thrown
  53864. * @param step The amount to move the cursor
  53865. * @returns This path cursor
  53866. */
  53867. PathCursor.prototype.move = function (step) {
  53868. if (Math.abs(step) > 1) {
  53869. throw "step size should be less than 1.";
  53870. }
  53871. this.value += step;
  53872. this.ensureLimits();
  53873. this.raiseOnChange();
  53874. return this;
  53875. };
  53876. /**
  53877. * Ensures that the value is limited between zero and one
  53878. * @returns This path cursor
  53879. */
  53880. PathCursor.prototype.ensureLimits = function () {
  53881. while (this.value > 1) {
  53882. this.value -= 1;
  53883. }
  53884. while (this.value < 0) {
  53885. this.value += 1;
  53886. }
  53887. return this;
  53888. };
  53889. /**
  53890. * Runs onchange callbacks on change (used by the animation engine)
  53891. * @returns This path cursor
  53892. */
  53893. PathCursor.prototype.raiseOnChange = function () {
  53894. var _this = this;
  53895. this._onchange.forEach(function (f) { return f(_this); });
  53896. return this;
  53897. };
  53898. /**
  53899. * Executes a function on change
  53900. * @param f A path cursor onchange callback
  53901. * @returns This path cursor
  53902. */
  53903. PathCursor.prototype.onchange = function (f) {
  53904. this._onchange.push(f);
  53905. return this;
  53906. };
  53907. return PathCursor;
  53908. }());
  53909. BABYLON.PathCursor = PathCursor;
  53910. /**
  53911. * Enum for the animation key frame interpolation type
  53912. */
  53913. var AnimationKeyInterpolation;
  53914. (function (AnimationKeyInterpolation) {
  53915. /**
  53916. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53917. */
  53918. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53919. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53920. /**
  53921. * Class used to store any kind of animation
  53922. */
  53923. var Animation = /** @class */ (function () {
  53924. /**
  53925. * Initializes the animation
  53926. * @param name Name of the animation
  53927. * @param targetProperty Property to animate
  53928. * @param framePerSecond The frames per second of the animation
  53929. * @param dataType The data type of the animation
  53930. * @param loopMode The loop mode of the animation
  53931. * @param enableBlendings Specifies if blending should be enabled
  53932. */
  53933. function Animation(
  53934. /**Name of the animation */
  53935. name,
  53936. /**Property to animate */
  53937. targetProperty,
  53938. /**The frames per second of the animation */
  53939. framePerSecond,
  53940. /**The data type of the animation */
  53941. dataType,
  53942. /**The loop mode of the animation */
  53943. loopMode,
  53944. /**Specifies if blending should be enabled */
  53945. enableBlending) {
  53946. this.name = name;
  53947. this.targetProperty = targetProperty;
  53948. this.framePerSecond = framePerSecond;
  53949. this.dataType = dataType;
  53950. this.loopMode = loopMode;
  53951. this.enableBlending = enableBlending;
  53952. /**
  53953. * @hidden Internal use only
  53954. */
  53955. this._runtimeAnimations = new Array();
  53956. /**
  53957. * The set of event that will be linked to this animation
  53958. */
  53959. this._events = new Array();
  53960. /**
  53961. * Stores the blending speed of the animation
  53962. */
  53963. this.blendingSpeed = 0.01;
  53964. /**
  53965. * Stores the animation ranges for the animation
  53966. */
  53967. this._ranges = {};
  53968. this.targetPropertyPath = targetProperty.split(".");
  53969. this.dataType = dataType;
  53970. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53971. }
  53972. /**
  53973. * @hidden Internal use
  53974. */
  53975. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53976. var dataType = undefined;
  53977. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53978. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53979. }
  53980. else if (from instanceof BABYLON.Quaternion) {
  53981. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53982. }
  53983. else if (from instanceof BABYLON.Vector3) {
  53984. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53985. }
  53986. else if (from instanceof BABYLON.Vector2) {
  53987. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53988. }
  53989. else if (from instanceof BABYLON.Color3) {
  53990. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53991. }
  53992. else if (from instanceof BABYLON.Size) {
  53993. dataType = Animation.ANIMATIONTYPE_SIZE;
  53994. }
  53995. if (dataType == undefined) {
  53996. return null;
  53997. }
  53998. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53999. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  54000. animation.setKeys(keys);
  54001. if (easingFunction !== undefined) {
  54002. animation.setEasingFunction(easingFunction);
  54003. }
  54004. return animation;
  54005. };
  54006. /**
  54007. * Sets up an animation
  54008. * @param property The property to animate
  54009. * @param animationType The animation type to apply
  54010. * @param framePerSecond The frames per second of the animation
  54011. * @param easingFunction The easing function used in the animation
  54012. * @returns The created animation
  54013. */
  54014. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  54015. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  54016. animation.setEasingFunction(easingFunction);
  54017. return animation;
  54018. };
  54019. /**
  54020. * Create and start an animation on a node
  54021. * @param name defines the name of the global animation that will be run on all nodes
  54022. * @param node defines the root node where the animation will take place
  54023. * @param targetProperty defines property to animate
  54024. * @param framePerSecond defines the number of frame per second yo use
  54025. * @param totalFrame defines the number of frames in total
  54026. * @param from defines the initial value
  54027. * @param to defines the final value
  54028. * @param loopMode defines which loop mode you want to use (off by default)
  54029. * @param easingFunction defines the easing function to use (linear by default)
  54030. * @param onAnimationEnd defines the callback to call when animation end
  54031. * @returns the animatable created for this animation
  54032. */
  54033. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54034. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54035. if (!animation) {
  54036. return null;
  54037. }
  54038. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54039. };
  54040. /**
  54041. * Create and start an animation on a node and its descendants
  54042. * @param name defines the name of the global animation that will be run on all nodes
  54043. * @param node defines the root node where the animation will take place
  54044. * @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
  54045. * @param targetProperty defines property to animate
  54046. * @param framePerSecond defines the number of frame per second to use
  54047. * @param totalFrame defines the number of frames in total
  54048. * @param from defines the initial value
  54049. * @param to defines the final value
  54050. * @param loopMode defines which loop mode you want to use (off by default)
  54051. * @param easingFunction defines the easing function to use (linear by default)
  54052. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  54053. * @returns the list of animatables created for all nodes
  54054. * @example https://www.babylonjs-playground.com/#MH0VLI
  54055. */
  54056. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54057. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54058. if (!animation) {
  54059. return null;
  54060. }
  54061. var scene = node.getScene();
  54062. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54063. };
  54064. /**
  54065. * Creates a new animation, merges it with the existing animations and starts it
  54066. * @param name Name of the animation
  54067. * @param node Node which contains the scene that begins the animations
  54068. * @param targetProperty Specifies which property to animate
  54069. * @param framePerSecond The frames per second of the animation
  54070. * @param totalFrame The total number of frames
  54071. * @param from The frame at the beginning of the animation
  54072. * @param to The frame at the end of the animation
  54073. * @param loopMode Specifies the loop mode of the animation
  54074. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  54075. * @param onAnimationEnd Callback to run once the animation is complete
  54076. * @returns Nullable animation
  54077. */
  54078. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54079. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54080. if (!animation) {
  54081. return null;
  54082. }
  54083. node.animations.push(animation);
  54084. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54085. };
  54086. /**
  54087. * Transition property of an host to the target Value
  54088. * @param property The property to transition
  54089. * @param targetValue The target Value of the property
  54090. * @param host The object where the property to animate belongs
  54091. * @param scene Scene used to run the animation
  54092. * @param frameRate Framerate (in frame/s) to use
  54093. * @param transition The transition type we want to use
  54094. * @param duration The duration of the animation, in milliseconds
  54095. * @param onAnimationEnd Callback trigger at the end of the animation
  54096. * @returns Nullable animation
  54097. */
  54098. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  54099. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  54100. if (duration <= 0) {
  54101. host[property] = targetValue;
  54102. if (onAnimationEnd) {
  54103. onAnimationEnd();
  54104. }
  54105. return null;
  54106. }
  54107. var endFrame = frameRate * (duration / 1000);
  54108. transition.setKeys([{
  54109. frame: 0,
  54110. value: host[property].clone ? host[property].clone() : host[property]
  54111. },
  54112. {
  54113. frame: endFrame,
  54114. value: targetValue
  54115. }]);
  54116. if (!host.animations) {
  54117. host.animations = [];
  54118. }
  54119. host.animations.push(transition);
  54120. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54121. animation.onAnimationEnd = onAnimationEnd;
  54122. return animation;
  54123. };
  54124. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54125. /**
  54126. * Return the array of runtime animations currently using this animation
  54127. */
  54128. get: function () {
  54129. return this._runtimeAnimations;
  54130. },
  54131. enumerable: true,
  54132. configurable: true
  54133. });
  54134. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54135. /**
  54136. * Specifies if any of the runtime animations are currently running
  54137. */
  54138. get: function () {
  54139. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54140. var runtimeAnimation = _a[_i];
  54141. if (!runtimeAnimation.isStopped) {
  54142. return true;
  54143. }
  54144. }
  54145. return false;
  54146. },
  54147. enumerable: true,
  54148. configurable: true
  54149. });
  54150. // Methods
  54151. /**
  54152. * Converts the animation to a string
  54153. * @param fullDetails support for multiple levels of logging within scene loading
  54154. * @returns String form of the animation
  54155. */
  54156. Animation.prototype.toString = function (fullDetails) {
  54157. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54158. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54159. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54160. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54161. if (fullDetails) {
  54162. ret += ", Ranges: {";
  54163. var first = true;
  54164. for (var name in this._ranges) {
  54165. if (first) {
  54166. ret += ", ";
  54167. first = false;
  54168. }
  54169. ret += name;
  54170. }
  54171. ret += "}";
  54172. }
  54173. return ret;
  54174. };
  54175. /**
  54176. * Add an event to this animation
  54177. * @param event Event to add
  54178. */
  54179. Animation.prototype.addEvent = function (event) {
  54180. this._events.push(event);
  54181. };
  54182. /**
  54183. * Remove all events found at the given frame
  54184. * @param frame The frame to remove events from
  54185. */
  54186. Animation.prototype.removeEvents = function (frame) {
  54187. for (var index = 0; index < this._events.length; index++) {
  54188. if (this._events[index].frame === frame) {
  54189. this._events.splice(index, 1);
  54190. index--;
  54191. }
  54192. }
  54193. };
  54194. /**
  54195. * Retrieves all the events from the animation
  54196. * @returns Events from the animation
  54197. */
  54198. Animation.prototype.getEvents = function () {
  54199. return this._events;
  54200. };
  54201. /**
  54202. * Creates an animation range
  54203. * @param name Name of the animation range
  54204. * @param from Starting frame of the animation range
  54205. * @param to Ending frame of the animation
  54206. */
  54207. Animation.prototype.createRange = function (name, from, to) {
  54208. // check name not already in use; could happen for bones after serialized
  54209. if (!this._ranges[name]) {
  54210. this._ranges[name] = new AnimationRange(name, from, to);
  54211. }
  54212. };
  54213. /**
  54214. * Deletes an animation range by name
  54215. * @param name Name of the animation range to delete
  54216. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54217. */
  54218. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54219. if (deleteFrames === void 0) { deleteFrames = true; }
  54220. var range = this._ranges[name];
  54221. if (!range) {
  54222. return;
  54223. }
  54224. if (deleteFrames) {
  54225. var from = range.from;
  54226. var to = range.to;
  54227. // this loop MUST go high to low for multiple splices to work
  54228. for (var key = this._keys.length - 1; key >= 0; key--) {
  54229. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54230. this._keys.splice(key, 1);
  54231. }
  54232. }
  54233. }
  54234. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54235. };
  54236. /**
  54237. * Gets the animation range by name, or null if not defined
  54238. * @param name Name of the animation range
  54239. * @returns Nullable animation range
  54240. */
  54241. Animation.prototype.getRange = function (name) {
  54242. return this._ranges[name];
  54243. };
  54244. /**
  54245. * Gets the key frames from the animation
  54246. * @returns The key frames of the animation
  54247. */
  54248. Animation.prototype.getKeys = function () {
  54249. return this._keys;
  54250. };
  54251. /**
  54252. * Gets the highest frame rate of the animation
  54253. * @returns Highest frame rate of the animation
  54254. */
  54255. Animation.prototype.getHighestFrame = function () {
  54256. var ret = 0;
  54257. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54258. if (ret < this._keys[key].frame) {
  54259. ret = this._keys[key].frame;
  54260. }
  54261. }
  54262. return ret;
  54263. };
  54264. /**
  54265. * Gets the easing function of the animation
  54266. * @returns Easing function of the animation
  54267. */
  54268. Animation.prototype.getEasingFunction = function () {
  54269. return this._easingFunction;
  54270. };
  54271. /**
  54272. * Sets the easing function of the animation
  54273. * @param easingFunction A custom mathematical formula for animation
  54274. */
  54275. Animation.prototype.setEasingFunction = function (easingFunction) {
  54276. this._easingFunction = easingFunction;
  54277. };
  54278. /**
  54279. * Interpolates a scalar linearly
  54280. * @param startValue Start value of the animation curve
  54281. * @param endValue End value of the animation curve
  54282. * @param gradient Scalar amount to interpolate
  54283. * @returns Interpolated scalar value
  54284. */
  54285. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54286. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54287. };
  54288. /**
  54289. * Interpolates a scalar cubically
  54290. * @param startValue Start value of the animation curve
  54291. * @param outTangent End tangent of the animation
  54292. * @param endValue End value of the animation curve
  54293. * @param inTangent Start tangent of the animation curve
  54294. * @param gradient Scalar amount to interpolate
  54295. * @returns Interpolated scalar value
  54296. */
  54297. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54298. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54299. };
  54300. /**
  54301. * Interpolates a quaternion using a spherical linear interpolation
  54302. * @param startValue Start value of the animation curve
  54303. * @param endValue End value of the animation curve
  54304. * @param gradient Scalar amount to interpolate
  54305. * @returns Interpolated quaternion value
  54306. */
  54307. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54308. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54309. };
  54310. /**
  54311. * Interpolates a quaternion cubically
  54312. * @param startValue Start value of the animation curve
  54313. * @param outTangent End tangent of the animation curve
  54314. * @param endValue End value of the animation curve
  54315. * @param inTangent Start tangent of the animation curve
  54316. * @param gradient Scalar amount to interpolate
  54317. * @returns Interpolated quaternion value
  54318. */
  54319. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54320. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54321. };
  54322. /**
  54323. * Interpolates a Vector3 linearl
  54324. * @param startValue Start value of the animation curve
  54325. * @param endValue End value of the animation curve
  54326. * @param gradient Scalar amount to interpolate
  54327. * @returns Interpolated scalar value
  54328. */
  54329. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54330. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54331. };
  54332. /**
  54333. * Interpolates a Vector3 cubically
  54334. * @param startValue Start value of the animation curve
  54335. * @param outTangent End tangent of the animation
  54336. * @param endValue End value of the animation curve
  54337. * @param inTangent Start tangent of the animation curve
  54338. * @param gradient Scalar amount to interpolate
  54339. * @returns InterpolatedVector3 value
  54340. */
  54341. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54342. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54343. };
  54344. /**
  54345. * Interpolates a Vector2 linearly
  54346. * @param startValue Start value of the animation curve
  54347. * @param endValue End value of the animation curve
  54348. * @param gradient Scalar amount to interpolate
  54349. * @returns Interpolated Vector2 value
  54350. */
  54351. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54352. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54353. };
  54354. /**
  54355. * Interpolates a Vector2 cubically
  54356. * @param startValue Start value of the animation curve
  54357. * @param outTangent End tangent of the animation
  54358. * @param endValue End value of the animation curve
  54359. * @param inTangent Start tangent of the animation curve
  54360. * @param gradient Scalar amount to interpolate
  54361. * @returns Interpolated Vector2 value
  54362. */
  54363. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54364. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54365. };
  54366. /**
  54367. * Interpolates a size linearly
  54368. * @param startValue Start value of the animation curve
  54369. * @param endValue End value of the animation curve
  54370. * @param gradient Scalar amount to interpolate
  54371. * @returns Interpolated Size value
  54372. */
  54373. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54374. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54375. };
  54376. /**
  54377. * Interpolates a Color3 linearly
  54378. * @param startValue Start value of the animation curve
  54379. * @param endValue End value of the animation curve
  54380. * @param gradient Scalar amount to interpolate
  54381. * @returns Interpolated Color3 value
  54382. */
  54383. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54384. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54385. };
  54386. /**
  54387. * @hidden Internal use only
  54388. */
  54389. Animation.prototype._getKeyValue = function (value) {
  54390. if (typeof value === "function") {
  54391. return value();
  54392. }
  54393. return value;
  54394. };
  54395. /**
  54396. * @hidden Internal use only
  54397. */
  54398. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54399. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54400. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54401. }
  54402. var keys = this.getKeys();
  54403. // Try to get a hash to find the right key
  54404. 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));
  54405. if (keys[startKeyIndex].frame >= currentFrame) {
  54406. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54407. startKeyIndex--;
  54408. }
  54409. }
  54410. for (var key = startKeyIndex; key < keys.length; key++) {
  54411. var endKey = keys[key + 1];
  54412. if (endKey.frame >= currentFrame) {
  54413. var startKey = keys[key];
  54414. var startValue = this._getKeyValue(startKey.value);
  54415. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54416. return startValue;
  54417. }
  54418. var endValue = this._getKeyValue(endKey.value);
  54419. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54420. var frameDelta = endKey.frame - startKey.frame;
  54421. // gradient : percent of currentFrame between the frame inf and the frame sup
  54422. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54423. // check for easingFunction and correction of gradient
  54424. var easingFunction = this.getEasingFunction();
  54425. if (easingFunction != null) {
  54426. gradient = easingFunction.ease(gradient);
  54427. }
  54428. switch (this.dataType) {
  54429. // Float
  54430. case Animation.ANIMATIONTYPE_FLOAT:
  54431. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54432. switch (loopMode) {
  54433. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54434. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54435. return floatValue;
  54436. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54437. return offsetValue * repeatCount + floatValue;
  54438. }
  54439. break;
  54440. // Quaternion
  54441. case Animation.ANIMATIONTYPE_QUATERNION:
  54442. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54443. switch (loopMode) {
  54444. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54445. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54446. return quatValue;
  54447. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54448. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54449. }
  54450. return quatValue;
  54451. // Vector3
  54452. case Animation.ANIMATIONTYPE_VECTOR3:
  54453. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54454. switch (loopMode) {
  54455. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54456. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54457. return vec3Value;
  54458. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54459. return vec3Value.add(offsetValue.scale(repeatCount));
  54460. }
  54461. // Vector2
  54462. case Animation.ANIMATIONTYPE_VECTOR2:
  54463. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54464. switch (loopMode) {
  54465. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54466. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54467. return vec2Value;
  54468. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54469. return vec2Value.add(offsetValue.scale(repeatCount));
  54470. }
  54471. // Size
  54472. case Animation.ANIMATIONTYPE_SIZE:
  54473. switch (loopMode) {
  54474. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54475. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54476. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54477. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54478. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54479. }
  54480. // Color3
  54481. case Animation.ANIMATIONTYPE_COLOR3:
  54482. switch (loopMode) {
  54483. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54484. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54485. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54486. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54487. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54488. }
  54489. // Matrix
  54490. case Animation.ANIMATIONTYPE_MATRIX:
  54491. switch (loopMode) {
  54492. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54493. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54494. if (Animation.AllowMatricesInterpolation) {
  54495. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54496. }
  54497. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54498. return startValue;
  54499. }
  54500. default:
  54501. break;
  54502. }
  54503. break;
  54504. }
  54505. }
  54506. return this._getKeyValue(keys[keys.length - 1].value);
  54507. };
  54508. /**
  54509. * Defines the function to use to interpolate matrices
  54510. * @param startValue defines the start matrix
  54511. * @param endValue defines the end matrix
  54512. * @param gradient defines the gradient between both matrices
  54513. * @param result defines an optional target matrix where to store the interpolation
  54514. * @returns the interpolated matrix
  54515. */
  54516. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54517. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54518. if (result) {
  54519. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54520. return result;
  54521. }
  54522. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54523. }
  54524. if (result) {
  54525. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54526. return result;
  54527. }
  54528. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54529. };
  54530. /**
  54531. * Makes a copy of the animation
  54532. * @returns Cloned animation
  54533. */
  54534. Animation.prototype.clone = function () {
  54535. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54536. clone.enableBlending = this.enableBlending;
  54537. clone.blendingSpeed = this.blendingSpeed;
  54538. if (this._keys) {
  54539. clone.setKeys(this._keys);
  54540. }
  54541. if (this._ranges) {
  54542. clone._ranges = {};
  54543. for (var name in this._ranges) {
  54544. var range = this._ranges[name];
  54545. if (!range) {
  54546. continue;
  54547. }
  54548. clone._ranges[name] = range.clone();
  54549. }
  54550. }
  54551. return clone;
  54552. };
  54553. /**
  54554. * Sets the key frames of the animation
  54555. * @param values The animation key frames to set
  54556. */
  54557. Animation.prototype.setKeys = function (values) {
  54558. this._keys = values.slice(0);
  54559. };
  54560. /**
  54561. * Serializes the animation to an object
  54562. * @returns Serialized object
  54563. */
  54564. Animation.prototype.serialize = function () {
  54565. var serializationObject = {};
  54566. serializationObject.name = this.name;
  54567. serializationObject.property = this.targetProperty;
  54568. serializationObject.framePerSecond = this.framePerSecond;
  54569. serializationObject.dataType = this.dataType;
  54570. serializationObject.loopBehavior = this.loopMode;
  54571. serializationObject.enableBlending = this.enableBlending;
  54572. serializationObject.blendingSpeed = this.blendingSpeed;
  54573. var dataType = this.dataType;
  54574. serializationObject.keys = [];
  54575. var keys = this.getKeys();
  54576. for (var index = 0; index < keys.length; index++) {
  54577. var animationKey = keys[index];
  54578. var key = {};
  54579. key.frame = animationKey.frame;
  54580. switch (dataType) {
  54581. case Animation.ANIMATIONTYPE_FLOAT:
  54582. key.values = [animationKey.value];
  54583. break;
  54584. case Animation.ANIMATIONTYPE_QUATERNION:
  54585. case Animation.ANIMATIONTYPE_MATRIX:
  54586. case Animation.ANIMATIONTYPE_VECTOR3:
  54587. case Animation.ANIMATIONTYPE_COLOR3:
  54588. key.values = animationKey.value.asArray();
  54589. break;
  54590. }
  54591. serializationObject.keys.push(key);
  54592. }
  54593. serializationObject.ranges = [];
  54594. for (var name in this._ranges) {
  54595. var source = this._ranges[name];
  54596. if (!source) {
  54597. continue;
  54598. }
  54599. var range = {};
  54600. range.name = name;
  54601. range.from = source.from;
  54602. range.to = source.to;
  54603. serializationObject.ranges.push(range);
  54604. }
  54605. return serializationObject;
  54606. };
  54607. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54608. /**
  54609. * Get the float animation type
  54610. */
  54611. get: function () {
  54612. return Animation._ANIMATIONTYPE_FLOAT;
  54613. },
  54614. enumerable: true,
  54615. configurable: true
  54616. });
  54617. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54618. /**
  54619. * Get the Vector3 animation type
  54620. */
  54621. get: function () {
  54622. return Animation._ANIMATIONTYPE_VECTOR3;
  54623. },
  54624. enumerable: true,
  54625. configurable: true
  54626. });
  54627. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54628. /**
  54629. * Get the Vector2 animation type
  54630. */
  54631. get: function () {
  54632. return Animation._ANIMATIONTYPE_VECTOR2;
  54633. },
  54634. enumerable: true,
  54635. configurable: true
  54636. });
  54637. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54638. /**
  54639. * Get the Size animation type
  54640. */
  54641. get: function () {
  54642. return Animation._ANIMATIONTYPE_SIZE;
  54643. },
  54644. enumerable: true,
  54645. configurable: true
  54646. });
  54647. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54648. /**
  54649. * Get the Quaternion animation type
  54650. */
  54651. get: function () {
  54652. return Animation._ANIMATIONTYPE_QUATERNION;
  54653. },
  54654. enumerable: true,
  54655. configurable: true
  54656. });
  54657. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54658. /**
  54659. * Get the Matrix animation type
  54660. */
  54661. get: function () {
  54662. return Animation._ANIMATIONTYPE_MATRIX;
  54663. },
  54664. enumerable: true,
  54665. configurable: true
  54666. });
  54667. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54668. /**
  54669. * Get the Color3 animation type
  54670. */
  54671. get: function () {
  54672. return Animation._ANIMATIONTYPE_COLOR3;
  54673. },
  54674. enumerable: true,
  54675. configurable: true
  54676. });
  54677. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54678. /**
  54679. * Get the Relative Loop Mode
  54680. */
  54681. get: function () {
  54682. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54683. },
  54684. enumerable: true,
  54685. configurable: true
  54686. });
  54687. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54688. /**
  54689. * Get the Cycle Loop Mode
  54690. */
  54691. get: function () {
  54692. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54693. },
  54694. enumerable: true,
  54695. configurable: true
  54696. });
  54697. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54698. /**
  54699. * Get the Constant Loop Mode
  54700. */
  54701. get: function () {
  54702. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54703. },
  54704. enumerable: true,
  54705. configurable: true
  54706. });
  54707. /** @hidden */
  54708. Animation._UniversalLerp = function (left, right, amount) {
  54709. var constructor = left.constructor;
  54710. if (constructor.Lerp) { // Lerp supported
  54711. return constructor.Lerp(left, right, amount);
  54712. }
  54713. else if (constructor.Slerp) { // Slerp supported
  54714. return constructor.Slerp(left, right, amount);
  54715. }
  54716. else if (left.toFixed) { // Number
  54717. return left * (1.0 - amount) + amount * right;
  54718. }
  54719. else { // Blending not supported
  54720. return right;
  54721. }
  54722. };
  54723. /**
  54724. * Parses an animation object and creates an animation
  54725. * @param parsedAnimation Parsed animation object
  54726. * @returns Animation object
  54727. */
  54728. Animation.Parse = function (parsedAnimation) {
  54729. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54730. var dataType = parsedAnimation.dataType;
  54731. var keys = [];
  54732. var data;
  54733. var index;
  54734. if (parsedAnimation.enableBlending) {
  54735. animation.enableBlending = parsedAnimation.enableBlending;
  54736. }
  54737. if (parsedAnimation.blendingSpeed) {
  54738. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54739. }
  54740. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54741. var key = parsedAnimation.keys[index];
  54742. var inTangent;
  54743. var outTangent;
  54744. switch (dataType) {
  54745. case Animation.ANIMATIONTYPE_FLOAT:
  54746. data = key.values[0];
  54747. if (key.values.length >= 1) {
  54748. inTangent = key.values[1];
  54749. }
  54750. if (key.values.length >= 2) {
  54751. outTangent = key.values[2];
  54752. }
  54753. break;
  54754. case Animation.ANIMATIONTYPE_QUATERNION:
  54755. data = BABYLON.Quaternion.FromArray(key.values);
  54756. if (key.values.length >= 8) {
  54757. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54758. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54759. inTangent = _inTangent;
  54760. }
  54761. }
  54762. if (key.values.length >= 12) {
  54763. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54764. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54765. outTangent = _outTangent;
  54766. }
  54767. }
  54768. break;
  54769. case Animation.ANIMATIONTYPE_MATRIX:
  54770. data = BABYLON.Matrix.FromArray(key.values);
  54771. break;
  54772. case Animation.ANIMATIONTYPE_COLOR3:
  54773. data = BABYLON.Color3.FromArray(key.values);
  54774. break;
  54775. case Animation.ANIMATIONTYPE_VECTOR3:
  54776. default:
  54777. data = BABYLON.Vector3.FromArray(key.values);
  54778. break;
  54779. }
  54780. var keyData = {};
  54781. keyData.frame = key.frame;
  54782. keyData.value = data;
  54783. if (inTangent != undefined) {
  54784. keyData.inTangent = inTangent;
  54785. }
  54786. if (outTangent != undefined) {
  54787. keyData.outTangent = outTangent;
  54788. }
  54789. keys.push(keyData);
  54790. }
  54791. animation.setKeys(keys);
  54792. if (parsedAnimation.ranges) {
  54793. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54794. data = parsedAnimation.ranges[index];
  54795. animation.createRange(data.name, data.from, data.to);
  54796. }
  54797. }
  54798. return animation;
  54799. };
  54800. /**
  54801. * Appends the serialized animations from the source animations
  54802. * @param source Source containing the animations
  54803. * @param destination Target to store the animations
  54804. */
  54805. Animation.AppendSerializedAnimations = function (source, destination) {
  54806. if (source.animations) {
  54807. destination.animations = [];
  54808. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54809. var animation = source.animations[animationIndex];
  54810. destination.animations.push(animation.serialize());
  54811. }
  54812. }
  54813. };
  54814. /**
  54815. * Use matrix interpolation instead of using direct key value when animating matrices
  54816. */
  54817. Animation.AllowMatricesInterpolation = false;
  54818. /**
  54819. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54820. */
  54821. Animation.AllowMatrixDecomposeForInterpolation = true;
  54822. // Statics
  54823. /**
  54824. * Float animation type
  54825. */
  54826. Animation._ANIMATIONTYPE_FLOAT = 0;
  54827. /**
  54828. * Vector3 animation type
  54829. */
  54830. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54831. /**
  54832. * Quaternion animation type
  54833. */
  54834. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54835. /**
  54836. * Matrix animation type
  54837. */
  54838. Animation._ANIMATIONTYPE_MATRIX = 3;
  54839. /**
  54840. * Color3 animation type
  54841. */
  54842. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54843. /**
  54844. * Vector2 animation type
  54845. */
  54846. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54847. /**
  54848. * Size animation type
  54849. */
  54850. Animation._ANIMATIONTYPE_SIZE = 6;
  54851. /**
  54852. * Relative Loop Mode
  54853. */
  54854. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54855. /**
  54856. * Cycle Loop Mode
  54857. */
  54858. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54859. /**
  54860. * Constant Loop Mode
  54861. */
  54862. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54863. return Animation;
  54864. }());
  54865. BABYLON.Animation = Animation;
  54866. })(BABYLON || (BABYLON = {}));
  54867. //# sourceMappingURL=babylon.animation.js.map
  54868. var BABYLON;
  54869. (function (BABYLON) {
  54870. /**
  54871. * This class defines the direct association between an animation and a target
  54872. */
  54873. var TargetedAnimation = /** @class */ (function () {
  54874. function TargetedAnimation() {
  54875. }
  54876. return TargetedAnimation;
  54877. }());
  54878. BABYLON.TargetedAnimation = TargetedAnimation;
  54879. /**
  54880. * Use this class to create coordinated animations on multiple targets
  54881. */
  54882. var AnimationGroup = /** @class */ (function () {
  54883. /**
  54884. * Instantiates a new Animation Group.
  54885. * This helps managing several animations at once.
  54886. * @see http://doc.babylonjs.com/how_to/group
  54887. * @param name Defines the name of the group
  54888. * @param scene Defines the scene the group belongs to
  54889. */
  54890. function AnimationGroup(
  54891. /** The name of the animation group */
  54892. name, scene) {
  54893. if (scene === void 0) { scene = null; }
  54894. this.name = name;
  54895. this._targetedAnimations = new Array();
  54896. this._animatables = new Array();
  54897. this._from = Number.MAX_VALUE;
  54898. this._to = -Number.MAX_VALUE;
  54899. this._speedRatio = 1;
  54900. /**
  54901. * This observable will notify when one animation have ended.
  54902. */
  54903. this.onAnimationEndObservable = new BABYLON.Observable();
  54904. /**
  54905. * This observable will notify when all animations have ended.
  54906. */
  54907. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54908. /**
  54909. * This observable will notify when all animations have paused.
  54910. */
  54911. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54912. /**
  54913. * This observable will notify when all animations are playing.
  54914. */
  54915. this.onAnimationGroupPlayObservable = new BABYLON.Observable();
  54916. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54917. this.uniqueId = this._scene.getUniqueId();
  54918. this._scene.animationGroups.push(this);
  54919. }
  54920. Object.defineProperty(AnimationGroup.prototype, "from", {
  54921. /**
  54922. * Gets the first frame
  54923. */
  54924. get: function () {
  54925. return this._from;
  54926. },
  54927. enumerable: true,
  54928. configurable: true
  54929. });
  54930. Object.defineProperty(AnimationGroup.prototype, "to", {
  54931. /**
  54932. * Gets the last frame
  54933. */
  54934. get: function () {
  54935. return this._to;
  54936. },
  54937. enumerable: true,
  54938. configurable: true
  54939. });
  54940. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54941. /**
  54942. * Define if the animations are started
  54943. */
  54944. get: function () {
  54945. return this._isStarted;
  54946. },
  54947. enumerable: true,
  54948. configurable: true
  54949. });
  54950. Object.defineProperty(AnimationGroup.prototype, "isPlaying", {
  54951. /**
  54952. * Gets a value indicating that the current group is playing
  54953. */
  54954. get: function () {
  54955. return this._isStarted && !this._isPaused;
  54956. },
  54957. enumerable: true,
  54958. configurable: true
  54959. });
  54960. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54961. /**
  54962. * Gets or sets the speed ratio to use for all animations
  54963. */
  54964. get: function () {
  54965. return this._speedRatio;
  54966. },
  54967. /**
  54968. * Gets or sets the speed ratio to use for all animations
  54969. */
  54970. set: function (value) {
  54971. if (this._speedRatio === value) {
  54972. return;
  54973. }
  54974. this._speedRatio = value;
  54975. for (var index = 0; index < this._animatables.length; index++) {
  54976. var animatable = this._animatables[index];
  54977. animatable.speedRatio = this._speedRatio;
  54978. }
  54979. },
  54980. enumerable: true,
  54981. configurable: true
  54982. });
  54983. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54984. /**
  54985. * Gets the targeted animations for this animation group
  54986. */
  54987. get: function () {
  54988. return this._targetedAnimations;
  54989. },
  54990. enumerable: true,
  54991. configurable: true
  54992. });
  54993. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54994. /**
  54995. * returning the list of animatables controlled by this animation group.
  54996. */
  54997. get: function () {
  54998. return this._animatables;
  54999. },
  55000. enumerable: true,
  55001. configurable: true
  55002. });
  55003. /**
  55004. * Add an animation (with its target) in the group
  55005. * @param animation defines the animation we want to add
  55006. * @param target defines the target of the animation
  55007. * @returns the TargetedAnimation object
  55008. */
  55009. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  55010. var targetedAnimation = {
  55011. animation: animation,
  55012. target: target
  55013. };
  55014. var keys = animation.getKeys();
  55015. if (this._from > keys[0].frame) {
  55016. this._from = keys[0].frame;
  55017. }
  55018. if (this._to < keys[keys.length - 1].frame) {
  55019. this._to = keys[keys.length - 1].frame;
  55020. }
  55021. this._targetedAnimations.push(targetedAnimation);
  55022. return targetedAnimation;
  55023. };
  55024. /**
  55025. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  55026. * It can add constant keys at begin or end
  55027. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  55028. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  55029. * @returns the animation group
  55030. */
  55031. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  55032. if (beginFrame === void 0) { beginFrame = null; }
  55033. if (endFrame === void 0) { endFrame = null; }
  55034. if (beginFrame == null) {
  55035. beginFrame = this._from;
  55036. }
  55037. if (endFrame == null) {
  55038. endFrame = this._to;
  55039. }
  55040. for (var index = 0; index < this._targetedAnimations.length; index++) {
  55041. var targetedAnimation = this._targetedAnimations[index];
  55042. var keys = targetedAnimation.animation.getKeys();
  55043. var startKey = keys[0];
  55044. var endKey = keys[keys.length - 1];
  55045. if (startKey.frame > beginFrame) {
  55046. var newKey = {
  55047. frame: beginFrame,
  55048. value: startKey.value,
  55049. inTangent: startKey.inTangent,
  55050. outTangent: startKey.outTangent,
  55051. interpolation: startKey.interpolation
  55052. };
  55053. keys.splice(0, 0, newKey);
  55054. }
  55055. if (endKey.frame < endFrame) {
  55056. var newKey = {
  55057. frame: endFrame,
  55058. value: endKey.value,
  55059. inTangent: endKey.outTangent,
  55060. outTangent: endKey.outTangent,
  55061. interpolation: endKey.interpolation
  55062. };
  55063. keys.push(newKey);
  55064. }
  55065. }
  55066. this._from = beginFrame;
  55067. this._to = endFrame;
  55068. return this;
  55069. };
  55070. /**
  55071. * Start all animations on given targets
  55072. * @param loop defines if animations must loop
  55073. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  55074. * @param from defines the from key (optional)
  55075. * @param to defines the to key (optional)
  55076. * @returns the current animation group
  55077. */
  55078. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  55079. var _this = this;
  55080. if (loop === void 0) { loop = false; }
  55081. if (speedRatio === void 0) { speedRatio = 1; }
  55082. if (this._isStarted || this._targetedAnimations.length === 0) {
  55083. return this;
  55084. }
  55085. var _loop_1 = function (targetedAnimation) {
  55086. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  55087. animatable.onAnimationEnd = function () {
  55088. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  55089. _this._checkAnimationGroupEnded(animatable);
  55090. };
  55091. this_1._animatables.push(animatable);
  55092. };
  55093. var this_1 = this;
  55094. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  55095. var targetedAnimation = _a[_i];
  55096. _loop_1(targetedAnimation);
  55097. }
  55098. this._speedRatio = speedRatio;
  55099. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  55100. this._speedRatio = -speedRatio;
  55101. }
  55102. this._isStarted = true;
  55103. this._isPaused = false;
  55104. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55105. return this;
  55106. };
  55107. /**
  55108. * Pause all animations
  55109. * @returns the animation group
  55110. */
  55111. AnimationGroup.prototype.pause = function () {
  55112. if (!this._isStarted) {
  55113. return this;
  55114. }
  55115. this._isPaused = true;
  55116. for (var index = 0; index < this._animatables.length; index++) {
  55117. var animatable = this._animatables[index];
  55118. animatable.pause();
  55119. }
  55120. this.onAnimationGroupPauseObservable.notifyObservers(this);
  55121. return this;
  55122. };
  55123. /**
  55124. * Play all animations to initial state
  55125. * This function will start() the animations if they were not started or will restart() them if they were paused
  55126. * @param loop defines if animations must loop
  55127. * @returns the animation group
  55128. */
  55129. AnimationGroup.prototype.play = function (loop) {
  55130. // only if all animatables are ready and exist
  55131. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55132. if (loop !== undefined) {
  55133. for (var index = 0; index < this._animatables.length; index++) {
  55134. var animatable = this._animatables[index];
  55135. animatable.loopAnimation = loop;
  55136. }
  55137. }
  55138. this.restart();
  55139. }
  55140. else {
  55141. this.stop();
  55142. this.start(loop, this._speedRatio);
  55143. }
  55144. this._isPaused = false;
  55145. return this;
  55146. };
  55147. /**
  55148. * Reset all animations to initial state
  55149. * @returns the animation group
  55150. */
  55151. AnimationGroup.prototype.reset = function () {
  55152. if (!this._isStarted) {
  55153. return this;
  55154. }
  55155. for (var index = 0; index < this._animatables.length; index++) {
  55156. var animatable = this._animatables[index];
  55157. animatable.reset();
  55158. }
  55159. return this;
  55160. };
  55161. /**
  55162. * Restart animations from key 0
  55163. * @returns the animation group
  55164. */
  55165. AnimationGroup.prototype.restart = function () {
  55166. if (!this._isStarted) {
  55167. return this;
  55168. }
  55169. for (var index = 0; index < this._animatables.length; index++) {
  55170. var animatable = this._animatables[index];
  55171. animatable.restart();
  55172. }
  55173. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55174. return this;
  55175. };
  55176. /**
  55177. * Stop all animations
  55178. * @returns the animation group
  55179. */
  55180. AnimationGroup.prototype.stop = function () {
  55181. if (!this._isStarted) {
  55182. return this;
  55183. }
  55184. var list = this._animatables.slice();
  55185. for (var index = 0; index < list.length; index++) {
  55186. list[index].stop();
  55187. }
  55188. this._isStarted = false;
  55189. return this;
  55190. };
  55191. /**
  55192. * Set animation weight for all animatables
  55193. * @param weight defines the weight to use
  55194. * @return the animationGroup
  55195. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55196. */
  55197. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55198. for (var index = 0; index < this._animatables.length; index++) {
  55199. var animatable = this._animatables[index];
  55200. animatable.weight = weight;
  55201. }
  55202. return this;
  55203. };
  55204. /**
  55205. * Synchronize and normalize all animatables with a source animatable
  55206. * @param root defines the root animatable to synchronize with
  55207. * @return the animationGroup
  55208. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55209. */
  55210. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55211. for (var index = 0; index < this._animatables.length; index++) {
  55212. var animatable = this._animatables[index];
  55213. animatable.syncWith(root);
  55214. }
  55215. return this;
  55216. };
  55217. /**
  55218. * Goes to a specific frame in this animation group
  55219. * @param frame the frame number to go to
  55220. * @return the animationGroup
  55221. */
  55222. AnimationGroup.prototype.goToFrame = function (frame) {
  55223. if (!this._isStarted) {
  55224. return this;
  55225. }
  55226. for (var index = 0; index < this._animatables.length; index++) {
  55227. var animatable = this._animatables[index];
  55228. animatable.goToFrame(frame);
  55229. }
  55230. return this;
  55231. };
  55232. /**
  55233. * Dispose all associated resources
  55234. */
  55235. AnimationGroup.prototype.dispose = function () {
  55236. this._targetedAnimations = [];
  55237. this._animatables = [];
  55238. var index = this._scene.animationGroups.indexOf(this);
  55239. if (index > -1) {
  55240. this._scene.animationGroups.splice(index, 1);
  55241. }
  55242. };
  55243. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55244. // animatable should be taken out of the array
  55245. var idx = this._animatables.indexOf(animatable);
  55246. if (idx > -1) {
  55247. this._animatables.splice(idx, 1);
  55248. }
  55249. // all animatables were removed? animation group ended!
  55250. if (this._animatables.length === 0) {
  55251. this._isStarted = false;
  55252. this.onAnimationGroupEndObservable.notifyObservers(this);
  55253. }
  55254. };
  55255. // Statics
  55256. /**
  55257. * Returns a new AnimationGroup object parsed from the source provided.
  55258. * @param parsedAnimationGroup defines the source
  55259. * @param scene defines the scene that will receive the animationGroup
  55260. * @returns a new AnimationGroup
  55261. */
  55262. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55263. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55264. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55265. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55266. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55267. var id = targetedAnimation.targetId;
  55268. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55269. var morphTarget = scene.getMorphTargetById(id);
  55270. if (morphTarget) {
  55271. animationGroup.addTargetedAnimation(animation, morphTarget);
  55272. }
  55273. }
  55274. else {
  55275. var targetNode = scene.getNodeByID(id);
  55276. if (targetNode != null) {
  55277. animationGroup.addTargetedAnimation(animation, targetNode);
  55278. }
  55279. }
  55280. }
  55281. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55282. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55283. }
  55284. return animationGroup;
  55285. };
  55286. /**
  55287. * Returns the string "AnimationGroup"
  55288. * @returns "AnimationGroup"
  55289. */
  55290. AnimationGroup.prototype.getClassName = function () {
  55291. return "AnimationGroup";
  55292. };
  55293. /**
  55294. * Creates a detailled string about the object
  55295. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55296. * @returns a string representing the object
  55297. */
  55298. AnimationGroup.prototype.toString = function (fullDetails) {
  55299. var ret = "Name: " + this.name;
  55300. ret += ", type: " + this.getClassName();
  55301. if (fullDetails) {
  55302. ret += ", from: " + this._from;
  55303. ret += ", to: " + this._to;
  55304. ret += ", isStarted: " + this._isStarted;
  55305. ret += ", speedRatio: " + this._speedRatio;
  55306. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55307. ret += ", animatables length: " + this._animatables;
  55308. }
  55309. return ret;
  55310. };
  55311. return AnimationGroup;
  55312. }());
  55313. BABYLON.AnimationGroup = AnimationGroup;
  55314. })(BABYLON || (BABYLON = {}));
  55315. //# sourceMappingURL=babylon.animationGroup.js.map
  55316. var BABYLON;
  55317. (function (BABYLON) {
  55318. // Static values to help the garbage collector
  55319. // Quaternion
  55320. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55321. // Vector3
  55322. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55323. // Vector2
  55324. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55325. // Size
  55326. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55327. // Color3
  55328. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55329. /**
  55330. * Defines a runtime animation
  55331. */
  55332. var RuntimeAnimation = /** @class */ (function () {
  55333. /**
  55334. * Create a new RuntimeAnimation object
  55335. * @param target defines the target of the animation
  55336. * @param animation defines the source animation object
  55337. * @param scene defines the hosting scene
  55338. * @param host defines the initiating Animatable
  55339. */
  55340. function RuntimeAnimation(target, animation, scene, host) {
  55341. var _this = this;
  55342. this._events = new Array();
  55343. /**
  55344. * The current frame of the runtime animation
  55345. */
  55346. this._currentFrame = 0;
  55347. /**
  55348. * The original value of the runtime animation
  55349. */
  55350. this._originalValue = new Array();
  55351. /**
  55352. * The offsets cache of the runtime animation
  55353. */
  55354. this._offsetsCache = {};
  55355. /**
  55356. * The high limits cache of the runtime animation
  55357. */
  55358. this._highLimitsCache = {};
  55359. /**
  55360. * Specifies if the runtime animation has been stopped
  55361. */
  55362. this._stopped = false;
  55363. /**
  55364. * The blending factor of the runtime animation
  55365. */
  55366. this._blendingFactor = 0;
  55367. /**
  55368. * The target path of the runtime animation
  55369. */
  55370. this._targetPath = "";
  55371. /**
  55372. * The weight of the runtime animation
  55373. */
  55374. this._weight = 1.0;
  55375. /**
  55376. * The ratio offset of the runtime animation
  55377. */
  55378. this._ratioOffset = 0;
  55379. /**
  55380. * The previous delay of the runtime animation
  55381. */
  55382. this._previousDelay = 0;
  55383. /**
  55384. * The previous ratio of the runtime animation
  55385. */
  55386. this._previousRatio = 0;
  55387. this._animation = animation;
  55388. this._target = target;
  55389. this._scene = scene;
  55390. this._host = host;
  55391. animation._runtimeAnimations.push(this);
  55392. // Cloning events locally
  55393. var events = animation.getEvents();
  55394. if (events && events.length > 0) {
  55395. events.forEach(function (e) {
  55396. _this._events.push(e._clone());
  55397. });
  55398. }
  55399. }
  55400. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55401. /**
  55402. * Gets the current frame of the runtime animation
  55403. */
  55404. get: function () {
  55405. return this._currentFrame;
  55406. },
  55407. enumerable: true,
  55408. configurable: true
  55409. });
  55410. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55411. /**
  55412. * Gets the weight of the runtime animation
  55413. */
  55414. get: function () {
  55415. return this._weight;
  55416. },
  55417. enumerable: true,
  55418. configurable: true
  55419. });
  55420. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55421. /**
  55422. * Gets the current value of the runtime animation
  55423. */
  55424. get: function () {
  55425. return this._currentValue;
  55426. },
  55427. enumerable: true,
  55428. configurable: true
  55429. });
  55430. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55431. /**
  55432. * Gets the target path of the runtime animation
  55433. */
  55434. get: function () {
  55435. return this._targetPath;
  55436. },
  55437. enumerable: true,
  55438. configurable: true
  55439. });
  55440. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55441. /**
  55442. * Gets the actual target of the runtime animation
  55443. */
  55444. get: function () {
  55445. return this._activeTarget;
  55446. },
  55447. enumerable: true,
  55448. configurable: true
  55449. });
  55450. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55451. /**
  55452. * Gets the animation from the runtime animation
  55453. */
  55454. get: function () {
  55455. return this._animation;
  55456. },
  55457. enumerable: true,
  55458. configurable: true
  55459. });
  55460. /**
  55461. * Resets the runtime animation to the beginning
  55462. * @param restoreOriginal defines whether to restore the target property to the original value
  55463. */
  55464. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55465. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55466. if (restoreOriginal) {
  55467. if (this._target instanceof Array) {
  55468. var index = 0;
  55469. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55470. var target = _a[_i];
  55471. if (this._originalValue[index] !== undefined) {
  55472. this._setValue(target, this._originalValue[index], -1);
  55473. }
  55474. index++;
  55475. }
  55476. }
  55477. else {
  55478. if (this._originalValue[0] !== undefined) {
  55479. this._setValue(this._target, this._originalValue[0], -1);
  55480. }
  55481. }
  55482. }
  55483. this._offsetsCache = {};
  55484. this._highLimitsCache = {};
  55485. this._currentFrame = 0;
  55486. this._blendingFactor = 0;
  55487. this._originalValue = new Array();
  55488. // Events
  55489. for (var index = 0; index < this._events.length; index++) {
  55490. this._events[index].isDone = false;
  55491. }
  55492. };
  55493. /**
  55494. * Specifies if the runtime animation is stopped
  55495. * @returns Boolean specifying if the runtime animation is stopped
  55496. */
  55497. RuntimeAnimation.prototype.isStopped = function () {
  55498. return this._stopped;
  55499. };
  55500. /**
  55501. * Disposes of the runtime animation
  55502. */
  55503. RuntimeAnimation.prototype.dispose = function () {
  55504. var index = this._animation.runtimeAnimations.indexOf(this);
  55505. if (index > -1) {
  55506. this._animation.runtimeAnimations.splice(index, 1);
  55507. }
  55508. };
  55509. /**
  55510. * Interpolates the animation from the current frame
  55511. * @param currentFrame The frame to interpolate the animation to
  55512. * @param repeatCount The number of times that the animation should loop
  55513. * @param loopMode The type of looping mode to use
  55514. * @param offsetValue Animation offset value
  55515. * @param highLimitValue The high limit value
  55516. * @returns The interpolated value
  55517. */
  55518. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55519. this._currentFrame = currentFrame;
  55520. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55521. this._workValue = BABYLON.Matrix.Zero();
  55522. }
  55523. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55524. };
  55525. /**
  55526. * Apply the interpolated value to the target
  55527. * @param currentValue defines the value computed by the animation
  55528. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55529. */
  55530. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55531. if (weight === void 0) { weight = 1.0; }
  55532. if (this._target instanceof Array) {
  55533. var index = 0;
  55534. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55535. var target = _a[_i];
  55536. this._setValue(target, currentValue, weight, index);
  55537. index++;
  55538. }
  55539. }
  55540. else {
  55541. this._setValue(this._target, currentValue, weight);
  55542. }
  55543. };
  55544. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55545. if (targetIndex === void 0) { targetIndex = 0; }
  55546. // Set value
  55547. var path;
  55548. var destination;
  55549. var targetPropertyPath = this._animation.targetPropertyPath;
  55550. if (targetPropertyPath.length > 1) {
  55551. var property = target[targetPropertyPath[0]];
  55552. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55553. property = property[targetPropertyPath[index]];
  55554. }
  55555. path = targetPropertyPath[targetPropertyPath.length - 1];
  55556. destination = property;
  55557. }
  55558. else {
  55559. path = targetPropertyPath[0];
  55560. destination = target;
  55561. }
  55562. this._targetPath = path;
  55563. this._activeTarget = destination;
  55564. this._weight = weight;
  55565. if (this._originalValue[targetIndex] === undefined) {
  55566. var originalValue = void 0;
  55567. if (destination.getRestPose && path === "_matrix") { // For bones
  55568. originalValue = destination.getRestPose();
  55569. }
  55570. else {
  55571. originalValue = destination[path];
  55572. }
  55573. if (originalValue && originalValue.clone) {
  55574. this._originalValue[targetIndex] = originalValue.clone();
  55575. }
  55576. else {
  55577. this._originalValue[targetIndex] = originalValue;
  55578. }
  55579. }
  55580. // Blending
  55581. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55582. if (enableBlending && this._blendingFactor <= 1.0) {
  55583. if (!this._originalBlendValue) {
  55584. var originalValue = destination[path];
  55585. if (originalValue.clone) {
  55586. this._originalBlendValue = originalValue.clone();
  55587. }
  55588. else {
  55589. this._originalBlendValue = originalValue;
  55590. }
  55591. }
  55592. if (this._originalBlendValue.m) { // Matrix
  55593. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55594. if (this._currentValue) {
  55595. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55596. }
  55597. else {
  55598. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55599. }
  55600. }
  55601. else {
  55602. if (this._currentValue) {
  55603. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55604. }
  55605. else {
  55606. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55607. }
  55608. }
  55609. }
  55610. else {
  55611. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55612. }
  55613. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55614. this._blendingFactor += blendingSpeed;
  55615. }
  55616. else {
  55617. this._currentValue = currentValue;
  55618. }
  55619. if (weight !== -1.0) {
  55620. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55621. }
  55622. else {
  55623. destination[path] = this._currentValue;
  55624. }
  55625. if (target.markAsDirty) {
  55626. target.markAsDirty(this._animation.targetProperty);
  55627. }
  55628. };
  55629. /**
  55630. * Gets the loop pmode of the runtime animation
  55631. * @returns Loop Mode
  55632. */
  55633. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55634. if (this._target && this._target.animationPropertiesOverride) {
  55635. return this._target.animationPropertiesOverride.loopMode;
  55636. }
  55637. return this._animation.loopMode;
  55638. };
  55639. /**
  55640. * Move the current animation to a given frame
  55641. * @param frame defines the frame to move to
  55642. */
  55643. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55644. var keys = this._animation.getKeys();
  55645. if (frame < keys[0].frame) {
  55646. frame = keys[0].frame;
  55647. }
  55648. else if (frame > keys[keys.length - 1].frame) {
  55649. frame = keys[keys.length - 1].frame;
  55650. }
  55651. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55652. this.setValue(currentValue, -1);
  55653. };
  55654. /**
  55655. * @hidden Internal use only
  55656. */
  55657. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55658. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55659. this._ratioOffset = this._previousRatio - newRatio;
  55660. };
  55661. /**
  55662. * Execute the current animation
  55663. * @param delay defines the delay to add to the current frame
  55664. * @param from defines the lower bound of the animation range
  55665. * @param to defines the upper bound of the animation range
  55666. * @param loop defines if the current animation must loop
  55667. * @param speedRatio defines the current speed ratio
  55668. * @param weight defines the weight of the animation (default is -1 so no weight)
  55669. * @returns a boolean indicating if the animation is running
  55670. */
  55671. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55672. if (weight === void 0) { weight = -1.0; }
  55673. var targetPropertyPath = this._animation.targetPropertyPath;
  55674. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55675. this._stopped = true;
  55676. return false;
  55677. }
  55678. var returnValue = true;
  55679. var keys = this._animation.getKeys();
  55680. // Adding a start key at frame 0 if missing
  55681. if (keys[0].frame !== 0) {
  55682. var newKey = { frame: 0, value: keys[0].value };
  55683. keys.splice(0, 0, newKey);
  55684. }
  55685. // Adding a duplicate key when there is only one key at frame zero
  55686. else if (keys.length === 1) {
  55687. var newKey = { frame: 0.001, value: keys[0].value };
  55688. keys.push(newKey);
  55689. }
  55690. // Check limits
  55691. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55692. from = keys[0].frame;
  55693. }
  55694. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55695. to = keys[keys.length - 1].frame;
  55696. }
  55697. //to and from cannot be the same key
  55698. if (from === to) {
  55699. if (from > keys[0].frame) {
  55700. from--;
  55701. }
  55702. else if (to < keys[keys.length - 1].frame) {
  55703. to++;
  55704. }
  55705. }
  55706. // Compute ratio
  55707. var range = to - from;
  55708. var offsetValue;
  55709. // ratio represents the frame delta between from and to
  55710. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55711. var highLimitValue = 0;
  55712. this._previousDelay = delay;
  55713. this._previousRatio = ratio;
  55714. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55715. returnValue = false;
  55716. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55717. }
  55718. else {
  55719. // Get max value if required
  55720. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55721. var keyOffset = to.toString() + from.toString();
  55722. if (!this._offsetsCache[keyOffset]) {
  55723. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55724. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55725. switch (this._animation.dataType) {
  55726. // Float
  55727. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55728. this._offsetsCache[keyOffset] = toValue - fromValue;
  55729. break;
  55730. // Quaternion
  55731. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55732. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55733. break;
  55734. // Vector3
  55735. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55736. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55737. // Vector2
  55738. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55739. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55740. // Size
  55741. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55742. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55743. // Color3
  55744. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55745. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55746. default:
  55747. break;
  55748. }
  55749. this._highLimitsCache[keyOffset] = toValue;
  55750. }
  55751. highLimitValue = this._highLimitsCache[keyOffset];
  55752. offsetValue = this._offsetsCache[keyOffset];
  55753. }
  55754. }
  55755. if (offsetValue === undefined) {
  55756. switch (this._animation.dataType) {
  55757. // Float
  55758. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55759. offsetValue = 0;
  55760. break;
  55761. // Quaternion
  55762. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55763. offsetValue = _staticOffsetValueQuaternion;
  55764. break;
  55765. // Vector3
  55766. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55767. offsetValue = _staticOffsetValueVector3;
  55768. break;
  55769. // Vector2
  55770. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55771. offsetValue = _staticOffsetValueVector2;
  55772. break;
  55773. // Size
  55774. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55775. offsetValue = _staticOffsetValueSize;
  55776. break;
  55777. // Color3
  55778. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55779. offsetValue = _staticOffsetValueColor3;
  55780. }
  55781. }
  55782. // Compute value
  55783. var repeatCount = (ratio / range) >> 0;
  55784. var currentFrame = returnValue ? from + ratio % range : to;
  55785. // Need to normalize?
  55786. if (this._host && this._host.syncRoot) {
  55787. var syncRoot = this._host.syncRoot;
  55788. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55789. currentFrame = from + (to - from) * hostNormalizedFrame;
  55790. }
  55791. // Reset events if looping
  55792. var events = this._events;
  55793. if (range > 0 && this.currentFrame > currentFrame ||
  55794. range < 0 && this.currentFrame < currentFrame) {
  55795. // Need to reset animation events
  55796. for (var index = 0; index < events.length; index++) {
  55797. if (!events[index].onlyOnce) {
  55798. // reset event, the animation is looping
  55799. events[index].isDone = false;
  55800. }
  55801. }
  55802. }
  55803. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55804. // Set value
  55805. this.setValue(currentValue, weight);
  55806. // Check events
  55807. for (var index = 0; index < events.length; index++) {
  55808. // Make sure current frame has passed event frame and that event frame is within the current range
  55809. // Also, handle both forward and reverse animations
  55810. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55811. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55812. var event = events[index];
  55813. if (!event.isDone) {
  55814. // If event should be done only once, remove it.
  55815. if (event.onlyOnce) {
  55816. events.splice(index, 1);
  55817. index--;
  55818. }
  55819. event.isDone = true;
  55820. event.action(currentFrame);
  55821. } // Don't do anything if the event has already be done.
  55822. }
  55823. }
  55824. if (!returnValue) {
  55825. this._stopped = true;
  55826. }
  55827. return returnValue;
  55828. };
  55829. return RuntimeAnimation;
  55830. }());
  55831. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55832. })(BABYLON || (BABYLON = {}));
  55833. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55834. var BABYLON;
  55835. (function (BABYLON) {
  55836. /**
  55837. * Class used to store an actual running animation
  55838. */
  55839. var Animatable = /** @class */ (function () {
  55840. /**
  55841. * Creates a new Animatable
  55842. * @param scene defines the hosting scene
  55843. * @param target defines the target object
  55844. * @param fromFrame defines the starting frame number (default is 0)
  55845. * @param toFrame defines the ending frame number (default is 100)
  55846. * @param loopAnimation defines if the animation must loop (default is false)
  55847. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55848. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55849. * @param animations defines a group of animation to add to the new Animatable
  55850. */
  55851. function Animatable(scene,
  55852. /** defines the target object */
  55853. target,
  55854. /** defines the starting frame number (default is 0) */
  55855. fromFrame,
  55856. /** defines the ending frame number (default is 100) */
  55857. toFrame,
  55858. /** defines if the animation must loop (default is false) */
  55859. loopAnimation, speedRatio,
  55860. /** defines a callback to call when animation ends if it is not looping */
  55861. onAnimationEnd, animations) {
  55862. if (fromFrame === void 0) { fromFrame = 0; }
  55863. if (toFrame === void 0) { toFrame = 100; }
  55864. if (loopAnimation === void 0) { loopAnimation = false; }
  55865. if (speedRatio === void 0) { speedRatio = 1.0; }
  55866. this.target = target;
  55867. this.fromFrame = fromFrame;
  55868. this.toFrame = toFrame;
  55869. this.loopAnimation = loopAnimation;
  55870. this.onAnimationEnd = onAnimationEnd;
  55871. this._localDelayOffset = null;
  55872. this._pausedDelay = null;
  55873. this._runtimeAnimations = new Array();
  55874. this._paused = false;
  55875. this._speedRatio = 1;
  55876. this._weight = -1.0;
  55877. /**
  55878. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55879. * This will only apply for non looping animation (default is true)
  55880. */
  55881. this.disposeOnEnd = true;
  55882. /**
  55883. * Gets a boolean indicating if the animation has started
  55884. */
  55885. this.animationStarted = false;
  55886. /**
  55887. * Observer raised when the animation ends
  55888. */
  55889. this.onAnimationEndObservable = new BABYLON.Observable();
  55890. this._scene = scene;
  55891. if (animations) {
  55892. this.appendAnimations(target, animations);
  55893. }
  55894. this._speedRatio = speedRatio;
  55895. scene._activeAnimatables.push(this);
  55896. }
  55897. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55898. /**
  55899. * Gets the root Animatable used to synchronize and normalize animations
  55900. */
  55901. get: function () {
  55902. return this._syncRoot;
  55903. },
  55904. enumerable: true,
  55905. configurable: true
  55906. });
  55907. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55908. /**
  55909. * Gets the current frame of the first RuntimeAnimation
  55910. * Used to synchronize Animatables
  55911. */
  55912. get: function () {
  55913. if (this._runtimeAnimations.length === 0) {
  55914. return 0;
  55915. }
  55916. return this._runtimeAnimations[0].currentFrame;
  55917. },
  55918. enumerable: true,
  55919. configurable: true
  55920. });
  55921. Object.defineProperty(Animatable.prototype, "weight", {
  55922. /**
  55923. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55924. */
  55925. get: function () {
  55926. return this._weight;
  55927. },
  55928. set: function (value) {
  55929. if (value === -1) { // -1 is ok and means no weight
  55930. this._weight = -1;
  55931. return;
  55932. }
  55933. // Else weight must be in [0, 1] range
  55934. this._weight = Math.min(Math.max(value, 0), 1.0);
  55935. },
  55936. enumerable: true,
  55937. configurable: true
  55938. });
  55939. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55940. /**
  55941. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55942. */
  55943. get: function () {
  55944. return this._speedRatio;
  55945. },
  55946. set: function (value) {
  55947. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55948. var animation = this._runtimeAnimations[index];
  55949. animation._prepareForSpeedRatioChange(value);
  55950. }
  55951. this._speedRatio = value;
  55952. },
  55953. enumerable: true,
  55954. configurable: true
  55955. });
  55956. // Methods
  55957. /**
  55958. * Synchronize and normalize current Animatable with a source Animatable
  55959. * This is useful when using animation weights and when animations are not of the same length
  55960. * @param root defines the root Animatable to synchronize with
  55961. * @returns the current Animatable
  55962. */
  55963. Animatable.prototype.syncWith = function (root) {
  55964. this._syncRoot = root;
  55965. if (root) {
  55966. // Make sure this animatable will animate after the root
  55967. var index = this._scene._activeAnimatables.indexOf(this);
  55968. if (index > -1) {
  55969. this._scene._activeAnimatables.splice(index, 1);
  55970. this._scene._activeAnimatables.push(this);
  55971. }
  55972. }
  55973. return this;
  55974. };
  55975. /**
  55976. * Gets the list of runtime animations
  55977. * @returns an array of RuntimeAnimation
  55978. */
  55979. Animatable.prototype.getAnimations = function () {
  55980. return this._runtimeAnimations;
  55981. };
  55982. /**
  55983. * Adds more animations to the current animatable
  55984. * @param target defines the target of the animations
  55985. * @param animations defines the new animations to add
  55986. */
  55987. Animatable.prototype.appendAnimations = function (target, animations) {
  55988. for (var index = 0; index < animations.length; index++) {
  55989. var animation = animations[index];
  55990. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55991. }
  55992. };
  55993. /**
  55994. * Gets the source animation for a specific property
  55995. * @param property defines the propertyu to look for
  55996. * @returns null or the source animation for the given property
  55997. */
  55998. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55999. var runtimeAnimations = this._runtimeAnimations;
  56000. for (var index = 0; index < runtimeAnimations.length; index++) {
  56001. if (runtimeAnimations[index].animation.targetProperty === property) {
  56002. return runtimeAnimations[index].animation;
  56003. }
  56004. }
  56005. return null;
  56006. };
  56007. /**
  56008. * Gets the runtime animation for a specific property
  56009. * @param property defines the propertyu to look for
  56010. * @returns null or the runtime animation for the given property
  56011. */
  56012. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  56013. var runtimeAnimations = this._runtimeAnimations;
  56014. for (var index = 0; index < runtimeAnimations.length; index++) {
  56015. if (runtimeAnimations[index].animation.targetProperty === property) {
  56016. return runtimeAnimations[index];
  56017. }
  56018. }
  56019. return null;
  56020. };
  56021. /**
  56022. * Resets the animatable to its original state
  56023. */
  56024. Animatable.prototype.reset = function () {
  56025. var runtimeAnimations = this._runtimeAnimations;
  56026. for (var index = 0; index < runtimeAnimations.length; index++) {
  56027. runtimeAnimations[index].reset(true);
  56028. }
  56029. this._localDelayOffset = null;
  56030. this._pausedDelay = null;
  56031. };
  56032. /**
  56033. * Allows the animatable to blend with current running animations
  56034. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56035. * @param blendingSpeed defines the blending speed to use
  56036. */
  56037. Animatable.prototype.enableBlending = function (blendingSpeed) {
  56038. var runtimeAnimations = this._runtimeAnimations;
  56039. for (var index = 0; index < runtimeAnimations.length; index++) {
  56040. runtimeAnimations[index].animation.enableBlending = true;
  56041. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  56042. }
  56043. };
  56044. /**
  56045. * Disable animation blending
  56046. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56047. */
  56048. Animatable.prototype.disableBlending = function () {
  56049. var runtimeAnimations = this._runtimeAnimations;
  56050. for (var index = 0; index < runtimeAnimations.length; index++) {
  56051. runtimeAnimations[index].animation.enableBlending = false;
  56052. }
  56053. };
  56054. /**
  56055. * Jump directly to a given frame
  56056. * @param frame defines the frame to jump to
  56057. */
  56058. Animatable.prototype.goToFrame = function (frame) {
  56059. var runtimeAnimations = this._runtimeAnimations;
  56060. if (runtimeAnimations[0]) {
  56061. var fps = runtimeAnimations[0].animation.framePerSecond;
  56062. var currentFrame = runtimeAnimations[0].currentFrame;
  56063. var adjustTime = frame - currentFrame;
  56064. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  56065. if (this._localDelayOffset === null) {
  56066. this._localDelayOffset = 0;
  56067. }
  56068. this._localDelayOffset -= delay;
  56069. }
  56070. for (var index = 0; index < runtimeAnimations.length; index++) {
  56071. runtimeAnimations[index].goToFrame(frame);
  56072. }
  56073. };
  56074. /**
  56075. * Pause the animation
  56076. */
  56077. Animatable.prototype.pause = function () {
  56078. if (this._paused) {
  56079. return;
  56080. }
  56081. this._paused = true;
  56082. };
  56083. /**
  56084. * Restart the animation
  56085. */
  56086. Animatable.prototype.restart = function () {
  56087. this._paused = false;
  56088. };
  56089. Animatable.prototype._raiseOnAnimationEnd = function () {
  56090. if (this.onAnimationEnd) {
  56091. this.onAnimationEnd();
  56092. }
  56093. this.onAnimationEndObservable.notifyObservers(this);
  56094. };
  56095. /**
  56096. * Stop and delete the current animation
  56097. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  56098. * @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)
  56099. */
  56100. Animatable.prototype.stop = function (animationName, targetMask) {
  56101. if (animationName || targetMask) {
  56102. var idx = this._scene._activeAnimatables.indexOf(this);
  56103. if (idx > -1) {
  56104. var runtimeAnimations = this._runtimeAnimations;
  56105. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  56106. var runtimeAnimation = runtimeAnimations[index];
  56107. if (animationName && runtimeAnimation.animation.name != animationName) {
  56108. continue;
  56109. }
  56110. if (targetMask && !targetMask(runtimeAnimation.target)) {
  56111. continue;
  56112. }
  56113. runtimeAnimation.dispose();
  56114. runtimeAnimations.splice(index, 1);
  56115. }
  56116. if (runtimeAnimations.length == 0) {
  56117. this._scene._activeAnimatables.splice(idx, 1);
  56118. this._raiseOnAnimationEnd();
  56119. }
  56120. }
  56121. }
  56122. else {
  56123. var index = this._scene._activeAnimatables.indexOf(this);
  56124. if (index > -1) {
  56125. this._scene._activeAnimatables.splice(index, 1);
  56126. var runtimeAnimations = this._runtimeAnimations;
  56127. for (var index = 0; index < runtimeAnimations.length; index++) {
  56128. runtimeAnimations[index].dispose();
  56129. }
  56130. this._raiseOnAnimationEnd();
  56131. }
  56132. }
  56133. };
  56134. /**
  56135. * Wait asynchronously for the animation to end
  56136. * @returns a promise which will be fullfilled when the animation ends
  56137. */
  56138. Animatable.prototype.waitAsync = function () {
  56139. var _this = this;
  56140. return new Promise(function (resolve, reject) {
  56141. _this.onAnimationEndObservable.add(function () {
  56142. resolve(_this);
  56143. }, undefined, undefined, _this, true);
  56144. });
  56145. };
  56146. /** @hidden */
  56147. Animatable.prototype._animate = function (delay) {
  56148. if (this._paused) {
  56149. this.animationStarted = false;
  56150. if (this._pausedDelay === null) {
  56151. this._pausedDelay = delay;
  56152. }
  56153. return true;
  56154. }
  56155. if (this._localDelayOffset === null) {
  56156. this._localDelayOffset = delay;
  56157. this._pausedDelay = null;
  56158. }
  56159. else if (this._pausedDelay !== null) {
  56160. this._localDelayOffset += delay - this._pausedDelay;
  56161. this._pausedDelay = null;
  56162. }
  56163. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56164. return true;
  56165. }
  56166. // Animating
  56167. var running = false;
  56168. var runtimeAnimations = this._runtimeAnimations;
  56169. var index;
  56170. for (index = 0; index < runtimeAnimations.length; index++) {
  56171. var animation = runtimeAnimations[index];
  56172. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  56173. running = running || isRunning;
  56174. }
  56175. this.animationStarted = running;
  56176. if (!running) {
  56177. if (this.disposeOnEnd) {
  56178. // Remove from active animatables
  56179. index = this._scene._activeAnimatables.indexOf(this);
  56180. this._scene._activeAnimatables.splice(index, 1);
  56181. // Dispose all runtime animations
  56182. for (index = 0; index < runtimeAnimations.length; index++) {
  56183. runtimeAnimations[index].dispose();
  56184. }
  56185. }
  56186. this._raiseOnAnimationEnd();
  56187. if (this.disposeOnEnd) {
  56188. this.onAnimationEnd = null;
  56189. this.onAnimationEndObservable.clear();
  56190. }
  56191. }
  56192. return running;
  56193. };
  56194. return Animatable;
  56195. }());
  56196. BABYLON.Animatable = Animatable;
  56197. })(BABYLON || (BABYLON = {}));
  56198. //# sourceMappingURL=babylon.animatable.js.map
  56199. var BABYLON;
  56200. (function (BABYLON) {
  56201. /**
  56202. * Base class used for every default easing function.
  56203. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56204. */
  56205. var EasingFunction = /** @class */ (function () {
  56206. function EasingFunction() {
  56207. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56208. }
  56209. /**
  56210. * Sets the easing mode of the current function.
  56211. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56212. */
  56213. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56214. var n = Math.min(Math.max(easingMode, 0), 2);
  56215. this._easingMode = n;
  56216. };
  56217. /**
  56218. * Gets the current easing mode.
  56219. * @returns the easing mode
  56220. */
  56221. EasingFunction.prototype.getEasingMode = function () {
  56222. return this._easingMode;
  56223. };
  56224. /**
  56225. * @hidden
  56226. */
  56227. EasingFunction.prototype.easeInCore = function (gradient) {
  56228. throw new Error('You must implement this method');
  56229. };
  56230. /**
  56231. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56232. * of the easing function.
  56233. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56234. * @returns the corresponding value on the curve defined by the easing function
  56235. */
  56236. EasingFunction.prototype.ease = function (gradient) {
  56237. switch (this._easingMode) {
  56238. case EasingFunction.EASINGMODE_EASEIN:
  56239. return this.easeInCore(gradient);
  56240. case EasingFunction.EASINGMODE_EASEOUT:
  56241. return (1 - this.easeInCore(1 - gradient));
  56242. }
  56243. if (gradient >= 0.5) {
  56244. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56245. }
  56246. return (this.easeInCore(gradient * 2) * 0.5);
  56247. };
  56248. /**
  56249. * Interpolation follows the mathematical formula associated with the easing function.
  56250. */
  56251. EasingFunction.EASINGMODE_EASEIN = 0;
  56252. /**
  56253. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56254. */
  56255. EasingFunction.EASINGMODE_EASEOUT = 1;
  56256. /**
  56257. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56258. */
  56259. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56260. return EasingFunction;
  56261. }());
  56262. BABYLON.EasingFunction = EasingFunction;
  56263. /**
  56264. * Easing function with a circle shape (see link below).
  56265. * @see https://easings.net/#easeInCirc
  56266. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56267. */
  56268. var CircleEase = /** @class */ (function (_super) {
  56269. __extends(CircleEase, _super);
  56270. function CircleEase() {
  56271. return _super !== null && _super.apply(this, arguments) || this;
  56272. }
  56273. /** @hidden */
  56274. CircleEase.prototype.easeInCore = function (gradient) {
  56275. gradient = Math.max(0, Math.min(1, gradient));
  56276. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56277. };
  56278. return CircleEase;
  56279. }(EasingFunction));
  56280. BABYLON.CircleEase = CircleEase;
  56281. /**
  56282. * Easing function with a ease back shape (see link below).
  56283. * @see https://easings.net/#easeInBack
  56284. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56285. */
  56286. var BackEase = /** @class */ (function (_super) {
  56287. __extends(BackEase, _super);
  56288. /**
  56289. * Instantiates a back ease easing
  56290. * @see https://easings.net/#easeInBack
  56291. * @param amplitude Defines the amplitude of the function
  56292. */
  56293. function BackEase(
  56294. /** Defines the amplitude of the function */
  56295. amplitude) {
  56296. if (amplitude === void 0) { amplitude = 1; }
  56297. var _this = _super.call(this) || this;
  56298. _this.amplitude = amplitude;
  56299. return _this;
  56300. }
  56301. /** @hidden */
  56302. BackEase.prototype.easeInCore = function (gradient) {
  56303. var num = Math.max(0, this.amplitude);
  56304. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56305. };
  56306. return BackEase;
  56307. }(EasingFunction));
  56308. BABYLON.BackEase = BackEase;
  56309. /**
  56310. * Easing function with a bouncing shape (see link below).
  56311. * @see https://easings.net/#easeInBounce
  56312. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56313. */
  56314. var BounceEase = /** @class */ (function (_super) {
  56315. __extends(BounceEase, _super);
  56316. /**
  56317. * Instantiates a bounce easing
  56318. * @see https://easings.net/#easeInBounce
  56319. * @param bounces Defines the number of bounces
  56320. * @param bounciness Defines the amplitude of the bounce
  56321. */
  56322. function BounceEase(
  56323. /** Defines the number of bounces */
  56324. bounces,
  56325. /** Defines the amplitude of the bounce */
  56326. bounciness) {
  56327. if (bounces === void 0) { bounces = 3; }
  56328. if (bounciness === void 0) { bounciness = 2; }
  56329. var _this = _super.call(this) || this;
  56330. _this.bounces = bounces;
  56331. _this.bounciness = bounciness;
  56332. return _this;
  56333. }
  56334. /** @hidden */
  56335. BounceEase.prototype.easeInCore = function (gradient) {
  56336. var y = Math.max(0.0, this.bounces);
  56337. var bounciness = this.bounciness;
  56338. if (bounciness <= 1.0) {
  56339. bounciness = 1.001;
  56340. }
  56341. var num9 = Math.pow(bounciness, y);
  56342. var num5 = 1.0 - bounciness;
  56343. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56344. var num15 = gradient * num4;
  56345. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56346. var num3 = Math.floor(num65);
  56347. var num13 = num3 + 1.0;
  56348. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56349. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56350. var num7 = (num8 + num12) * 0.5;
  56351. var num6 = gradient - num7;
  56352. var num2 = num7 - num8;
  56353. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56354. };
  56355. return BounceEase;
  56356. }(EasingFunction));
  56357. BABYLON.BounceEase = BounceEase;
  56358. /**
  56359. * Easing function with a power of 3 shape (see link below).
  56360. * @see https://easings.net/#easeInCubic
  56361. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56362. */
  56363. var CubicEase = /** @class */ (function (_super) {
  56364. __extends(CubicEase, _super);
  56365. function CubicEase() {
  56366. return _super !== null && _super.apply(this, arguments) || this;
  56367. }
  56368. /** @hidden */
  56369. CubicEase.prototype.easeInCore = function (gradient) {
  56370. return (gradient * gradient * gradient);
  56371. };
  56372. return CubicEase;
  56373. }(EasingFunction));
  56374. BABYLON.CubicEase = CubicEase;
  56375. /**
  56376. * Easing function with an elastic shape (see link below).
  56377. * @see https://easings.net/#easeInElastic
  56378. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56379. */
  56380. var ElasticEase = /** @class */ (function (_super) {
  56381. __extends(ElasticEase, _super);
  56382. /**
  56383. * Instantiates an elastic easing function
  56384. * @see https://easings.net/#easeInElastic
  56385. * @param oscillations Defines the number of oscillations
  56386. * @param springiness Defines the amplitude of the oscillations
  56387. */
  56388. function ElasticEase(
  56389. /** Defines the number of oscillations*/
  56390. oscillations,
  56391. /** Defines the amplitude of the oscillations*/
  56392. springiness) {
  56393. if (oscillations === void 0) { oscillations = 3; }
  56394. if (springiness === void 0) { springiness = 3; }
  56395. var _this = _super.call(this) || this;
  56396. _this.oscillations = oscillations;
  56397. _this.springiness = springiness;
  56398. return _this;
  56399. }
  56400. /** @hidden */
  56401. ElasticEase.prototype.easeInCore = function (gradient) {
  56402. var num2;
  56403. var num3 = Math.max(0.0, this.oscillations);
  56404. var num = Math.max(0.0, this.springiness);
  56405. if (num == 0) {
  56406. num2 = gradient;
  56407. }
  56408. else {
  56409. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56410. }
  56411. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56412. };
  56413. return ElasticEase;
  56414. }(EasingFunction));
  56415. BABYLON.ElasticEase = ElasticEase;
  56416. /**
  56417. * Easing function with an exponential shape (see link below).
  56418. * @see https://easings.net/#easeInExpo
  56419. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56420. */
  56421. var ExponentialEase = /** @class */ (function (_super) {
  56422. __extends(ExponentialEase, _super);
  56423. /**
  56424. * Instantiates an exponential easing function
  56425. * @see https://easings.net/#easeInExpo
  56426. * @param exponent Defines the exponent of the function
  56427. */
  56428. function ExponentialEase(
  56429. /** Defines the exponent of the function */
  56430. exponent) {
  56431. if (exponent === void 0) { exponent = 2; }
  56432. var _this = _super.call(this) || this;
  56433. _this.exponent = exponent;
  56434. return _this;
  56435. }
  56436. /** @hidden */
  56437. ExponentialEase.prototype.easeInCore = function (gradient) {
  56438. if (this.exponent <= 0) {
  56439. return gradient;
  56440. }
  56441. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56442. };
  56443. return ExponentialEase;
  56444. }(EasingFunction));
  56445. BABYLON.ExponentialEase = ExponentialEase;
  56446. /**
  56447. * Easing function with a power shape (see link below).
  56448. * @see https://easings.net/#easeInQuad
  56449. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56450. */
  56451. var PowerEase = /** @class */ (function (_super) {
  56452. __extends(PowerEase, _super);
  56453. /**
  56454. * Instantiates an power base easing function
  56455. * @see https://easings.net/#easeInQuad
  56456. * @param power Defines the power of the function
  56457. */
  56458. function PowerEase(
  56459. /** Defines the power of the function */
  56460. power) {
  56461. if (power === void 0) { power = 2; }
  56462. var _this = _super.call(this) || this;
  56463. _this.power = power;
  56464. return _this;
  56465. }
  56466. /** @hidden */
  56467. PowerEase.prototype.easeInCore = function (gradient) {
  56468. var y = Math.max(0.0, this.power);
  56469. return Math.pow(gradient, y);
  56470. };
  56471. return PowerEase;
  56472. }(EasingFunction));
  56473. BABYLON.PowerEase = PowerEase;
  56474. /**
  56475. * Easing function with a power of 2 shape (see link below).
  56476. * @see https://easings.net/#easeInQuad
  56477. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56478. */
  56479. var QuadraticEase = /** @class */ (function (_super) {
  56480. __extends(QuadraticEase, _super);
  56481. function QuadraticEase() {
  56482. return _super !== null && _super.apply(this, arguments) || this;
  56483. }
  56484. /** @hidden */
  56485. QuadraticEase.prototype.easeInCore = function (gradient) {
  56486. return (gradient * gradient);
  56487. };
  56488. return QuadraticEase;
  56489. }(EasingFunction));
  56490. BABYLON.QuadraticEase = QuadraticEase;
  56491. /**
  56492. * Easing function with a power of 4 shape (see link below).
  56493. * @see https://easings.net/#easeInQuart
  56494. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56495. */
  56496. var QuarticEase = /** @class */ (function (_super) {
  56497. __extends(QuarticEase, _super);
  56498. function QuarticEase() {
  56499. return _super !== null && _super.apply(this, arguments) || this;
  56500. }
  56501. /** @hidden */
  56502. QuarticEase.prototype.easeInCore = function (gradient) {
  56503. return (gradient * gradient * gradient * gradient);
  56504. };
  56505. return QuarticEase;
  56506. }(EasingFunction));
  56507. BABYLON.QuarticEase = QuarticEase;
  56508. /**
  56509. * Easing function with a power of 5 shape (see link below).
  56510. * @see https://easings.net/#easeInQuint
  56511. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56512. */
  56513. var QuinticEase = /** @class */ (function (_super) {
  56514. __extends(QuinticEase, _super);
  56515. function QuinticEase() {
  56516. return _super !== null && _super.apply(this, arguments) || this;
  56517. }
  56518. /** @hidden */
  56519. QuinticEase.prototype.easeInCore = function (gradient) {
  56520. return (gradient * gradient * gradient * gradient * gradient);
  56521. };
  56522. return QuinticEase;
  56523. }(EasingFunction));
  56524. BABYLON.QuinticEase = QuinticEase;
  56525. /**
  56526. * Easing function with a sin shape (see link below).
  56527. * @see https://easings.net/#easeInSine
  56528. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56529. */
  56530. var SineEase = /** @class */ (function (_super) {
  56531. __extends(SineEase, _super);
  56532. function SineEase() {
  56533. return _super !== null && _super.apply(this, arguments) || this;
  56534. }
  56535. /** @hidden */
  56536. SineEase.prototype.easeInCore = function (gradient) {
  56537. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56538. };
  56539. return SineEase;
  56540. }(EasingFunction));
  56541. BABYLON.SineEase = SineEase;
  56542. /**
  56543. * Easing function with a bezier shape (see link below).
  56544. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56545. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56546. */
  56547. var BezierCurveEase = /** @class */ (function (_super) {
  56548. __extends(BezierCurveEase, _super);
  56549. /**
  56550. * Instantiates a bezier function
  56551. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56552. * @param x1 Defines the x component of the start tangent in the bezier curve
  56553. * @param y1 Defines the y component of the start tangent in the bezier curve
  56554. * @param x2 Defines the x component of the end tangent in the bezier curve
  56555. * @param y2 Defines the y component of the end tangent in the bezier curve
  56556. */
  56557. function BezierCurveEase(
  56558. /** Defines the x component of the start tangent in the bezier curve */
  56559. x1,
  56560. /** Defines the y component of the start tangent in the bezier curve */
  56561. y1,
  56562. /** Defines the x component of the end tangent in the bezier curve */
  56563. x2,
  56564. /** Defines the y component of the end tangent in the bezier curve */
  56565. y2) {
  56566. if (x1 === void 0) { x1 = 0; }
  56567. if (y1 === void 0) { y1 = 0; }
  56568. if (x2 === void 0) { x2 = 1; }
  56569. if (y2 === void 0) { y2 = 1; }
  56570. var _this = _super.call(this) || this;
  56571. _this.x1 = x1;
  56572. _this.y1 = y1;
  56573. _this.x2 = x2;
  56574. _this.y2 = y2;
  56575. return _this;
  56576. }
  56577. /** @hidden */
  56578. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56579. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56580. };
  56581. return BezierCurveEase;
  56582. }(EasingFunction));
  56583. BABYLON.BezierCurveEase = BezierCurveEase;
  56584. })(BABYLON || (BABYLON = {}));
  56585. //# sourceMappingURL=babylon.easing.js.map
  56586. var BABYLON;
  56587. (function (BABYLON) {
  56588. /**
  56589. * A Condition applied to an Action
  56590. */
  56591. var Condition = /** @class */ (function () {
  56592. /**
  56593. * Creates a new Condition
  56594. * @param actionManager the manager of the action the condition is applied to
  56595. */
  56596. function Condition(actionManager) {
  56597. this._actionManager = actionManager;
  56598. }
  56599. /**
  56600. * Check if the current condition is valid
  56601. * @returns a boolean
  56602. */
  56603. Condition.prototype.isValid = function () {
  56604. return true;
  56605. };
  56606. /**
  56607. * Internal only
  56608. * @hidden
  56609. */
  56610. Condition.prototype._getProperty = function (propertyPath) {
  56611. return this._actionManager._getProperty(propertyPath);
  56612. };
  56613. /**
  56614. * Internal only
  56615. * @hidden
  56616. */
  56617. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56618. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56619. };
  56620. /**
  56621. * Serialize placeholder for child classes
  56622. * @returns the serialized object
  56623. */
  56624. Condition.prototype.serialize = function () {
  56625. };
  56626. /**
  56627. * Internal only
  56628. * @hidden
  56629. */
  56630. Condition.prototype._serialize = function (serializedCondition) {
  56631. return {
  56632. type: 2,
  56633. children: [],
  56634. name: serializedCondition.name,
  56635. properties: serializedCondition.properties
  56636. };
  56637. };
  56638. return Condition;
  56639. }());
  56640. BABYLON.Condition = Condition;
  56641. /**
  56642. * Defines specific conditional operators as extensions of Condition
  56643. */
  56644. var ValueCondition = /** @class */ (function (_super) {
  56645. __extends(ValueCondition, _super);
  56646. /**
  56647. * Creates a new ValueCondition
  56648. * @param actionManager manager for the action the condition applies to
  56649. * @param target for the action
  56650. * @param propertyPath path to specify the property of the target the conditional operator uses
  56651. * @param value the value compared by the conditional operator against the current value of the property
  56652. * @param operator the conditional operator, default ValueCondition.IsEqual
  56653. */
  56654. function ValueCondition(actionManager, target,
  56655. /** path to specify the property of the target the conditional operator uses */
  56656. propertyPath,
  56657. /** the value compared by the conditional operator against the current value of the property */
  56658. value,
  56659. /** the conditional operator, default ValueCondition.IsEqual */
  56660. operator) {
  56661. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56662. var _this = _super.call(this, actionManager) || this;
  56663. _this.propertyPath = propertyPath;
  56664. _this.value = value;
  56665. _this.operator = operator;
  56666. _this._target = target;
  56667. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56668. _this._property = _this._getProperty(_this.propertyPath);
  56669. return _this;
  56670. }
  56671. Object.defineProperty(ValueCondition, "IsEqual", {
  56672. /**
  56673. * returns the number for IsEqual
  56674. */
  56675. get: function () {
  56676. return ValueCondition._IsEqual;
  56677. },
  56678. enumerable: true,
  56679. configurable: true
  56680. });
  56681. Object.defineProperty(ValueCondition, "IsDifferent", {
  56682. /**
  56683. * Returns the number for IsDifferent
  56684. */
  56685. get: function () {
  56686. return ValueCondition._IsDifferent;
  56687. },
  56688. enumerable: true,
  56689. configurable: true
  56690. });
  56691. Object.defineProperty(ValueCondition, "IsGreater", {
  56692. /**
  56693. * Returns the number for IsGreater
  56694. */
  56695. get: function () {
  56696. return ValueCondition._IsGreater;
  56697. },
  56698. enumerable: true,
  56699. configurable: true
  56700. });
  56701. Object.defineProperty(ValueCondition, "IsLesser", {
  56702. /**
  56703. * Returns the number for IsLesser
  56704. */
  56705. get: function () {
  56706. return ValueCondition._IsLesser;
  56707. },
  56708. enumerable: true,
  56709. configurable: true
  56710. });
  56711. /**
  56712. * Compares the given value with the property value for the specified conditional operator
  56713. * @returns the result of the comparison
  56714. */
  56715. ValueCondition.prototype.isValid = function () {
  56716. switch (this.operator) {
  56717. case ValueCondition.IsGreater:
  56718. return this._effectiveTarget[this._property] > this.value;
  56719. case ValueCondition.IsLesser:
  56720. return this._effectiveTarget[this._property] < this.value;
  56721. case ValueCondition.IsEqual:
  56722. case ValueCondition.IsDifferent:
  56723. var check;
  56724. if (this.value.equals) {
  56725. check = this.value.equals(this._effectiveTarget[this._property]);
  56726. }
  56727. else {
  56728. check = this.value === this._effectiveTarget[this._property];
  56729. }
  56730. return this.operator === ValueCondition.IsEqual ? check : !check;
  56731. }
  56732. return false;
  56733. };
  56734. /**
  56735. * Serialize the ValueCondition into a JSON compatible object
  56736. * @returns serialization object
  56737. */
  56738. ValueCondition.prototype.serialize = function () {
  56739. return this._serialize({
  56740. name: "ValueCondition",
  56741. properties: [
  56742. BABYLON.Action._GetTargetProperty(this._target),
  56743. { name: "propertyPath", value: this.propertyPath },
  56744. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56745. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56746. ]
  56747. });
  56748. };
  56749. /**
  56750. * Gets the name of the conditional operator for the ValueCondition
  56751. * @param operator the conditional operator
  56752. * @returns the name
  56753. */
  56754. ValueCondition.GetOperatorName = function (operator) {
  56755. switch (operator) {
  56756. case ValueCondition._IsEqual: return "IsEqual";
  56757. case ValueCondition._IsDifferent: return "IsDifferent";
  56758. case ValueCondition._IsGreater: return "IsGreater";
  56759. case ValueCondition._IsLesser: return "IsLesser";
  56760. default: return "";
  56761. }
  56762. };
  56763. /**
  56764. * Internal only
  56765. * @hidden
  56766. */
  56767. ValueCondition._IsEqual = 0;
  56768. /**
  56769. * Internal only
  56770. * @hidden
  56771. */
  56772. ValueCondition._IsDifferent = 1;
  56773. /**
  56774. * Internal only
  56775. * @hidden
  56776. */
  56777. ValueCondition._IsGreater = 2;
  56778. /**
  56779. * Internal only
  56780. * @hidden
  56781. */
  56782. ValueCondition._IsLesser = 3;
  56783. return ValueCondition;
  56784. }(Condition));
  56785. BABYLON.ValueCondition = ValueCondition;
  56786. /**
  56787. * Defines a predicate condition as an extension of Condition
  56788. */
  56789. var PredicateCondition = /** @class */ (function (_super) {
  56790. __extends(PredicateCondition, _super);
  56791. /**
  56792. * Creates a new PredicateCondition
  56793. * @param actionManager manager for the action the condition applies to
  56794. * @param predicate defines the predicate function used to validate the condition
  56795. */
  56796. function PredicateCondition(actionManager,
  56797. /** defines the predicate function used to validate the condition */
  56798. predicate) {
  56799. var _this = _super.call(this, actionManager) || this;
  56800. _this.predicate = predicate;
  56801. return _this;
  56802. }
  56803. /**
  56804. * @returns the validity of the predicate condition
  56805. */
  56806. PredicateCondition.prototype.isValid = function () {
  56807. return this.predicate();
  56808. };
  56809. return PredicateCondition;
  56810. }(Condition));
  56811. BABYLON.PredicateCondition = PredicateCondition;
  56812. /**
  56813. * Defines a state condition as an extension of Condition
  56814. */
  56815. var StateCondition = /** @class */ (function (_super) {
  56816. __extends(StateCondition, _super);
  56817. /**
  56818. * Creates a new StateCondition
  56819. * @param actionManager manager for the action the condition applies to
  56820. * @param target of the condition
  56821. * @param value to compare with target state
  56822. */
  56823. function StateCondition(actionManager, target,
  56824. /** Value to compare with target state */
  56825. value) {
  56826. var _this = _super.call(this, actionManager) || this;
  56827. _this.value = value;
  56828. _this._target = target;
  56829. return _this;
  56830. }
  56831. /**
  56832. * Gets a boolean indicating if the current condition is met
  56833. * @returns the validity of the state
  56834. */
  56835. StateCondition.prototype.isValid = function () {
  56836. return this._target.state === this.value;
  56837. };
  56838. /**
  56839. * Serialize the StateCondition into a JSON compatible object
  56840. * @returns serialization object
  56841. */
  56842. StateCondition.prototype.serialize = function () {
  56843. return this._serialize({
  56844. name: "StateCondition",
  56845. properties: [
  56846. BABYLON.Action._GetTargetProperty(this._target),
  56847. { name: "value", value: this.value }
  56848. ]
  56849. });
  56850. };
  56851. return StateCondition;
  56852. }(Condition));
  56853. BABYLON.StateCondition = StateCondition;
  56854. })(BABYLON || (BABYLON = {}));
  56855. //# sourceMappingURL=babylon.condition.js.map
  56856. var BABYLON;
  56857. (function (BABYLON) {
  56858. /**
  56859. * The action to be carried out following a trigger
  56860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56861. */
  56862. var Action = /** @class */ (function () {
  56863. /**
  56864. * Creates a new Action
  56865. * @param triggerOptions the trigger, with or without parameters, for the action
  56866. * @param condition an optional determinant of action
  56867. */
  56868. function Action(
  56869. /** the trigger, with or without parameters, for the action */
  56870. triggerOptions, condition) {
  56871. this.triggerOptions = triggerOptions;
  56872. /**
  56873. * An event triggered prior to action being executed.
  56874. */
  56875. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56876. if (triggerOptions.parameter) {
  56877. this.trigger = triggerOptions.trigger;
  56878. this._triggerParameter = triggerOptions.parameter;
  56879. }
  56880. else if (triggerOptions.trigger) {
  56881. this.trigger = triggerOptions.trigger;
  56882. }
  56883. else {
  56884. this.trigger = triggerOptions;
  56885. }
  56886. this._nextActiveAction = this;
  56887. this._condition = condition;
  56888. }
  56889. /**
  56890. * Internal only
  56891. * @hidden
  56892. */
  56893. Action.prototype._prepare = function () {
  56894. };
  56895. /**
  56896. * Gets the trigger parameters
  56897. * @returns the trigger parameters
  56898. */
  56899. Action.prototype.getTriggerParameter = function () {
  56900. return this._triggerParameter;
  56901. };
  56902. /**
  56903. * Internal only - executes current action event
  56904. * @hidden
  56905. */
  56906. Action.prototype._executeCurrent = function (evt) {
  56907. if (this._nextActiveAction._condition) {
  56908. var condition = this._nextActiveAction._condition;
  56909. var currentRenderId = this._actionManager.getScene().getRenderId();
  56910. // We cache the current evaluation for the current frame
  56911. if (condition._evaluationId === currentRenderId) {
  56912. if (!condition._currentResult) {
  56913. return;
  56914. }
  56915. }
  56916. else {
  56917. condition._evaluationId = currentRenderId;
  56918. if (!condition.isValid()) {
  56919. condition._currentResult = false;
  56920. return;
  56921. }
  56922. condition._currentResult = true;
  56923. }
  56924. }
  56925. this.onBeforeExecuteObservable.notifyObservers(this);
  56926. this._nextActiveAction.execute(evt);
  56927. this.skipToNextActiveAction();
  56928. };
  56929. /**
  56930. * Execute placeholder for child classes
  56931. * @param evt optional action event
  56932. */
  56933. Action.prototype.execute = function (evt) {
  56934. };
  56935. /**
  56936. * Skips to next active action
  56937. */
  56938. Action.prototype.skipToNextActiveAction = function () {
  56939. if (this._nextActiveAction._child) {
  56940. if (!this._nextActiveAction._child._actionManager) {
  56941. this._nextActiveAction._child._actionManager = this._actionManager;
  56942. }
  56943. this._nextActiveAction = this._nextActiveAction._child;
  56944. }
  56945. else {
  56946. this._nextActiveAction = this;
  56947. }
  56948. };
  56949. /**
  56950. * Adds action to chain of actions, may be a DoNothingAction
  56951. * @param action defines the next action to execute
  56952. * @returns The action passed in
  56953. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56954. */
  56955. Action.prototype.then = function (action) {
  56956. this._child = action;
  56957. action._actionManager = this._actionManager;
  56958. action._prepare();
  56959. return action;
  56960. };
  56961. /**
  56962. * Internal only
  56963. * @hidden
  56964. */
  56965. Action.prototype._getProperty = function (propertyPath) {
  56966. return this._actionManager._getProperty(propertyPath);
  56967. };
  56968. /**
  56969. * Internal only
  56970. * @hidden
  56971. */
  56972. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56973. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56974. };
  56975. /**
  56976. * Serialize placeholder for child classes
  56977. * @param parent of child
  56978. * @returns the serialized object
  56979. */
  56980. Action.prototype.serialize = function (parent) {
  56981. };
  56982. /**
  56983. * Internal only called by serialize
  56984. * @hidden
  56985. */
  56986. Action.prototype._serialize = function (serializedAction, parent) {
  56987. var serializationObject = {
  56988. type: 1,
  56989. children: [],
  56990. name: serializedAction.name,
  56991. properties: serializedAction.properties || []
  56992. };
  56993. // Serialize child
  56994. if (this._child) {
  56995. this._child.serialize(serializationObject);
  56996. }
  56997. // Check if "this" has a condition
  56998. if (this._condition) {
  56999. var serializedCondition = this._condition.serialize();
  57000. serializedCondition.children.push(serializationObject);
  57001. if (parent) {
  57002. parent.children.push(serializedCondition);
  57003. }
  57004. return serializedCondition;
  57005. }
  57006. if (parent) {
  57007. parent.children.push(serializationObject);
  57008. }
  57009. return serializationObject;
  57010. };
  57011. /**
  57012. * Internal only
  57013. * @hidden
  57014. */
  57015. Action._SerializeValueAsString = function (value) {
  57016. if (typeof value === "number") {
  57017. return value.toString();
  57018. }
  57019. if (typeof value === "boolean") {
  57020. return value ? "true" : "false";
  57021. }
  57022. if (value instanceof BABYLON.Vector2) {
  57023. return value.x + ", " + value.y;
  57024. }
  57025. if (value instanceof BABYLON.Vector3) {
  57026. return value.x + ", " + value.y + ", " + value.z;
  57027. }
  57028. if (value instanceof BABYLON.Color3) {
  57029. return value.r + ", " + value.g + ", " + value.b;
  57030. }
  57031. if (value instanceof BABYLON.Color4) {
  57032. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  57033. }
  57034. return value; // string
  57035. };
  57036. /**
  57037. * Internal only
  57038. * @hidden
  57039. */
  57040. Action._GetTargetProperty = function (target) {
  57041. return {
  57042. name: "target",
  57043. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  57044. : target instanceof BABYLON.Light ? "LightProperties"
  57045. : target instanceof BABYLON.Camera ? "CameraProperties"
  57046. : "SceneProperties",
  57047. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  57048. };
  57049. };
  57050. return Action;
  57051. }());
  57052. BABYLON.Action = Action;
  57053. })(BABYLON || (BABYLON = {}));
  57054. //# sourceMappingURL=babylon.action.js.map
  57055. var BABYLON;
  57056. (function (BABYLON) {
  57057. /**
  57058. * ActionEvent is the event being sent when an action is triggered.
  57059. */
  57060. var ActionEvent = /** @class */ (function () {
  57061. /**
  57062. * Creates a new ActionEvent
  57063. * @param source The mesh or sprite that triggered the action
  57064. * @param pointerX The X mouse cursor position at the time of the event
  57065. * @param pointerY The Y mouse cursor position at the time of the event
  57066. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  57067. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  57068. * @param additionalData additional data for the event
  57069. */
  57070. function ActionEvent(
  57071. /** The mesh or sprite that triggered the action */
  57072. source,
  57073. /** The X mouse cursor position at the time of the event */
  57074. pointerX,
  57075. /** The Y mouse cursor position at the time of the event */
  57076. pointerY,
  57077. /** The mesh that is currently pointed at (can be null) */
  57078. meshUnderPointer,
  57079. /** the original (browser) event that triggered the ActionEvent */
  57080. sourceEvent,
  57081. /** additional data for the event */
  57082. additionalData) {
  57083. this.source = source;
  57084. this.pointerX = pointerX;
  57085. this.pointerY = pointerY;
  57086. this.meshUnderPointer = meshUnderPointer;
  57087. this.sourceEvent = sourceEvent;
  57088. this.additionalData = additionalData;
  57089. }
  57090. /**
  57091. * Helper function to auto-create an ActionEvent from a source mesh.
  57092. * @param source The source mesh that triggered the event
  57093. * @param evt The original (browser) event
  57094. * @param additionalData additional data for the event
  57095. * @returns the new ActionEvent
  57096. */
  57097. ActionEvent.CreateNew = function (source, evt, additionalData) {
  57098. var scene = source.getScene();
  57099. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57100. };
  57101. /**
  57102. * Helper function to auto-create an ActionEvent from a source sprite
  57103. * @param source The source sprite that triggered the event
  57104. * @param scene Scene associated with the sprite
  57105. * @param evt The original (browser) event
  57106. * @param additionalData additional data for the event
  57107. * @returns the new ActionEvent
  57108. */
  57109. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  57110. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57111. };
  57112. /**
  57113. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  57114. * @param scene the scene where the event occurred
  57115. * @param evt The original (browser) event
  57116. * @returns the new ActionEvent
  57117. */
  57118. ActionEvent.CreateNewFromScene = function (scene, evt) {
  57119. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  57120. };
  57121. /**
  57122. * Helper function to auto-create an ActionEvent from a primitive
  57123. * @param prim defines the target primitive
  57124. * @param pointerPos defines the pointer position
  57125. * @param evt The original (browser) event
  57126. * @param additionalData additional data for the event
  57127. * @returns the new ActionEvent
  57128. */
  57129. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57130. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57131. };
  57132. return ActionEvent;
  57133. }());
  57134. BABYLON.ActionEvent = ActionEvent;
  57135. /**
  57136. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57137. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57138. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57139. */
  57140. var ActionManager = /** @class */ (function () {
  57141. /**
  57142. * Creates a new action manager
  57143. * @param scene defines the hosting scene
  57144. */
  57145. function ActionManager(scene) {
  57146. // Members
  57147. /** Gets the list of actions */
  57148. this.actions = new Array();
  57149. /** Gets the cursor to use when hovering items */
  57150. this.hoverCursor = '';
  57151. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57152. scene.actionManagers.push(this);
  57153. }
  57154. // Methods
  57155. /**
  57156. * Releases all associated resources
  57157. */
  57158. ActionManager.prototype.dispose = function () {
  57159. var index = this._scene.actionManagers.indexOf(this);
  57160. for (var i = 0; i < this.actions.length; i++) {
  57161. var action = this.actions[i];
  57162. ActionManager.Triggers[action.trigger]--;
  57163. if (ActionManager.Triggers[action.trigger] === 0) {
  57164. delete ActionManager.Triggers[action.trigger];
  57165. }
  57166. }
  57167. if (index > -1) {
  57168. this._scene.actionManagers.splice(index, 1);
  57169. }
  57170. };
  57171. /**
  57172. * Gets hosting scene
  57173. * @returns the hosting scene
  57174. */
  57175. ActionManager.prototype.getScene = function () {
  57176. return this._scene;
  57177. };
  57178. /**
  57179. * Does this action manager handles actions of any of the given triggers
  57180. * @param triggers defines the triggers to be tested
  57181. * @return a boolean indicating whether one (or more) of the triggers is handled
  57182. */
  57183. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57184. for (var index = 0; index < this.actions.length; index++) {
  57185. var action = this.actions[index];
  57186. if (triggers.indexOf(action.trigger) > -1) {
  57187. return true;
  57188. }
  57189. }
  57190. return false;
  57191. };
  57192. /**
  57193. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57194. * speed.
  57195. * @param triggerA defines the trigger to be tested
  57196. * @param triggerB defines the trigger to be tested
  57197. * @return a boolean indicating whether one (or more) of the triggers is handled
  57198. */
  57199. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57200. for (var index = 0; index < this.actions.length; index++) {
  57201. var action = this.actions[index];
  57202. if (triggerA == action.trigger || triggerB == action.trigger) {
  57203. return true;
  57204. }
  57205. }
  57206. return false;
  57207. };
  57208. /**
  57209. * Does this action manager handles actions of a given trigger
  57210. * @param trigger defines the trigger to be tested
  57211. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57212. * @return whether the trigger is handled
  57213. */
  57214. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57215. for (var index = 0; index < this.actions.length; index++) {
  57216. var action = this.actions[index];
  57217. if (action.trigger === trigger) {
  57218. if (parameterPredicate) {
  57219. if (parameterPredicate(action.getTriggerParameter())) {
  57220. return true;
  57221. }
  57222. }
  57223. else {
  57224. return true;
  57225. }
  57226. }
  57227. }
  57228. return false;
  57229. };
  57230. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57231. /**
  57232. * Does this action manager has pointer triggers
  57233. */
  57234. get: function () {
  57235. for (var index = 0; index < this.actions.length; index++) {
  57236. var action = this.actions[index];
  57237. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57238. return true;
  57239. }
  57240. }
  57241. return false;
  57242. },
  57243. enumerable: true,
  57244. configurable: true
  57245. });
  57246. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57247. /**
  57248. * Does this action manager has pick triggers
  57249. */
  57250. get: function () {
  57251. for (var index = 0; index < this.actions.length; index++) {
  57252. var action = this.actions[index];
  57253. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57254. return true;
  57255. }
  57256. }
  57257. return false;
  57258. },
  57259. enumerable: true,
  57260. configurable: true
  57261. });
  57262. Object.defineProperty(ActionManager, "HasTriggers", {
  57263. /**
  57264. * Does exist one action manager with at least one trigger
  57265. **/
  57266. get: function () {
  57267. for (var t in ActionManager.Triggers) {
  57268. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57269. return true;
  57270. }
  57271. }
  57272. return false;
  57273. },
  57274. enumerable: true,
  57275. configurable: true
  57276. });
  57277. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57278. /**
  57279. * Does exist one action manager with at least one pick trigger
  57280. **/
  57281. get: function () {
  57282. for (var t in ActionManager.Triggers) {
  57283. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57284. var t_int = parseInt(t);
  57285. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57286. return true;
  57287. }
  57288. }
  57289. }
  57290. return false;
  57291. },
  57292. enumerable: true,
  57293. configurable: true
  57294. });
  57295. /**
  57296. * Does exist one action manager that handles actions of a given trigger
  57297. * @param trigger defines the trigger to be tested
  57298. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57299. **/
  57300. ActionManager.HasSpecificTrigger = function (trigger) {
  57301. for (var t in ActionManager.Triggers) {
  57302. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57303. var t_int = parseInt(t);
  57304. if (t_int === trigger) {
  57305. return true;
  57306. }
  57307. }
  57308. }
  57309. return false;
  57310. };
  57311. /**
  57312. * Registers an action to this action manager
  57313. * @param action defines the action to be registered
  57314. * @return the action amended (prepared) after registration
  57315. */
  57316. ActionManager.prototype.registerAction = function (action) {
  57317. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57318. if (this.getScene().actionManager !== this) {
  57319. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57320. return null;
  57321. }
  57322. }
  57323. this.actions.push(action);
  57324. if (ActionManager.Triggers[action.trigger]) {
  57325. ActionManager.Triggers[action.trigger]++;
  57326. }
  57327. else {
  57328. ActionManager.Triggers[action.trigger] = 1;
  57329. }
  57330. action._actionManager = this;
  57331. action._prepare();
  57332. return action;
  57333. };
  57334. /**
  57335. * Unregisters an action to this action manager
  57336. * @param action defines the action to be unregistered
  57337. * @return a boolean indicating whether the action has been unregistered
  57338. */
  57339. ActionManager.prototype.unregisterAction = function (action) {
  57340. var index = this.actions.indexOf(action);
  57341. if (index !== -1) {
  57342. this.actions.splice(index, 1);
  57343. ActionManager.Triggers[action.trigger] -= 1;
  57344. if (ActionManager.Triggers[action.trigger] === 0) {
  57345. delete ActionManager.Triggers[action.trigger];
  57346. }
  57347. delete action._actionManager;
  57348. return true;
  57349. }
  57350. return false;
  57351. };
  57352. /**
  57353. * Process a specific trigger
  57354. * @param trigger defines the trigger to process
  57355. * @param evt defines the event details to be processed
  57356. */
  57357. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57358. for (var index = 0; index < this.actions.length; index++) {
  57359. var action = this.actions[index];
  57360. if (action.trigger === trigger) {
  57361. if (evt) {
  57362. if (trigger === ActionManager.OnKeyUpTrigger
  57363. || trigger === ActionManager.OnKeyDownTrigger) {
  57364. var parameter = action.getTriggerParameter();
  57365. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57366. if (!parameter.toLowerCase) {
  57367. continue;
  57368. }
  57369. var lowerCase = parameter.toLowerCase();
  57370. if (lowerCase !== evt.sourceEvent.key) {
  57371. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57372. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57373. if (actualkey !== lowerCase) {
  57374. continue;
  57375. }
  57376. }
  57377. }
  57378. }
  57379. }
  57380. action._executeCurrent(evt);
  57381. }
  57382. }
  57383. };
  57384. /** @hidden */
  57385. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57386. var properties = propertyPath.split(".");
  57387. for (var index = 0; index < properties.length - 1; index++) {
  57388. target = target[properties[index]];
  57389. }
  57390. return target;
  57391. };
  57392. /** @hidden */
  57393. ActionManager.prototype._getProperty = function (propertyPath) {
  57394. var properties = propertyPath.split(".");
  57395. return properties[properties.length - 1];
  57396. };
  57397. /**
  57398. * Serialize this manager to a JSON object
  57399. * @param name defines the property name to store this manager
  57400. * @returns a JSON representation of this manager
  57401. */
  57402. ActionManager.prototype.serialize = function (name) {
  57403. var root = {
  57404. children: new Array(),
  57405. name: name,
  57406. type: 3,
  57407. properties: new Array() // Empty for root but required
  57408. };
  57409. for (var i = 0; i < this.actions.length; i++) {
  57410. var triggerObject = {
  57411. type: 0,
  57412. children: new Array(),
  57413. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57414. properties: new Array()
  57415. };
  57416. var triggerOptions = this.actions[i].triggerOptions;
  57417. if (triggerOptions && typeof triggerOptions !== "number") {
  57418. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57419. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57420. }
  57421. else {
  57422. var parameter = {};
  57423. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57424. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57425. parameter._meshId = triggerOptions.parameter.mesh.id;
  57426. }
  57427. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57428. }
  57429. }
  57430. // Serialize child action, recursively
  57431. this.actions[i].serialize(triggerObject);
  57432. // Add serialized trigger
  57433. root.children.push(triggerObject);
  57434. }
  57435. return root;
  57436. };
  57437. /**
  57438. * Creates a new ActionManager from a JSON data
  57439. * @param parsedActions defines the JSON data to read from
  57440. * @param object defines the hosting mesh
  57441. * @param scene defines the hosting scene
  57442. */
  57443. ActionManager.Parse = function (parsedActions, object, scene) {
  57444. var actionManager = new ActionManager(scene);
  57445. if (object === null) {
  57446. scene.actionManager = actionManager;
  57447. }
  57448. else {
  57449. object.actionManager = actionManager;
  57450. }
  57451. // instanciate a new object
  57452. var instanciate = function (name, params) {
  57453. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57454. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57455. newInstance.constructor.apply(newInstance, params);
  57456. return newInstance;
  57457. };
  57458. var parseParameter = function (name, value, target, propertyPath) {
  57459. if (propertyPath === null) {
  57460. // String, boolean or float
  57461. var floatValue = parseFloat(value);
  57462. if (value === "true" || value === "false") {
  57463. return value === "true";
  57464. }
  57465. else {
  57466. return isNaN(floatValue) ? value : floatValue;
  57467. }
  57468. }
  57469. var effectiveTarget = propertyPath.split(".");
  57470. var values = value.split(",");
  57471. // Get effective Target
  57472. for (var i = 0; i < effectiveTarget.length; i++) {
  57473. target = target[effectiveTarget[i]];
  57474. }
  57475. // Return appropriate value with its type
  57476. if (typeof (target) === "boolean") {
  57477. return values[0] === "true";
  57478. }
  57479. if (typeof (target) === "string") {
  57480. return values[0];
  57481. }
  57482. // Parameters with multiple values such as Vector3 etc.
  57483. var split = new Array();
  57484. for (var i = 0; i < values.length; i++) {
  57485. split.push(parseFloat(values[i]));
  57486. }
  57487. if (target instanceof BABYLON.Vector3) {
  57488. return BABYLON.Vector3.FromArray(split);
  57489. }
  57490. if (target instanceof BABYLON.Vector4) {
  57491. return BABYLON.Vector4.FromArray(split);
  57492. }
  57493. if (target instanceof BABYLON.Color3) {
  57494. return BABYLON.Color3.FromArray(split);
  57495. }
  57496. if (target instanceof BABYLON.Color4) {
  57497. return BABYLON.Color4.FromArray(split);
  57498. }
  57499. return parseFloat(values[0]);
  57500. };
  57501. // traverse graph per trigger
  57502. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57503. if (combineArray === void 0) { combineArray = null; }
  57504. if (parsedAction.detached) {
  57505. return;
  57506. }
  57507. var parameters = new Array();
  57508. var target = null;
  57509. var propertyPath = null;
  57510. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57511. // Parameters
  57512. if (parsedAction.type === 2) {
  57513. parameters.push(actionManager);
  57514. }
  57515. else {
  57516. parameters.push(trigger);
  57517. }
  57518. if (combine) {
  57519. var actions = new Array();
  57520. for (var j = 0; j < parsedAction.combine.length; j++) {
  57521. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57522. }
  57523. parameters.push(actions);
  57524. }
  57525. else {
  57526. for (var i = 0; i < parsedAction.properties.length; i++) {
  57527. var value = parsedAction.properties[i].value;
  57528. var name = parsedAction.properties[i].name;
  57529. var targetType = parsedAction.properties[i].targetType;
  57530. if (name === "target") {
  57531. if (targetType !== null && targetType === "SceneProperties") {
  57532. value = target = scene;
  57533. }
  57534. else {
  57535. value = target = scene.getNodeByName(value);
  57536. }
  57537. }
  57538. else if (name === "parent") {
  57539. value = scene.getNodeByName(value);
  57540. }
  57541. else if (name === "sound") {
  57542. // Can not externalize to component, so only checks for the presence off the API.
  57543. if (scene.getSoundByName) {
  57544. value = scene.getSoundByName(value);
  57545. }
  57546. }
  57547. else if (name !== "propertyPath") {
  57548. if (parsedAction.type === 2 && name === "operator") {
  57549. value = BABYLON.ValueCondition[value];
  57550. }
  57551. else {
  57552. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57553. }
  57554. }
  57555. else {
  57556. propertyPath = value;
  57557. }
  57558. parameters.push(value);
  57559. }
  57560. }
  57561. if (combineArray === null) {
  57562. parameters.push(condition);
  57563. }
  57564. else {
  57565. parameters.push(null);
  57566. }
  57567. // If interpolate value action
  57568. if (parsedAction.name === "InterpolateValueAction") {
  57569. var param = parameters[parameters.length - 2];
  57570. parameters[parameters.length - 1] = param;
  57571. parameters[parameters.length - 2] = condition;
  57572. }
  57573. // Action or condition(s) and not CombineAction
  57574. var newAction = instanciate(parsedAction.name, parameters);
  57575. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57576. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57577. if (action) {
  57578. action.then(nothing);
  57579. }
  57580. else {
  57581. actionManager.registerAction(nothing);
  57582. }
  57583. action = nothing;
  57584. }
  57585. if (combineArray === null) {
  57586. if (newAction instanceof BABYLON.Condition) {
  57587. condition = newAction;
  57588. newAction = action;
  57589. }
  57590. else {
  57591. condition = null;
  57592. if (action) {
  57593. action.then(newAction);
  57594. }
  57595. else {
  57596. actionManager.registerAction(newAction);
  57597. }
  57598. }
  57599. }
  57600. else {
  57601. combineArray.push(newAction);
  57602. }
  57603. for (var i = 0; i < parsedAction.children.length; i++) {
  57604. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57605. }
  57606. };
  57607. // triggers
  57608. for (var i = 0; i < parsedActions.children.length; i++) {
  57609. var triggerParams;
  57610. var trigger = parsedActions.children[i];
  57611. if (trigger.properties.length > 0) {
  57612. var param = trigger.properties[0].value;
  57613. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57614. if (value._meshId) {
  57615. value.mesh = scene.getMeshByID(value._meshId);
  57616. }
  57617. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57618. }
  57619. else {
  57620. triggerParams = ActionManager[trigger.name];
  57621. }
  57622. for (var j = 0; j < trigger.children.length; j++) {
  57623. if (!trigger.detached) {
  57624. traverse(trigger.children[j], triggerParams, null, null);
  57625. }
  57626. }
  57627. }
  57628. };
  57629. /**
  57630. * Get a trigger name by index
  57631. * @param trigger defines the trigger index
  57632. * @returns a trigger name
  57633. */
  57634. ActionManager.GetTriggerName = function (trigger) {
  57635. switch (trigger) {
  57636. case 0: return "NothingTrigger";
  57637. case 1: return "OnPickTrigger";
  57638. case 2: return "OnLeftPickTrigger";
  57639. case 3: return "OnRightPickTrigger";
  57640. case 4: return "OnCenterPickTrigger";
  57641. case 5: return "OnPickDownTrigger";
  57642. case 6: return "OnPickUpTrigger";
  57643. case 7: return "OnLongPressTrigger";
  57644. case 8: return "OnPointerOverTrigger";
  57645. case 9: return "OnPointerOutTrigger";
  57646. case 10: return "OnEveryFrameTrigger";
  57647. case 11: return "OnIntersectionEnterTrigger";
  57648. case 12: return "OnIntersectionExitTrigger";
  57649. case 13: return "OnKeyDownTrigger";
  57650. case 14: return "OnKeyUpTrigger";
  57651. case 15: return "OnPickOutTrigger";
  57652. default: return "";
  57653. }
  57654. };
  57655. /**
  57656. * Nothing
  57657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57658. */
  57659. ActionManager.NothingTrigger = 0;
  57660. /**
  57661. * On pick
  57662. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57663. */
  57664. ActionManager.OnPickTrigger = 1;
  57665. /**
  57666. * On left pick
  57667. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57668. */
  57669. ActionManager.OnLeftPickTrigger = 2;
  57670. /**
  57671. * On right pick
  57672. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57673. */
  57674. ActionManager.OnRightPickTrigger = 3;
  57675. /**
  57676. * On center pick
  57677. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57678. */
  57679. ActionManager.OnCenterPickTrigger = 4;
  57680. /**
  57681. * On pick down
  57682. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57683. */
  57684. ActionManager.OnPickDownTrigger = 5;
  57685. /**
  57686. * On double pick
  57687. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57688. */
  57689. ActionManager.OnDoublePickTrigger = 6;
  57690. /**
  57691. * On pick up
  57692. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57693. */
  57694. ActionManager.OnPickUpTrigger = 7;
  57695. /**
  57696. * On pick out.
  57697. * This trigger will only be raised if you also declared a OnPickDown
  57698. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57699. */
  57700. ActionManager.OnPickOutTrigger = 16;
  57701. /**
  57702. * On long press
  57703. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57704. */
  57705. ActionManager.OnLongPressTrigger = 8;
  57706. /**
  57707. * On pointer over
  57708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57709. */
  57710. ActionManager.OnPointerOverTrigger = 9;
  57711. /**
  57712. * On pointer out
  57713. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57714. */
  57715. ActionManager.OnPointerOutTrigger = 10;
  57716. /**
  57717. * On every frame
  57718. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57719. */
  57720. ActionManager.OnEveryFrameTrigger = 11;
  57721. /**
  57722. * On intersection enter
  57723. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57724. */
  57725. ActionManager.OnIntersectionEnterTrigger = 12;
  57726. /**
  57727. * On intersection exit
  57728. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57729. */
  57730. ActionManager.OnIntersectionExitTrigger = 13;
  57731. /**
  57732. * On key down
  57733. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57734. */
  57735. ActionManager.OnKeyDownTrigger = 14;
  57736. /**
  57737. * On key up
  57738. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57739. */
  57740. ActionManager.OnKeyUpTrigger = 15;
  57741. /** Gets the list of active triggers */
  57742. ActionManager.Triggers = {};
  57743. return ActionManager;
  57744. }());
  57745. BABYLON.ActionManager = ActionManager;
  57746. })(BABYLON || (BABYLON = {}));
  57747. //# sourceMappingURL=babylon.actionManager.js.map
  57748. var BABYLON;
  57749. (function (BABYLON) {
  57750. /**
  57751. * This defines an action responsible to change the value of a property
  57752. * by interpolating between its current value and the newly set one once triggered.
  57753. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57754. */
  57755. var InterpolateValueAction = /** @class */ (function (_super) {
  57756. __extends(InterpolateValueAction, _super);
  57757. /**
  57758. * Instantiate the action
  57759. * @param triggerOptions defines the trigger options
  57760. * @param target defines the object containing the value to interpolate
  57761. * @param propertyPath defines the path to the property in the target object
  57762. * @param value defines the target value at the end of the interpolation
  57763. * @param duration deines the time it will take for the property to interpolate to the value.
  57764. * @param condition defines the trigger related conditions
  57765. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57766. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57767. */
  57768. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57769. if (duration === void 0) { duration = 1000; }
  57770. var _this = _super.call(this, triggerOptions, condition) || this;
  57771. /**
  57772. * Defines the time it will take for the property to interpolate to the value.
  57773. */
  57774. _this.duration = 1000;
  57775. /**
  57776. * Observable triggered once the interpolation animation has been done.
  57777. */
  57778. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57779. _this.propertyPath = propertyPath;
  57780. _this.value = value;
  57781. _this.duration = duration;
  57782. _this.stopOtherAnimations = stopOtherAnimations;
  57783. _this.onInterpolationDone = onInterpolationDone;
  57784. _this._target = _this._effectiveTarget = target;
  57785. return _this;
  57786. }
  57787. /** @hidden */
  57788. InterpolateValueAction.prototype._prepare = function () {
  57789. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57790. this._property = this._getProperty(this.propertyPath);
  57791. };
  57792. /**
  57793. * Execute the action starts the value interpolation.
  57794. */
  57795. InterpolateValueAction.prototype.execute = function () {
  57796. var _this = this;
  57797. var scene = this._actionManager.getScene();
  57798. var keys = [
  57799. {
  57800. frame: 0,
  57801. value: this._effectiveTarget[this._property]
  57802. }, {
  57803. frame: 100,
  57804. value: this.value
  57805. }
  57806. ];
  57807. var dataType;
  57808. if (typeof this.value === "number") {
  57809. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57810. }
  57811. else if (this.value instanceof BABYLON.Color3) {
  57812. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57813. }
  57814. else if (this.value instanceof BABYLON.Vector3) {
  57815. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57816. }
  57817. else if (this.value instanceof BABYLON.Matrix) {
  57818. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57819. }
  57820. else if (this.value instanceof BABYLON.Quaternion) {
  57821. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57822. }
  57823. else {
  57824. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57825. return;
  57826. }
  57827. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57828. animation.setKeys(keys);
  57829. if (this.stopOtherAnimations) {
  57830. scene.stopAnimation(this._effectiveTarget);
  57831. }
  57832. var wrapper = function () {
  57833. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57834. if (_this.onInterpolationDone) {
  57835. _this.onInterpolationDone();
  57836. }
  57837. };
  57838. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57839. };
  57840. /**
  57841. * Serializes the actions and its related information.
  57842. * @param parent defines the object to serialize in
  57843. * @returns the serialized object
  57844. */
  57845. InterpolateValueAction.prototype.serialize = function (parent) {
  57846. return _super.prototype._serialize.call(this, {
  57847. name: "InterpolateValueAction",
  57848. properties: [
  57849. BABYLON.Action._GetTargetProperty(this._target),
  57850. { name: "propertyPath", value: this.propertyPath },
  57851. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57852. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57853. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57854. ]
  57855. }, parent);
  57856. };
  57857. return InterpolateValueAction;
  57858. }(BABYLON.Action));
  57859. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57860. })(BABYLON || (BABYLON = {}));
  57861. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57862. var BABYLON;
  57863. (function (BABYLON) {
  57864. /**
  57865. * This defines an action responsible to toggle a boolean once triggered.
  57866. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57867. */
  57868. var SwitchBooleanAction = /** @class */ (function (_super) {
  57869. __extends(SwitchBooleanAction, _super);
  57870. /**
  57871. * Instantiate the action
  57872. * @param triggerOptions defines the trigger options
  57873. * @param target defines the object containing the boolean
  57874. * @param propertyPath defines the path to the boolean property in the target object
  57875. * @param condition defines the trigger related conditions
  57876. */
  57877. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57878. var _this = _super.call(this, triggerOptions, condition) || this;
  57879. _this.propertyPath = propertyPath;
  57880. _this._target = _this._effectiveTarget = target;
  57881. return _this;
  57882. }
  57883. /** @hidden */
  57884. SwitchBooleanAction.prototype._prepare = function () {
  57885. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57886. this._property = this._getProperty(this.propertyPath);
  57887. };
  57888. /**
  57889. * Execute the action toggle the boolean value.
  57890. */
  57891. SwitchBooleanAction.prototype.execute = function () {
  57892. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57893. };
  57894. /**
  57895. * Serializes the actions and its related information.
  57896. * @param parent defines the object to serialize in
  57897. * @returns the serialized object
  57898. */
  57899. SwitchBooleanAction.prototype.serialize = function (parent) {
  57900. return _super.prototype._serialize.call(this, {
  57901. name: "SwitchBooleanAction",
  57902. properties: [
  57903. BABYLON.Action._GetTargetProperty(this._target),
  57904. { name: "propertyPath", value: this.propertyPath }
  57905. ]
  57906. }, parent);
  57907. };
  57908. return SwitchBooleanAction;
  57909. }(BABYLON.Action));
  57910. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57911. /**
  57912. * This defines an action responsible to set a the state field of the target
  57913. * to a desired value once triggered.
  57914. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57915. */
  57916. var SetStateAction = /** @class */ (function (_super) {
  57917. __extends(SetStateAction, _super);
  57918. /**
  57919. * Instantiate the action
  57920. * @param triggerOptions defines the trigger options
  57921. * @param target defines the object containing the state property
  57922. * @param value defines the value to store in the state field
  57923. * @param condition defines the trigger related conditions
  57924. */
  57925. function SetStateAction(triggerOptions, target, value, condition) {
  57926. var _this = _super.call(this, triggerOptions, condition) || this;
  57927. _this.value = value;
  57928. _this._target = target;
  57929. return _this;
  57930. }
  57931. /**
  57932. * Execute the action and store the value on the target state property.
  57933. */
  57934. SetStateAction.prototype.execute = function () {
  57935. this._target.state = this.value;
  57936. };
  57937. /**
  57938. * Serializes the actions and its related information.
  57939. * @param parent defines the object to serialize in
  57940. * @returns the serialized object
  57941. */
  57942. SetStateAction.prototype.serialize = function (parent) {
  57943. return _super.prototype._serialize.call(this, {
  57944. name: "SetStateAction",
  57945. properties: [
  57946. BABYLON.Action._GetTargetProperty(this._target),
  57947. { name: "value", value: this.value }
  57948. ]
  57949. }, parent);
  57950. };
  57951. return SetStateAction;
  57952. }(BABYLON.Action));
  57953. BABYLON.SetStateAction = SetStateAction;
  57954. /**
  57955. * This defines an action responsible to set a property of the target
  57956. * to a desired value once triggered.
  57957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57958. */
  57959. var SetValueAction = /** @class */ (function (_super) {
  57960. __extends(SetValueAction, _super);
  57961. /**
  57962. * Instantiate the action
  57963. * @param triggerOptions defines the trigger options
  57964. * @param target defines the object containing the property
  57965. * @param propertyPath defines the path of the property to set in the target
  57966. * @param value defines the value to set in the property
  57967. * @param condition defines the trigger related conditions
  57968. */
  57969. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57970. var _this = _super.call(this, triggerOptions, condition) || this;
  57971. _this.propertyPath = propertyPath;
  57972. _this.value = value;
  57973. _this._target = _this._effectiveTarget = target;
  57974. return _this;
  57975. }
  57976. /** @hidden */
  57977. SetValueAction.prototype._prepare = function () {
  57978. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57979. this._property = this._getProperty(this.propertyPath);
  57980. };
  57981. /**
  57982. * Execute the action and set the targetted property to the desired value.
  57983. */
  57984. SetValueAction.prototype.execute = function () {
  57985. this._effectiveTarget[this._property] = this.value;
  57986. if (this._target.markAsDirty) {
  57987. this._target.markAsDirty(this._property);
  57988. }
  57989. };
  57990. /**
  57991. * Serializes the actions and its related information.
  57992. * @param parent defines the object to serialize in
  57993. * @returns the serialized object
  57994. */
  57995. SetValueAction.prototype.serialize = function (parent) {
  57996. return _super.prototype._serialize.call(this, {
  57997. name: "SetValueAction",
  57998. properties: [
  57999. BABYLON.Action._GetTargetProperty(this._target),
  58000. { name: "propertyPath", value: this.propertyPath },
  58001. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58002. ]
  58003. }, parent);
  58004. };
  58005. return SetValueAction;
  58006. }(BABYLON.Action));
  58007. BABYLON.SetValueAction = SetValueAction;
  58008. /**
  58009. * This defines an action responsible to increment the target value
  58010. * to a desired value once triggered.
  58011. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58012. */
  58013. var IncrementValueAction = /** @class */ (function (_super) {
  58014. __extends(IncrementValueAction, _super);
  58015. /**
  58016. * Instantiate the action
  58017. * @param triggerOptions defines the trigger options
  58018. * @param target defines the object containing the property
  58019. * @param propertyPath defines the path of the property to increment in the target
  58020. * @param value defines the value value we should increment the property by
  58021. * @param condition defines the trigger related conditions
  58022. */
  58023. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  58024. var _this = _super.call(this, triggerOptions, condition) || this;
  58025. _this.propertyPath = propertyPath;
  58026. _this.value = value;
  58027. _this._target = _this._effectiveTarget = target;
  58028. return _this;
  58029. }
  58030. /** @hidden */
  58031. IncrementValueAction.prototype._prepare = function () {
  58032. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  58033. this._property = this._getProperty(this.propertyPath);
  58034. if (typeof this._effectiveTarget[this._property] !== "number") {
  58035. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  58036. }
  58037. };
  58038. /**
  58039. * Execute the action and increment the target of the value amount.
  58040. */
  58041. IncrementValueAction.prototype.execute = function () {
  58042. this._effectiveTarget[this._property] += this.value;
  58043. if (this._target.markAsDirty) {
  58044. this._target.markAsDirty(this._property);
  58045. }
  58046. };
  58047. /**
  58048. * Serializes the actions and its related information.
  58049. * @param parent defines the object to serialize in
  58050. * @returns the serialized object
  58051. */
  58052. IncrementValueAction.prototype.serialize = function (parent) {
  58053. return _super.prototype._serialize.call(this, {
  58054. name: "IncrementValueAction",
  58055. properties: [
  58056. BABYLON.Action._GetTargetProperty(this._target),
  58057. { name: "propertyPath", value: this.propertyPath },
  58058. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58059. ]
  58060. }, parent);
  58061. };
  58062. return IncrementValueAction;
  58063. }(BABYLON.Action));
  58064. BABYLON.IncrementValueAction = IncrementValueAction;
  58065. /**
  58066. * This defines an action responsible to start an animation once triggered.
  58067. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58068. */
  58069. var PlayAnimationAction = /** @class */ (function (_super) {
  58070. __extends(PlayAnimationAction, _super);
  58071. /**
  58072. * Instantiate the action
  58073. * @param triggerOptions defines the trigger options
  58074. * @param target defines the target animation or animation name
  58075. * @param from defines from where the animation should start (animation frame)
  58076. * @param end defines where the animation should stop (animation frame)
  58077. * @param loop defines if the animation should loop or stop after the first play
  58078. * @param condition defines the trigger related conditions
  58079. */
  58080. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  58081. var _this = _super.call(this, triggerOptions, condition) || this;
  58082. _this.from = from;
  58083. _this.to = to;
  58084. _this.loop = loop;
  58085. _this._target = target;
  58086. return _this;
  58087. }
  58088. /** @hidden */
  58089. PlayAnimationAction.prototype._prepare = function () {
  58090. };
  58091. /**
  58092. * Execute the action and play the animation.
  58093. */
  58094. PlayAnimationAction.prototype.execute = function () {
  58095. var scene = this._actionManager.getScene();
  58096. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  58097. };
  58098. /**
  58099. * Serializes the actions and its related information.
  58100. * @param parent defines the object to serialize in
  58101. * @returns the serialized object
  58102. */
  58103. PlayAnimationAction.prototype.serialize = function (parent) {
  58104. return _super.prototype._serialize.call(this, {
  58105. name: "PlayAnimationAction",
  58106. properties: [
  58107. BABYLON.Action._GetTargetProperty(this._target),
  58108. { name: "from", value: String(this.from) },
  58109. { name: "to", value: String(this.to) },
  58110. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  58111. ]
  58112. }, parent);
  58113. };
  58114. return PlayAnimationAction;
  58115. }(BABYLON.Action));
  58116. BABYLON.PlayAnimationAction = PlayAnimationAction;
  58117. /**
  58118. * This defines an action responsible to stop an animation once triggered.
  58119. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58120. */
  58121. var StopAnimationAction = /** @class */ (function (_super) {
  58122. __extends(StopAnimationAction, _super);
  58123. /**
  58124. * Instantiate the action
  58125. * @param triggerOptions defines the trigger options
  58126. * @param target defines the target animation or animation name
  58127. * @param condition defines the trigger related conditions
  58128. */
  58129. function StopAnimationAction(triggerOptions, target, condition) {
  58130. var _this = _super.call(this, triggerOptions, condition) || this;
  58131. _this._target = target;
  58132. return _this;
  58133. }
  58134. /** @hidden */
  58135. StopAnimationAction.prototype._prepare = function () {
  58136. };
  58137. /**
  58138. * Execute the action and stop the animation.
  58139. */
  58140. StopAnimationAction.prototype.execute = function () {
  58141. var scene = this._actionManager.getScene();
  58142. scene.stopAnimation(this._target);
  58143. };
  58144. /**
  58145. * Serializes the actions and its related information.
  58146. * @param parent defines the object to serialize in
  58147. * @returns the serialized object
  58148. */
  58149. StopAnimationAction.prototype.serialize = function (parent) {
  58150. return _super.prototype._serialize.call(this, {
  58151. name: "StopAnimationAction",
  58152. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58153. }, parent);
  58154. };
  58155. return StopAnimationAction;
  58156. }(BABYLON.Action));
  58157. BABYLON.StopAnimationAction = StopAnimationAction;
  58158. /**
  58159. * This defines an action responsible that does nothing once triggered.
  58160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58161. */
  58162. var DoNothingAction = /** @class */ (function (_super) {
  58163. __extends(DoNothingAction, _super);
  58164. /**
  58165. * Instantiate the action
  58166. * @param triggerOptions defines the trigger options
  58167. * @param condition defines the trigger related conditions
  58168. */
  58169. function DoNothingAction(triggerOptions, condition) {
  58170. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58171. return _super.call(this, triggerOptions, condition) || this;
  58172. }
  58173. /**
  58174. * Execute the action and do nothing.
  58175. */
  58176. DoNothingAction.prototype.execute = function () {
  58177. };
  58178. /**
  58179. * Serializes the actions and its related information.
  58180. * @param parent defines the object to serialize in
  58181. * @returns the serialized object
  58182. */
  58183. DoNothingAction.prototype.serialize = function (parent) {
  58184. return _super.prototype._serialize.call(this, {
  58185. name: "DoNothingAction",
  58186. properties: []
  58187. }, parent);
  58188. };
  58189. return DoNothingAction;
  58190. }(BABYLON.Action));
  58191. BABYLON.DoNothingAction = DoNothingAction;
  58192. /**
  58193. * This defines an action responsible to trigger several actions once triggered.
  58194. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58195. */
  58196. var CombineAction = /** @class */ (function (_super) {
  58197. __extends(CombineAction, _super);
  58198. /**
  58199. * Instantiate the action
  58200. * @param triggerOptions defines the trigger options
  58201. * @param children defines the list of aggregated animations to run
  58202. * @param condition defines the trigger related conditions
  58203. */
  58204. function CombineAction(triggerOptions, children, condition) {
  58205. var _this = _super.call(this, triggerOptions, condition) || this;
  58206. _this.children = children;
  58207. return _this;
  58208. }
  58209. /** @hidden */
  58210. CombineAction.prototype._prepare = function () {
  58211. for (var index = 0; index < this.children.length; index++) {
  58212. this.children[index]._actionManager = this._actionManager;
  58213. this.children[index]._prepare();
  58214. }
  58215. };
  58216. /**
  58217. * Execute the action and executes all the aggregated actions.
  58218. */
  58219. CombineAction.prototype.execute = function (evt) {
  58220. for (var index = 0; index < this.children.length; index++) {
  58221. this.children[index].execute(evt);
  58222. }
  58223. };
  58224. /**
  58225. * Serializes the actions and its related information.
  58226. * @param parent defines the object to serialize in
  58227. * @returns the serialized object
  58228. */
  58229. CombineAction.prototype.serialize = function (parent) {
  58230. var serializationObject = _super.prototype._serialize.call(this, {
  58231. name: "CombineAction",
  58232. properties: [],
  58233. combine: []
  58234. }, parent);
  58235. for (var i = 0; i < this.children.length; i++) {
  58236. serializationObject.combine.push(this.children[i].serialize(null));
  58237. }
  58238. return serializationObject;
  58239. };
  58240. return CombineAction;
  58241. }(BABYLON.Action));
  58242. BABYLON.CombineAction = CombineAction;
  58243. /**
  58244. * This defines an action responsible to run code (external event) once triggered.
  58245. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58246. */
  58247. var ExecuteCodeAction = /** @class */ (function (_super) {
  58248. __extends(ExecuteCodeAction, _super);
  58249. /**
  58250. * Instantiate the action
  58251. * @param triggerOptions defines the trigger options
  58252. * @param func defines the callback function to run
  58253. * @param condition defines the trigger related conditions
  58254. */
  58255. function ExecuteCodeAction(triggerOptions, func, condition) {
  58256. var _this = _super.call(this, triggerOptions, condition) || this;
  58257. _this.func = func;
  58258. return _this;
  58259. }
  58260. /**
  58261. * Execute the action and run the attached code.
  58262. */
  58263. ExecuteCodeAction.prototype.execute = function (evt) {
  58264. this.func(evt);
  58265. };
  58266. return ExecuteCodeAction;
  58267. }(BABYLON.Action));
  58268. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58269. /**
  58270. * This defines an action responsible to set the parent property of the target once triggered.
  58271. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58272. */
  58273. var SetParentAction = /** @class */ (function (_super) {
  58274. __extends(SetParentAction, _super);
  58275. /**
  58276. * Instantiate the action
  58277. * @param triggerOptions defines the trigger options
  58278. * @param target defines the target containing the parent property
  58279. * @param parent defines from where the animation should start (animation frame)
  58280. * @param condition defines the trigger related conditions
  58281. */
  58282. function SetParentAction(triggerOptions, target, parent, condition) {
  58283. var _this = _super.call(this, triggerOptions, condition) || this;
  58284. _this._target = target;
  58285. _this._parent = parent;
  58286. return _this;
  58287. }
  58288. /** @hidden */
  58289. SetParentAction.prototype._prepare = function () {
  58290. };
  58291. /**
  58292. * Execute the action and set the parent property.
  58293. */
  58294. SetParentAction.prototype.execute = function () {
  58295. if (this._target.parent === this._parent) {
  58296. return;
  58297. }
  58298. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58299. invertParentWorldMatrix.invert();
  58300. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58301. this._target.parent = this._parent;
  58302. };
  58303. /**
  58304. * Serializes the actions and its related information.
  58305. * @param parent defines the object to serialize in
  58306. * @returns the serialized object
  58307. */
  58308. SetParentAction.prototype.serialize = function (parent) {
  58309. return _super.prototype._serialize.call(this, {
  58310. name: "SetParentAction",
  58311. properties: [
  58312. BABYLON.Action._GetTargetProperty(this._target),
  58313. BABYLON.Action._GetTargetProperty(this._parent),
  58314. ]
  58315. }, parent);
  58316. };
  58317. return SetParentAction;
  58318. }(BABYLON.Action));
  58319. BABYLON.SetParentAction = SetParentAction;
  58320. })(BABYLON || (BABYLON = {}));
  58321. //# sourceMappingURL=babylon.directActions.js.map
  58322. var BABYLON;
  58323. (function (BABYLON) {
  58324. /**
  58325. * Class used to manage multiple sprites on the same spritesheet
  58326. * @see http://doc.babylonjs.com/babylon101/sprites
  58327. */
  58328. var SpriteManager = /** @class */ (function () {
  58329. /**
  58330. * Creates a new sprite manager
  58331. * @param name defines the manager's name
  58332. * @param imgUrl defines the sprite sheet url
  58333. * @param capacity defines the maximum allowed number of sprites
  58334. * @param cellSize defines the size of a sprite cell
  58335. * @param scene defines the hosting scene
  58336. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58337. * @param samplingMode defines the smapling mode to use with spritesheet
  58338. */
  58339. function SpriteManager(
  58340. /** defines the manager's name */
  58341. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58342. if (epsilon === void 0) { epsilon = 0.01; }
  58343. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58344. this.name = name;
  58345. /** Gets the list of sprites */
  58346. this.sprites = new Array();
  58347. /** Gets or sets the rendering group id (0 by default) */
  58348. this.renderingGroupId = 0;
  58349. /** Gets or sets camera layer mask */
  58350. this.layerMask = 0x0FFFFFFF;
  58351. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58352. this.fogEnabled = true;
  58353. /** Gets or sets a boolean indicating if the sprites are pickable */
  58354. this.isPickable = false;
  58355. /**
  58356. * An event triggered when the manager is disposed.
  58357. */
  58358. this.onDisposeObservable = new BABYLON.Observable();
  58359. this._vertexBuffers = {};
  58360. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58361. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58362. }
  58363. this._capacity = capacity;
  58364. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58365. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58366. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58367. if (cellSize.width && cellSize.height) {
  58368. this.cellWidth = cellSize.width;
  58369. this.cellHeight = cellSize.height;
  58370. }
  58371. else if (cellSize !== undefined) {
  58372. this.cellWidth = cellSize;
  58373. this.cellHeight = cellSize;
  58374. }
  58375. else {
  58376. return;
  58377. }
  58378. this._epsilon = epsilon;
  58379. this._scene = scene;
  58380. this._scene.spriteManagers.push(this);
  58381. var indices = [];
  58382. var index = 0;
  58383. for (var count = 0; count < capacity; count++) {
  58384. indices.push(index);
  58385. indices.push(index + 1);
  58386. indices.push(index + 2);
  58387. indices.push(index);
  58388. indices.push(index + 2);
  58389. indices.push(index + 3);
  58390. index += 4;
  58391. }
  58392. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58393. // VBO
  58394. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58395. this._vertexData = new Float32Array(capacity * 16 * 4);
  58396. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58397. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58398. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58399. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58400. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58401. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58402. this._vertexBuffers["options"] = options;
  58403. this._vertexBuffers["cellInfo"] = cellInfo;
  58404. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58405. // Effects
  58406. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58407. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58408. }
  58409. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58410. /**
  58411. * Callback called when the manager is disposed
  58412. */
  58413. set: function (callback) {
  58414. if (this._onDisposeObserver) {
  58415. this.onDisposeObservable.remove(this._onDisposeObserver);
  58416. }
  58417. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58418. },
  58419. enumerable: true,
  58420. configurable: true
  58421. });
  58422. Object.defineProperty(SpriteManager.prototype, "texture", {
  58423. /**
  58424. * Gets or sets the spritesheet texture
  58425. */
  58426. get: function () {
  58427. return this._spriteTexture;
  58428. },
  58429. set: function (value) {
  58430. this._spriteTexture = value;
  58431. },
  58432. enumerable: true,
  58433. configurable: true
  58434. });
  58435. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58436. var arrayOffset = index * 16;
  58437. if (offsetX === 0) {
  58438. offsetX = this._epsilon;
  58439. }
  58440. else if (offsetX === 1) {
  58441. offsetX = 1 - this._epsilon;
  58442. }
  58443. if (offsetY === 0) {
  58444. offsetY = this._epsilon;
  58445. }
  58446. else if (offsetY === 1) {
  58447. offsetY = 1 - this._epsilon;
  58448. }
  58449. this._vertexData[arrayOffset] = sprite.position.x;
  58450. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58451. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58452. this._vertexData[arrayOffset + 3] = sprite.angle;
  58453. this._vertexData[arrayOffset + 4] = sprite.width;
  58454. this._vertexData[arrayOffset + 5] = sprite.height;
  58455. this._vertexData[arrayOffset + 6] = offsetX;
  58456. this._vertexData[arrayOffset + 7] = offsetY;
  58457. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58458. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58459. var offset = (sprite.cellIndex / rowSize) >> 0;
  58460. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58461. this._vertexData[arrayOffset + 11] = offset;
  58462. // Color
  58463. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58464. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58465. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58466. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58467. };
  58468. /**
  58469. * Intersects the sprites with a ray
  58470. * @param ray defines the ray to intersect with
  58471. * @param camera defines the current active camera
  58472. * @param predicate defines a predicate used to select candidate sprites
  58473. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58474. * @returns null if no hit or a PickingInfo
  58475. */
  58476. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58477. var count = Math.min(this._capacity, this.sprites.length);
  58478. var min = BABYLON.Vector3.Zero();
  58479. var max = BABYLON.Vector3.Zero();
  58480. var distance = Number.MAX_VALUE;
  58481. var currentSprite = null;
  58482. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58483. var cameraView = camera.getViewMatrix();
  58484. for (var index = 0; index < count; index++) {
  58485. var sprite = this.sprites[index];
  58486. if (!sprite) {
  58487. continue;
  58488. }
  58489. if (predicate) {
  58490. if (!predicate(sprite)) {
  58491. continue;
  58492. }
  58493. }
  58494. else if (!sprite.isPickable) {
  58495. continue;
  58496. }
  58497. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58498. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58499. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58500. if (ray.intersectsBoxMinMax(min, max)) {
  58501. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58502. if (distance > currentDistance) {
  58503. distance = currentDistance;
  58504. currentSprite = sprite;
  58505. if (fastCheck) {
  58506. break;
  58507. }
  58508. }
  58509. }
  58510. }
  58511. if (currentSprite) {
  58512. var result = new BABYLON.PickingInfo();
  58513. result.hit = true;
  58514. result.pickedSprite = currentSprite;
  58515. result.distance = distance;
  58516. return result;
  58517. }
  58518. return null;
  58519. };
  58520. /**
  58521. * Render all child sprites
  58522. */
  58523. SpriteManager.prototype.render = function () {
  58524. // Check
  58525. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58526. return;
  58527. }
  58528. var engine = this._scene.getEngine();
  58529. var baseSize = this._spriteTexture.getBaseSize();
  58530. // Sprites
  58531. var deltaTime = engine.getDeltaTime();
  58532. var max = Math.min(this._capacity, this.sprites.length);
  58533. var rowSize = baseSize.width / this.cellWidth;
  58534. var offset = 0;
  58535. for (var index = 0; index < max; index++) {
  58536. var sprite = this.sprites[index];
  58537. if (!sprite || !sprite.isVisible) {
  58538. continue;
  58539. }
  58540. sprite._animate(deltaTime);
  58541. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58542. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58543. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58544. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58545. }
  58546. this._buffer.update(this._vertexData);
  58547. // Render
  58548. var effect = this._effectBase;
  58549. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58550. effect = this._effectFog;
  58551. }
  58552. engine.enableEffect(effect);
  58553. var viewMatrix = this._scene.getViewMatrix();
  58554. effect.setTexture("diffuseSampler", this._spriteTexture);
  58555. effect.setMatrix("view", viewMatrix);
  58556. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58557. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58558. // Fog
  58559. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58560. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58561. effect.setColor3("vFogColor", this._scene.fogColor);
  58562. }
  58563. // VBOs
  58564. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58565. // Draw order
  58566. engine.setDepthFunctionToLessOrEqual();
  58567. effect.setBool("alphaTest", true);
  58568. engine.setColorWrite(false);
  58569. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58570. engine.setColorWrite(true);
  58571. effect.setBool("alphaTest", false);
  58572. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58573. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58574. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58575. };
  58576. /**
  58577. * Release associated resources
  58578. */
  58579. SpriteManager.prototype.dispose = function () {
  58580. if (this._buffer) {
  58581. this._buffer.dispose();
  58582. this._buffer = null;
  58583. }
  58584. if (this._indexBuffer) {
  58585. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58586. this._indexBuffer = null;
  58587. }
  58588. if (this._spriteTexture) {
  58589. this._spriteTexture.dispose();
  58590. this._spriteTexture = null;
  58591. }
  58592. // Remove from scene
  58593. var index = this._scene.spriteManagers.indexOf(this);
  58594. this._scene.spriteManagers.splice(index, 1);
  58595. // Callback
  58596. this.onDisposeObservable.notifyObservers(this);
  58597. this.onDisposeObservable.clear();
  58598. };
  58599. return SpriteManager;
  58600. }());
  58601. BABYLON.SpriteManager = SpriteManager;
  58602. })(BABYLON || (BABYLON = {}));
  58603. //# sourceMappingURL=babylon.spriteManager.js.map
  58604. var BABYLON;
  58605. (function (BABYLON) {
  58606. /**
  58607. * Class used to represent a sprite
  58608. * @see http://doc.babylonjs.com/babylon101/sprites
  58609. */
  58610. var Sprite = /** @class */ (function () {
  58611. /**
  58612. * Creates a new Sprite
  58613. * @param name defines the name
  58614. * @param manager defines the manager
  58615. */
  58616. function Sprite(
  58617. /** defines the name */
  58618. name, manager) {
  58619. this.name = name;
  58620. /** Gets or sets the main color */
  58621. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58622. /** Gets or sets the width */
  58623. this.width = 1.0;
  58624. /** Gets or sets the height */
  58625. this.height = 1.0;
  58626. /** Gets or sets rotation angle */
  58627. this.angle = 0;
  58628. /** Gets or sets the cell index in the sprite sheet */
  58629. this.cellIndex = 0;
  58630. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58631. this.invertU = 0;
  58632. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58633. this.invertV = 0;
  58634. /** Gets the list of attached animations */
  58635. this.animations = new Array();
  58636. /** Gets or sets a boolean indicating if the sprite can be picked */
  58637. this.isPickable = false;
  58638. this._animationStarted = false;
  58639. this._loopAnimation = false;
  58640. this._fromIndex = 0;
  58641. this._toIndex = 0;
  58642. this._delay = 0;
  58643. this._direction = 1;
  58644. this._time = 0;
  58645. /**
  58646. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58647. */
  58648. this.isVisible = true;
  58649. this._manager = manager;
  58650. this._manager.sprites.push(this);
  58651. this.position = BABYLON.Vector3.Zero();
  58652. }
  58653. Object.defineProperty(Sprite.prototype, "size", {
  58654. /**
  58655. * Gets or sets the sprite size
  58656. */
  58657. get: function () {
  58658. return this.width;
  58659. },
  58660. set: function (value) {
  58661. this.width = value;
  58662. this.height = value;
  58663. },
  58664. enumerable: true,
  58665. configurable: true
  58666. });
  58667. /**
  58668. * Starts an animation
  58669. * @param from defines the initial key
  58670. * @param to defines the end key
  58671. * @param loop defines if the animation must loop
  58672. * @param delay defines the start delay (in ms)
  58673. * @param onAnimationEnd defines a callback to call when animation ends
  58674. */
  58675. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58676. this._fromIndex = from;
  58677. this._toIndex = to;
  58678. this._loopAnimation = loop;
  58679. this._delay = delay;
  58680. this._animationStarted = true;
  58681. this._direction = from < to ? 1 : -1;
  58682. this.cellIndex = from;
  58683. this._time = 0;
  58684. this._onAnimationEnd = onAnimationEnd;
  58685. };
  58686. /** Stops current animation (if any) */
  58687. Sprite.prototype.stopAnimation = function () {
  58688. this._animationStarted = false;
  58689. };
  58690. /** @hidden */
  58691. Sprite.prototype._animate = function (deltaTime) {
  58692. if (!this._animationStarted) {
  58693. return;
  58694. }
  58695. this._time += deltaTime;
  58696. if (this._time > this._delay) {
  58697. this._time = this._time % this._delay;
  58698. this.cellIndex += this._direction;
  58699. if (this.cellIndex > this._toIndex) {
  58700. if (this._loopAnimation) {
  58701. this.cellIndex = this._fromIndex;
  58702. }
  58703. else {
  58704. this.cellIndex = this._toIndex;
  58705. this._animationStarted = false;
  58706. if (this._onAnimationEnd) {
  58707. this._onAnimationEnd();
  58708. }
  58709. if (this.disposeWhenFinishedAnimating) {
  58710. this.dispose();
  58711. }
  58712. }
  58713. }
  58714. }
  58715. };
  58716. /** Release associated resources */
  58717. Sprite.prototype.dispose = function () {
  58718. for (var i = 0; i < this._manager.sprites.length; i++) {
  58719. if (this._manager.sprites[i] == this) {
  58720. this._manager.sprites.splice(i, 1);
  58721. }
  58722. }
  58723. };
  58724. return Sprite;
  58725. }());
  58726. BABYLON.Sprite = Sprite;
  58727. })(BABYLON || (BABYLON = {}));
  58728. //# sourceMappingURL=babylon.sprite.js.map
  58729. var BABYLON;
  58730. (function (BABYLON) {
  58731. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58732. if (!BABYLON.PickingInfo) {
  58733. return null;
  58734. }
  58735. var pickingInfo = null;
  58736. if (!camera) {
  58737. if (!this.activeCamera) {
  58738. return null;
  58739. }
  58740. camera = this.activeCamera;
  58741. }
  58742. if (this.spriteManagers.length > 0) {
  58743. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58744. var spriteManager = this.spriteManagers[spriteIndex];
  58745. if (!spriteManager.isPickable) {
  58746. continue;
  58747. }
  58748. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58749. if (!result || !result.hit) {
  58750. continue;
  58751. }
  58752. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58753. continue;
  58754. }
  58755. pickingInfo = result;
  58756. if (fastCheck) {
  58757. break;
  58758. }
  58759. }
  58760. }
  58761. return pickingInfo || new BABYLON.PickingInfo();
  58762. };
  58763. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58764. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58765. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58766. };
  58767. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58768. if (!this._tempSpritePickingRay) {
  58769. return null;
  58770. }
  58771. if (!camera) {
  58772. if (!this.activeCamera) {
  58773. return null;
  58774. }
  58775. camera = this.activeCamera;
  58776. }
  58777. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58778. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58779. };
  58780. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58781. if (this._pointerOverSprite === sprite) {
  58782. return;
  58783. }
  58784. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58785. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58786. }
  58787. this._pointerOverSprite = sprite;
  58788. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58789. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58790. }
  58791. };
  58792. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58793. return this._pointerOverSprite;
  58794. };
  58795. /**
  58796. * Defines the sprite scene component responsible to manage sprites
  58797. * in a given scene.
  58798. */
  58799. var SpriteSceneComponent = /** @class */ (function () {
  58800. /**
  58801. * Creates a new instance of the component for the given scene
  58802. * @param scene Defines the scene to register the component in
  58803. */
  58804. function SpriteSceneComponent(scene) {
  58805. /**
  58806. * The component name helpfull to identify the component in the list of scene components.
  58807. */
  58808. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58809. this.scene = scene;
  58810. this.scene.spriteManagers = new Array();
  58811. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58812. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58813. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58814. this._spritePredicate = function (sprite) {
  58815. if (!sprite.actionManager) {
  58816. return false;
  58817. }
  58818. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58819. };
  58820. }
  58821. /**
  58822. * Registers the component in a given scene
  58823. */
  58824. SpriteSceneComponent.prototype.register = function () {
  58825. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58826. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58827. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58828. };
  58829. /**
  58830. * Rebuilds the elements related to this component in case of
  58831. * context lost for instance.
  58832. */
  58833. SpriteSceneComponent.prototype.rebuild = function () {
  58834. /** Nothing to do for sprites */
  58835. };
  58836. /**
  58837. * Disposes the component and the associated ressources.
  58838. */
  58839. SpriteSceneComponent.prototype.dispose = function () {
  58840. this.scene.onBeforeSpritesRenderingObservable.clear();
  58841. this.scene.onAfterSpritesRenderingObservable.clear();
  58842. var spriteManagers = this.scene.spriteManagers;
  58843. while (spriteManagers.length) {
  58844. spriteManagers[0].dispose();
  58845. }
  58846. };
  58847. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58848. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58849. if (result) {
  58850. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58851. }
  58852. return result;
  58853. };
  58854. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58855. var scene = this.scene;
  58856. if (isMeshPicked) {
  58857. scene.setPointerOverSprite(null);
  58858. }
  58859. else {
  58860. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58861. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58862. scene.setPointerOverSprite(pickResult.pickedSprite);
  58863. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58864. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58865. }
  58866. else {
  58867. canvas.style.cursor = scene.hoverCursor;
  58868. }
  58869. }
  58870. else {
  58871. scene.setPointerOverSprite(null);
  58872. }
  58873. }
  58874. return pickResult;
  58875. };
  58876. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58877. var scene = this.scene;
  58878. scene._pickedDownSprite = null;
  58879. if (scene.spriteManagers.length > 0) {
  58880. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58881. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58882. if (pickResult.pickedSprite.actionManager) {
  58883. scene._pickedDownSprite = pickResult.pickedSprite;
  58884. switch (evt.button) {
  58885. case 0:
  58886. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58887. break;
  58888. case 1:
  58889. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58890. break;
  58891. case 2:
  58892. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58893. break;
  58894. }
  58895. if (pickResult.pickedSprite.actionManager) {
  58896. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58897. }
  58898. }
  58899. }
  58900. }
  58901. return pickResult;
  58902. };
  58903. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58904. var scene = this.scene;
  58905. if (scene.spriteManagers.length > 0) {
  58906. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58907. if (spritePickResult) {
  58908. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58909. if (spritePickResult.pickedSprite.actionManager) {
  58910. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58911. if (spritePickResult.pickedSprite.actionManager) {
  58912. if (!this.scene._isPointerSwiping()) {
  58913. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58914. }
  58915. }
  58916. }
  58917. }
  58918. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58919. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58920. }
  58921. }
  58922. }
  58923. return pickResult;
  58924. };
  58925. return SpriteSceneComponent;
  58926. }());
  58927. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58928. })(BABYLON || (BABYLON = {}));
  58929. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58930. var BABYLON;
  58931. (function (BABYLON) {
  58932. /**
  58933. * @hidden
  58934. */
  58935. var IntersectionInfo = /** @class */ (function () {
  58936. function IntersectionInfo(bu, bv, distance) {
  58937. this.bu = bu;
  58938. this.bv = bv;
  58939. this.distance = distance;
  58940. this.faceId = 0;
  58941. this.subMeshId = 0;
  58942. }
  58943. return IntersectionInfo;
  58944. }());
  58945. BABYLON.IntersectionInfo = IntersectionInfo;
  58946. /**
  58947. * Information about the result of picking within a scene
  58948. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58949. */
  58950. var PickingInfo = /** @class */ (function () {
  58951. function PickingInfo() {
  58952. /**
  58953. * If the pick collided with an object
  58954. */
  58955. this.hit = false;
  58956. /**
  58957. * Distance away where the pick collided
  58958. */
  58959. this.distance = 0;
  58960. /**
  58961. * The location of pick collision
  58962. */
  58963. this.pickedPoint = null;
  58964. /**
  58965. * The mesh corresponding the the pick collision
  58966. */
  58967. this.pickedMesh = null;
  58968. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58969. this.bu = 0;
  58970. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58971. this.bv = 0;
  58972. /** The id of the face on the mesh that was picked */
  58973. this.faceId = -1;
  58974. /** Id of the the submesh that was picked */
  58975. this.subMeshId = 0;
  58976. /** If a sprite was picked, this will be the sprite the pick collided with */
  58977. this.pickedSprite = null;
  58978. /**
  58979. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58980. */
  58981. this.originMesh = null;
  58982. /**
  58983. * The ray that was used to perform the picking.
  58984. */
  58985. this.ray = null;
  58986. }
  58987. /**
  58988. * Gets the normal correspodning to the face the pick collided with
  58989. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58990. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58991. * @returns The normal correspodning to the face the pick collided with
  58992. */
  58993. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58994. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58995. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58996. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58997. return null;
  58998. }
  58999. var indices = this.pickedMesh.getIndices();
  59000. if (!indices) {
  59001. return null;
  59002. }
  59003. var result;
  59004. if (useVerticesNormals) {
  59005. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  59006. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  59007. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  59008. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  59009. normal0 = normal0.scale(this.bu);
  59010. normal1 = normal1.scale(this.bv);
  59011. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  59012. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  59013. }
  59014. else {
  59015. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  59016. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  59017. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  59018. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  59019. var p1p2 = vertex1.subtract(vertex2);
  59020. var p3p2 = vertex3.subtract(vertex2);
  59021. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  59022. }
  59023. if (useWorldCoordinates) {
  59024. var wm = this.pickedMesh.getWorldMatrix();
  59025. if (this.pickedMesh.nonUniformScaling) {
  59026. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  59027. wm = BABYLON.Tmp.Matrix[0];
  59028. wm.setTranslationFromFloats(0, 0, 0);
  59029. wm.invert();
  59030. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  59031. wm = BABYLON.Tmp.Matrix[1];
  59032. }
  59033. result = BABYLON.Vector3.TransformNormal(result, wm);
  59034. }
  59035. result.normalize();
  59036. return result;
  59037. };
  59038. /**
  59039. * Gets the texture coordinates of where the pick occured
  59040. * @returns the vector containing the coordnates of the texture
  59041. */
  59042. PickingInfo.prototype.getTextureCoordinates = function () {
  59043. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  59044. return null;
  59045. }
  59046. var indices = this.pickedMesh.getIndices();
  59047. if (!indices) {
  59048. return null;
  59049. }
  59050. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  59051. if (!uvs) {
  59052. return null;
  59053. }
  59054. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  59055. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  59056. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  59057. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  59058. uv1 = uv1.scale(this.bu);
  59059. uv2 = uv2.scale(this.bv);
  59060. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  59061. };
  59062. return PickingInfo;
  59063. }());
  59064. BABYLON.PickingInfo = PickingInfo;
  59065. })(BABYLON || (BABYLON = {}));
  59066. //# sourceMappingURL=babylon.pickingInfo.js.map
  59067. var BABYLON;
  59068. (function (BABYLON) {
  59069. /**
  59070. * Class representing a ray with position and direction
  59071. */
  59072. var Ray = /** @class */ (function () {
  59073. /**
  59074. * Creates a new ray
  59075. * @param origin origin point
  59076. * @param direction direction
  59077. * @param length length of the ray
  59078. */
  59079. function Ray(
  59080. /** origin point */
  59081. origin,
  59082. /** direction */
  59083. direction,
  59084. /** length of the ray */
  59085. length) {
  59086. if (length === void 0) { length = Number.MAX_VALUE; }
  59087. this.origin = origin;
  59088. this.direction = direction;
  59089. this.length = length;
  59090. }
  59091. // Methods
  59092. /**
  59093. * Checks if the ray intersects a box
  59094. * @param minimum bound of the box
  59095. * @param maximum bound of the box
  59096. * @param intersectionTreshold extra extend to be added to the box in all direction
  59097. * @returns if the box was hit
  59098. */
  59099. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  59100. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59101. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  59102. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  59103. var d = 0.0;
  59104. var maxValue = Number.MAX_VALUE;
  59105. var inv;
  59106. var min;
  59107. var max;
  59108. var temp;
  59109. if (Math.abs(this.direction.x) < 0.0000001) {
  59110. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  59111. return false;
  59112. }
  59113. }
  59114. else {
  59115. inv = 1.0 / this.direction.x;
  59116. min = (newMinimum.x - this.origin.x) * inv;
  59117. max = (newMaximum.x - this.origin.x) * inv;
  59118. if (max === -Infinity) {
  59119. max = Infinity;
  59120. }
  59121. if (min > max) {
  59122. temp = min;
  59123. min = max;
  59124. max = temp;
  59125. }
  59126. d = Math.max(min, d);
  59127. maxValue = Math.min(max, maxValue);
  59128. if (d > maxValue) {
  59129. return false;
  59130. }
  59131. }
  59132. if (Math.abs(this.direction.y) < 0.0000001) {
  59133. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59134. return false;
  59135. }
  59136. }
  59137. else {
  59138. inv = 1.0 / this.direction.y;
  59139. min = (newMinimum.y - this.origin.y) * inv;
  59140. max = (newMaximum.y - this.origin.y) * inv;
  59141. if (max === -Infinity) {
  59142. max = Infinity;
  59143. }
  59144. if (min > max) {
  59145. temp = min;
  59146. min = max;
  59147. max = temp;
  59148. }
  59149. d = Math.max(min, d);
  59150. maxValue = Math.min(max, maxValue);
  59151. if (d > maxValue) {
  59152. return false;
  59153. }
  59154. }
  59155. if (Math.abs(this.direction.z) < 0.0000001) {
  59156. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59157. return false;
  59158. }
  59159. }
  59160. else {
  59161. inv = 1.0 / this.direction.z;
  59162. min = (newMinimum.z - this.origin.z) * inv;
  59163. max = (newMaximum.z - this.origin.z) * inv;
  59164. if (max === -Infinity) {
  59165. max = Infinity;
  59166. }
  59167. if (min > max) {
  59168. temp = min;
  59169. min = max;
  59170. max = temp;
  59171. }
  59172. d = Math.max(min, d);
  59173. maxValue = Math.min(max, maxValue);
  59174. if (d > maxValue) {
  59175. return false;
  59176. }
  59177. }
  59178. return true;
  59179. };
  59180. /**
  59181. * Checks if the ray intersects a box
  59182. * @param box the bounding box to check
  59183. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59184. * @returns if the box was hit
  59185. */
  59186. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59187. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59188. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59189. };
  59190. /**
  59191. * If the ray hits a sphere
  59192. * @param sphere the bounding sphere to check
  59193. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59194. * @returns true if it hits the sphere
  59195. */
  59196. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59197. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59198. var x = sphere.center.x - this.origin.x;
  59199. var y = sphere.center.y - this.origin.y;
  59200. var z = sphere.center.z - this.origin.z;
  59201. var pyth = (x * x) + (y * y) + (z * z);
  59202. var radius = sphere.radius + intersectionTreshold;
  59203. var rr = radius * radius;
  59204. if (pyth <= rr) {
  59205. return true;
  59206. }
  59207. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59208. if (dot < 0.0) {
  59209. return false;
  59210. }
  59211. var temp = pyth - (dot * dot);
  59212. return temp <= rr;
  59213. };
  59214. /**
  59215. * If the ray hits a triange
  59216. * @param vertex0 triangle vertex
  59217. * @param vertex1 triangle vertex
  59218. * @param vertex2 triangle vertex
  59219. * @returns intersection information if hit
  59220. */
  59221. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59222. var edge1 = Ray.TmpVector3[0];
  59223. var edge2 = Ray.TmpVector3[1];
  59224. var pvec = Ray.TmpVector3[2];
  59225. var tvec = Ray.TmpVector3[3];
  59226. var qvec = Ray.TmpVector3[4];
  59227. vertex1.subtractToRef(vertex0, edge1);
  59228. vertex2.subtractToRef(vertex0, edge2);
  59229. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59230. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59231. if (det === 0) {
  59232. return null;
  59233. }
  59234. var invdet = 1 / det;
  59235. this.origin.subtractToRef(vertex0, tvec);
  59236. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59237. if (bu < 0 || bu > 1.0) {
  59238. return null;
  59239. }
  59240. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59241. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59242. if (bv < 0 || bu + bv > 1.0) {
  59243. return null;
  59244. }
  59245. //check if the distance is longer than the predefined length.
  59246. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59247. if (distance > this.length) {
  59248. return null;
  59249. }
  59250. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59251. };
  59252. /**
  59253. * Checks if ray intersects a plane
  59254. * @param plane the plane to check
  59255. * @returns the distance away it was hit
  59256. */
  59257. Ray.prototype.intersectsPlane = function (plane) {
  59258. var distance;
  59259. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59260. if (Math.abs(result1) < 9.99999997475243E-07) {
  59261. return null;
  59262. }
  59263. else {
  59264. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59265. distance = (-plane.d - result2) / result1;
  59266. if (distance < 0.0) {
  59267. if (distance < -9.99999997475243E-07) {
  59268. return null;
  59269. }
  59270. else {
  59271. return 0;
  59272. }
  59273. }
  59274. return distance;
  59275. }
  59276. };
  59277. /**
  59278. * Checks if ray intersects a mesh
  59279. * @param mesh the mesh to check
  59280. * @param fastCheck if only the bounding box should checked
  59281. * @returns picking info of the intersecton
  59282. */
  59283. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59284. var tm = BABYLON.Tmp.Matrix[0];
  59285. mesh.getWorldMatrix().invertToRef(tm);
  59286. if (this._tmpRay) {
  59287. Ray.TransformToRef(this, tm, this._tmpRay);
  59288. }
  59289. else {
  59290. this._tmpRay = Ray.Transform(this, tm);
  59291. }
  59292. return mesh.intersects(this._tmpRay, fastCheck);
  59293. };
  59294. /**
  59295. * Checks if ray intersects a mesh
  59296. * @param meshes the meshes to check
  59297. * @param fastCheck if only the bounding box should checked
  59298. * @param results array to store result in
  59299. * @returns Array of picking infos
  59300. */
  59301. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59302. if (results) {
  59303. results.length = 0;
  59304. }
  59305. else {
  59306. results = [];
  59307. }
  59308. for (var i = 0; i < meshes.length; i++) {
  59309. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59310. if (pickInfo.hit) {
  59311. results.push(pickInfo);
  59312. }
  59313. }
  59314. results.sort(this._comparePickingInfo);
  59315. return results;
  59316. };
  59317. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59318. if (pickingInfoA.distance < pickingInfoB.distance) {
  59319. return -1;
  59320. }
  59321. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59322. return 1;
  59323. }
  59324. else {
  59325. return 0;
  59326. }
  59327. };
  59328. /**
  59329. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59330. * @param sega the first point of the segment to test the intersection against
  59331. * @param segb the second point of the segment to test the intersection against
  59332. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59333. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59334. */
  59335. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59336. var o = this.origin;
  59337. var u = BABYLON.Tmp.Vector3[0];
  59338. var rsegb = BABYLON.Tmp.Vector3[1];
  59339. var v = BABYLON.Tmp.Vector3[2];
  59340. var w = BABYLON.Tmp.Vector3[3];
  59341. segb.subtractToRef(sega, u);
  59342. this.direction.scaleToRef(Ray.rayl, v);
  59343. o.addToRef(v, rsegb);
  59344. sega.subtractToRef(o, w);
  59345. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59346. var b = BABYLON.Vector3.Dot(u, v);
  59347. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59348. var d = BABYLON.Vector3.Dot(u, w);
  59349. var e = BABYLON.Vector3.Dot(v, w);
  59350. var D = a * c - b * b; // always >= 0
  59351. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59352. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59353. // compute the line parameters of the two closest points
  59354. if (D < Ray.smallnum) { // the lines are almost parallel
  59355. sN = 0.0; // force using point P0 on segment S1
  59356. sD = 1.0; // to prevent possible division by 0.0 later
  59357. tN = e;
  59358. tD = c;
  59359. }
  59360. else { // get the closest points on the infinite lines
  59361. sN = (b * e - c * d);
  59362. tN = (a * e - b * d);
  59363. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59364. sN = 0.0;
  59365. tN = e;
  59366. tD = c;
  59367. }
  59368. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59369. sN = sD;
  59370. tN = e + b;
  59371. tD = c;
  59372. }
  59373. }
  59374. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59375. tN = 0.0;
  59376. // recompute sc for this edge
  59377. if (-d < 0.0) {
  59378. sN = 0.0;
  59379. }
  59380. else if (-d > a) {
  59381. sN = sD;
  59382. }
  59383. else {
  59384. sN = -d;
  59385. sD = a;
  59386. }
  59387. }
  59388. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59389. tN = tD;
  59390. // recompute sc for this edge
  59391. if ((-d + b) < 0.0) {
  59392. sN = 0;
  59393. }
  59394. else if ((-d + b) > a) {
  59395. sN = sD;
  59396. }
  59397. else {
  59398. sN = (-d + b);
  59399. sD = a;
  59400. }
  59401. }
  59402. // finally do the division to get sc and tc
  59403. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59404. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59405. // get the difference of the two closest points
  59406. var qtc = BABYLON.Tmp.Vector3[4];
  59407. v.scaleToRef(tc, qtc);
  59408. var qsc = BABYLON.Tmp.Vector3[5];
  59409. u.scaleToRef(sc, qsc);
  59410. qsc.addInPlace(w);
  59411. var dP = BABYLON.Tmp.Vector3[6];
  59412. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59413. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59414. if (isIntersected) {
  59415. return qsc.length();
  59416. }
  59417. return -1;
  59418. };
  59419. /**
  59420. * Update the ray from viewport position
  59421. * @param x position
  59422. * @param y y position
  59423. * @param viewportWidth viewport width
  59424. * @param viewportHeight viewport height
  59425. * @param world world matrix
  59426. * @param view view matrix
  59427. * @param projection projection matrix
  59428. * @returns this ray updated
  59429. */
  59430. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59431. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59432. return this;
  59433. };
  59434. // Statics
  59435. /**
  59436. * Creates a ray with origin and direction of 0,0,0
  59437. * @returns the new ray
  59438. */
  59439. Ray.Zero = function () {
  59440. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59441. };
  59442. /**
  59443. * Creates a new ray from screen space and viewport
  59444. * @param x position
  59445. * @param y y position
  59446. * @param viewportWidth viewport width
  59447. * @param viewportHeight viewport height
  59448. * @param world world matrix
  59449. * @param view view matrix
  59450. * @param projection projection matrix
  59451. * @returns new ray
  59452. */
  59453. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59454. var result = Ray.Zero();
  59455. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59456. };
  59457. /**
  59458. * 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
  59459. * transformed to the given world matrix.
  59460. * @param origin The origin point
  59461. * @param end The end point
  59462. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59463. * @returns the new ray
  59464. */
  59465. Ray.CreateNewFromTo = function (origin, end, world) {
  59466. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59467. var direction = end.subtract(origin);
  59468. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59469. direction.normalize();
  59470. return Ray.Transform(new Ray(origin, direction, length), world);
  59471. };
  59472. /**
  59473. * Transforms a ray by a matrix
  59474. * @param ray ray to transform
  59475. * @param matrix matrix to apply
  59476. * @returns the resulting new ray
  59477. */
  59478. Ray.Transform = function (ray, matrix) {
  59479. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59480. Ray.TransformToRef(ray, matrix, result);
  59481. return result;
  59482. };
  59483. /**
  59484. * Transforms a ray by a matrix
  59485. * @param ray ray to transform
  59486. * @param matrix matrix to apply
  59487. * @param result ray to store result in
  59488. */
  59489. Ray.TransformToRef = function (ray, matrix, result) {
  59490. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59491. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59492. result.length = ray.length;
  59493. var dir = result.direction;
  59494. var len = dir.length();
  59495. if (!(len === 0 || len === 1)) {
  59496. var num = 1.0 / len;
  59497. dir.x *= num;
  59498. dir.y *= num;
  59499. dir.z *= num;
  59500. result.length *= len;
  59501. }
  59502. };
  59503. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59504. Ray.smallnum = 0.00000001;
  59505. Ray.rayl = 10e8;
  59506. return Ray;
  59507. }());
  59508. BABYLON.Ray = Ray;
  59509. })(BABYLON || (BABYLON = {}));
  59510. //# sourceMappingURL=babylon.ray.js.map
  59511. var BABYLON;
  59512. (function (BABYLON) {
  59513. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59514. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59515. return false;
  59516. }
  59517. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59518. return false;
  59519. }
  59520. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59521. return false;
  59522. }
  59523. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59524. return false;
  59525. }
  59526. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59527. return false;
  59528. }
  59529. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59530. return false;
  59531. }
  59532. return true;
  59533. };
  59534. var getLowestRoot = (function () {
  59535. var result = { root: 0, found: false };
  59536. return function (a, b, c, maxR) {
  59537. result.root = 0;
  59538. result.found = false;
  59539. var determinant = b * b - 4.0 * a * c;
  59540. if (determinant < 0) {
  59541. return result;
  59542. }
  59543. var sqrtD = Math.sqrt(determinant);
  59544. var r1 = (-b - sqrtD) / (2.0 * a);
  59545. var r2 = (-b + sqrtD) / (2.0 * a);
  59546. if (r1 > r2) {
  59547. var temp = r2;
  59548. r2 = r1;
  59549. r1 = temp;
  59550. }
  59551. if (r1 > 0 && r1 < maxR) {
  59552. result.root = r1;
  59553. result.found = true;
  59554. return result;
  59555. }
  59556. if (r2 > 0 && r2 < maxR) {
  59557. result.root = r2;
  59558. result.found = true;
  59559. return result;
  59560. }
  59561. return result;
  59562. };
  59563. })();
  59564. /** @hidden */
  59565. var Collider = /** @class */ (function () {
  59566. function Collider() {
  59567. this._collisionPoint = BABYLON.Vector3.Zero();
  59568. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59569. this._tempVector = BABYLON.Vector3.Zero();
  59570. this._tempVector2 = BABYLON.Vector3.Zero();
  59571. this._tempVector3 = BABYLON.Vector3.Zero();
  59572. this._tempVector4 = BABYLON.Vector3.Zero();
  59573. this._edge = BABYLON.Vector3.Zero();
  59574. this._baseToVertex = BABYLON.Vector3.Zero();
  59575. this._destinationPoint = BABYLON.Vector3.Zero();
  59576. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59577. this._displacementVector = BABYLON.Vector3.Zero();
  59578. /** @hidden */
  59579. this._radius = BABYLON.Vector3.One();
  59580. /** @hidden */
  59581. this._retry = 0;
  59582. /** @hidden */
  59583. this._basePointWorld = BABYLON.Vector3.Zero();
  59584. this._velocityWorld = BABYLON.Vector3.Zero();
  59585. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59586. this._collisionMask = -1;
  59587. }
  59588. Object.defineProperty(Collider.prototype, "collisionMask", {
  59589. get: function () {
  59590. return this._collisionMask;
  59591. },
  59592. set: function (mask) {
  59593. this._collisionMask = !isNaN(mask) ? mask : -1;
  59594. },
  59595. enumerable: true,
  59596. configurable: true
  59597. });
  59598. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59599. /**
  59600. * Gets the plane normal used to compute the sliding response (in local space)
  59601. */
  59602. get: function () {
  59603. return this._slidePlaneNormal;
  59604. },
  59605. enumerable: true,
  59606. configurable: true
  59607. });
  59608. // Methods
  59609. /** @hidden */
  59610. Collider.prototype._initialize = function (source, dir, e) {
  59611. this._velocity = dir;
  59612. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59613. this._basePoint = source;
  59614. source.multiplyToRef(this._radius, this._basePointWorld);
  59615. dir.multiplyToRef(this._radius, this._velocityWorld);
  59616. this._velocityWorldLength = this._velocityWorld.length();
  59617. this._epsilon = e;
  59618. this.collisionFound = false;
  59619. };
  59620. /** @hidden */
  59621. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59622. pa.subtractToRef(point, this._tempVector);
  59623. pb.subtractToRef(point, this._tempVector2);
  59624. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59625. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59626. if (d < 0) {
  59627. return false;
  59628. }
  59629. pc.subtractToRef(point, this._tempVector3);
  59630. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59631. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59632. if (d < 0) {
  59633. return false;
  59634. }
  59635. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59636. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59637. return d >= 0;
  59638. };
  59639. /** @hidden */
  59640. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59641. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59642. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59643. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59644. return false;
  59645. }
  59646. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59647. return false;
  59648. }
  59649. return true;
  59650. };
  59651. /** @hidden */
  59652. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59653. var t0;
  59654. var embeddedInPlane = false;
  59655. //defensive programming, actually not needed.
  59656. if (!trianglePlaneArray) {
  59657. trianglePlaneArray = [];
  59658. }
  59659. if (!trianglePlaneArray[faceIndex]) {
  59660. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59661. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59662. }
  59663. var trianglePlane = trianglePlaneArray[faceIndex];
  59664. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59665. return;
  59666. }
  59667. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59668. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59669. if (normalDotVelocity == 0) {
  59670. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59671. return;
  59672. }
  59673. embeddedInPlane = true;
  59674. t0 = 0;
  59675. }
  59676. else {
  59677. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59678. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59679. if (t0 > t1) {
  59680. var temp = t1;
  59681. t1 = t0;
  59682. t0 = temp;
  59683. }
  59684. if (t0 > 1.0 || t1 < 0.0) {
  59685. return;
  59686. }
  59687. if (t0 < 0) {
  59688. t0 = 0;
  59689. }
  59690. if (t0 > 1.0) {
  59691. t0 = 1.0;
  59692. }
  59693. }
  59694. this._collisionPoint.copyFromFloats(0, 0, 0);
  59695. var found = false;
  59696. var t = 1.0;
  59697. if (!embeddedInPlane) {
  59698. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59699. this._velocity.scaleToRef(t0, this._tempVector);
  59700. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59701. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59702. found = true;
  59703. t = t0;
  59704. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59705. }
  59706. }
  59707. if (!found) {
  59708. var velocitySquaredLength = this._velocity.lengthSquared();
  59709. var a = velocitySquaredLength;
  59710. this._basePoint.subtractToRef(p1, this._tempVector);
  59711. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59712. var c = this._tempVector.lengthSquared() - 1.0;
  59713. var lowestRoot = getLowestRoot(a, b, c, t);
  59714. if (lowestRoot.found) {
  59715. t = lowestRoot.root;
  59716. found = true;
  59717. this._collisionPoint.copyFrom(p1);
  59718. }
  59719. this._basePoint.subtractToRef(p2, this._tempVector);
  59720. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59721. c = this._tempVector.lengthSquared() - 1.0;
  59722. lowestRoot = getLowestRoot(a, b, c, t);
  59723. if (lowestRoot.found) {
  59724. t = lowestRoot.root;
  59725. found = true;
  59726. this._collisionPoint.copyFrom(p2);
  59727. }
  59728. this._basePoint.subtractToRef(p3, this._tempVector);
  59729. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59730. c = this._tempVector.lengthSquared() - 1.0;
  59731. lowestRoot = getLowestRoot(a, b, c, t);
  59732. if (lowestRoot.found) {
  59733. t = lowestRoot.root;
  59734. found = true;
  59735. this._collisionPoint.copyFrom(p3);
  59736. }
  59737. p2.subtractToRef(p1, this._edge);
  59738. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59739. var edgeSquaredLength = this._edge.lengthSquared();
  59740. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59741. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59742. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59743. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59744. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59745. lowestRoot = getLowestRoot(a, b, c, t);
  59746. if (lowestRoot.found) {
  59747. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59748. if (f >= 0.0 && f <= 1.0) {
  59749. t = lowestRoot.root;
  59750. found = true;
  59751. this._edge.scaleInPlace(f);
  59752. p1.addToRef(this._edge, this._collisionPoint);
  59753. }
  59754. }
  59755. p3.subtractToRef(p2, this._edge);
  59756. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59757. edgeSquaredLength = this._edge.lengthSquared();
  59758. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59759. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59760. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59761. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59762. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59763. lowestRoot = getLowestRoot(a, b, c, t);
  59764. if (lowestRoot.found) {
  59765. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59766. if (f >= 0.0 && f <= 1.0) {
  59767. t = lowestRoot.root;
  59768. found = true;
  59769. this._edge.scaleInPlace(f);
  59770. p2.addToRef(this._edge, this._collisionPoint);
  59771. }
  59772. }
  59773. p1.subtractToRef(p3, this._edge);
  59774. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59775. edgeSquaredLength = this._edge.lengthSquared();
  59776. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59777. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59778. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59779. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59780. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59781. lowestRoot = getLowestRoot(a, b, c, t);
  59782. if (lowestRoot.found) {
  59783. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59784. if (f >= 0.0 && f <= 1.0) {
  59785. t = lowestRoot.root;
  59786. found = true;
  59787. this._edge.scaleInPlace(f);
  59788. p3.addToRef(this._edge, this._collisionPoint);
  59789. }
  59790. }
  59791. }
  59792. if (found) {
  59793. var distToCollision = t * this._velocity.length();
  59794. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59795. if (!this.intersectionPoint) {
  59796. this.intersectionPoint = this._collisionPoint.clone();
  59797. }
  59798. else {
  59799. this.intersectionPoint.copyFrom(this._collisionPoint);
  59800. }
  59801. this._nearestDistance = distToCollision;
  59802. this.collisionFound = true;
  59803. }
  59804. }
  59805. };
  59806. /** @hidden */
  59807. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59808. for (var i = indexStart; i < indexEnd; i += 3) {
  59809. var p1 = pts[indices[i] - decal];
  59810. var p2 = pts[indices[i + 1] - decal];
  59811. var p3 = pts[indices[i + 2] - decal];
  59812. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59813. }
  59814. };
  59815. /** @hidden */
  59816. Collider.prototype._getResponse = function (pos, vel) {
  59817. pos.addToRef(vel, this._destinationPoint);
  59818. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59819. this._basePoint.addToRef(vel, pos);
  59820. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59821. this._slidePlaneNormal.normalize();
  59822. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59823. pos.addInPlace(this._displacementVector);
  59824. this.intersectionPoint.addInPlace(this._displacementVector);
  59825. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59826. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59827. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59828. };
  59829. return Collider;
  59830. }());
  59831. BABYLON.Collider = Collider;
  59832. })(BABYLON || (BABYLON = {}));
  59833. //# sourceMappingURL=babylon.collider.js.map
  59834. var BABYLON;
  59835. (function (BABYLON) {
  59836. //WebWorker code will be inserted to this variable.
  59837. /** @hidden */
  59838. BABYLON.CollisionWorker = "";
  59839. /** Defines supported task for worker process */
  59840. var WorkerTaskType;
  59841. (function (WorkerTaskType) {
  59842. /** Initialization */
  59843. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59844. /** Update of geometry */
  59845. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59846. /** Evaluate collision */
  59847. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59848. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59849. /** Defines kind of replies returned by worker */
  59850. var WorkerReplyType;
  59851. (function (WorkerReplyType) {
  59852. /** Success */
  59853. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59854. /** Unkown error */
  59855. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59856. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59857. /** @hidden */
  59858. var CollisionCoordinatorWorker = /** @class */ (function () {
  59859. function CollisionCoordinatorWorker() {
  59860. var _this = this;
  59861. this._scaledPosition = BABYLON.Vector3.Zero();
  59862. this._scaledVelocity = BABYLON.Vector3.Zero();
  59863. this.onMeshUpdated = function (transformNode) {
  59864. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59865. };
  59866. this.onGeometryUpdated = function (geometry) {
  59867. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59868. };
  59869. this._afterRender = function () {
  59870. if (!_this._init) {
  59871. return;
  59872. }
  59873. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59874. return;
  59875. }
  59876. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59877. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59878. if (_this._runningUpdated > 4) {
  59879. return;
  59880. }
  59881. ++_this._runningUpdated;
  59882. var payload = {
  59883. updatedMeshes: _this._addUpdateMeshesList,
  59884. updatedGeometries: _this._addUpdateGeometriesList,
  59885. removedGeometries: _this._toRemoveGeometryArray,
  59886. removedMeshes: _this._toRemoveMeshesArray
  59887. };
  59888. var message = {
  59889. payload: payload,
  59890. taskType: WorkerTaskType.UPDATE
  59891. };
  59892. var serializable = [];
  59893. for (var id in payload.updatedGeometries) {
  59894. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59895. //prepare transferables
  59896. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59897. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59898. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59899. }
  59900. }
  59901. _this._worker.postMessage(message, serializable);
  59902. _this._addUpdateMeshesList = {};
  59903. _this._addUpdateGeometriesList = {};
  59904. _this._toRemoveGeometryArray = [];
  59905. _this._toRemoveMeshesArray = [];
  59906. };
  59907. this._onMessageFromWorker = function (e) {
  59908. var returnData = e.data;
  59909. if (returnData.error != WorkerReplyType.SUCCESS) {
  59910. //TODO what errors can be returned from the worker?
  59911. BABYLON.Tools.Warn("error returned from worker!");
  59912. return;
  59913. }
  59914. switch (returnData.taskType) {
  59915. case WorkerTaskType.INIT:
  59916. _this._init = true;
  59917. //Update the worked with ALL of the scene's current state
  59918. _this._scene.meshes.forEach(function (mesh) {
  59919. _this.onMeshAdded(mesh);
  59920. });
  59921. _this._scene.getGeometries().forEach(function (geometry) {
  59922. _this.onGeometryAdded(geometry);
  59923. });
  59924. break;
  59925. case WorkerTaskType.UPDATE:
  59926. _this._runningUpdated--;
  59927. break;
  59928. case WorkerTaskType.COLLIDE:
  59929. var returnPayload = returnData.payload;
  59930. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59931. return;
  59932. }
  59933. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59934. if (callback) {
  59935. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59936. if (mesh) {
  59937. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59938. }
  59939. }
  59940. //cleanup
  59941. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59942. break;
  59943. }
  59944. };
  59945. this._collisionsCallbackArray = [];
  59946. this._init = false;
  59947. this._runningUpdated = 0;
  59948. this._addUpdateMeshesList = {};
  59949. this._addUpdateGeometriesList = {};
  59950. this._toRemoveGeometryArray = [];
  59951. this._toRemoveMeshesArray = [];
  59952. }
  59953. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59954. if (!this._init) {
  59955. return;
  59956. }
  59957. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59958. return;
  59959. }
  59960. position.divideToRef(collider._radius, this._scaledPosition);
  59961. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59962. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59963. var payload = {
  59964. collider: {
  59965. position: this._scaledPosition.asArray(),
  59966. velocity: this._scaledVelocity.asArray(),
  59967. radius: collider._radius.asArray()
  59968. },
  59969. collisionId: collisionIndex,
  59970. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59971. maximumRetry: maximumRetry
  59972. };
  59973. var message = {
  59974. payload: payload,
  59975. taskType: WorkerTaskType.COLLIDE
  59976. };
  59977. this._worker.postMessage(message);
  59978. };
  59979. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59980. this._scene = scene;
  59981. this._scene.registerAfterRender(this._afterRender);
  59982. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59983. this._worker = new Worker(workerUrl);
  59984. this._worker.onmessage = this._onMessageFromWorker;
  59985. var message = {
  59986. payload: {},
  59987. taskType: WorkerTaskType.INIT
  59988. };
  59989. this._worker.postMessage(message);
  59990. };
  59991. CollisionCoordinatorWorker.prototype.destroy = function () {
  59992. this._scene.unregisterAfterRender(this._afterRender);
  59993. this._worker.terminate();
  59994. };
  59995. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59996. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59997. this.onMeshUpdated(mesh);
  59998. };
  59999. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  60000. this._toRemoveMeshesArray.push(mesh.uniqueId);
  60001. };
  60002. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  60003. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  60004. geometry.onGeometryUpdated = this.onGeometryUpdated;
  60005. this.onGeometryUpdated(geometry);
  60006. };
  60007. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  60008. this._toRemoveGeometryArray.push(geometry.id);
  60009. };
  60010. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  60011. var submeshes = [];
  60012. if (mesh.subMeshes) {
  60013. submeshes = mesh.subMeshes.map(function (sm, idx) {
  60014. var boundingInfo = sm.getBoundingInfo();
  60015. return {
  60016. position: idx,
  60017. verticesStart: sm.verticesStart,
  60018. verticesCount: sm.verticesCount,
  60019. indexStart: sm.indexStart,
  60020. indexCount: sm.indexCount,
  60021. hasMaterial: !!sm.getMaterial(),
  60022. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60023. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60024. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60025. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  60026. };
  60027. });
  60028. }
  60029. var geometryId = null;
  60030. if (mesh instanceof BABYLON.Mesh) {
  60031. var geometry = mesh.geometry;
  60032. geometryId = geometry ? geometry.id : null;
  60033. }
  60034. else if (mesh instanceof BABYLON.InstancedMesh) {
  60035. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  60036. geometryId = geometry ? geometry.id : null;
  60037. }
  60038. var boundingInfo = mesh.getBoundingInfo();
  60039. return {
  60040. uniqueId: mesh.uniqueId,
  60041. id: mesh.id,
  60042. name: mesh.name,
  60043. geometryId: geometryId,
  60044. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60045. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60046. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60047. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  60048. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  60049. subMeshes: submeshes,
  60050. checkCollisions: mesh.checkCollisions
  60051. };
  60052. };
  60053. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  60054. return {
  60055. id: geometry.id,
  60056. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  60057. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  60058. indices: new Uint32Array(geometry.getIndices() || []),
  60059. };
  60060. };
  60061. return CollisionCoordinatorWorker;
  60062. }());
  60063. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  60064. /** @hidden */
  60065. var CollisionCoordinatorLegacy = /** @class */ (function () {
  60066. function CollisionCoordinatorLegacy() {
  60067. this._scaledPosition = BABYLON.Vector3.Zero();
  60068. this._scaledVelocity = BABYLON.Vector3.Zero();
  60069. this._finalPosition = BABYLON.Vector3.Zero();
  60070. }
  60071. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  60072. position.divideToRef(collider._radius, this._scaledPosition);
  60073. displacement.divideToRef(collider._radius, this._scaledVelocity);
  60074. collider.collidedMesh = null;
  60075. collider._retry = 0;
  60076. collider._initialVelocity = this._scaledVelocity;
  60077. collider._initialPosition = this._scaledPosition;
  60078. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  60079. this._finalPosition.multiplyInPlace(collider._radius);
  60080. //run the callback
  60081. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  60082. };
  60083. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  60084. this._scene = scene;
  60085. };
  60086. CollisionCoordinatorLegacy.prototype.destroy = function () {
  60087. //Legacy need no destruction method.
  60088. };
  60089. //No update in legacy mode
  60090. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  60091. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  60092. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  60093. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  60094. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  60095. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  60096. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  60097. if (excludedMesh === void 0) { excludedMesh = null; }
  60098. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  60099. if (collider._retry >= maximumRetry) {
  60100. finalPosition.copyFrom(position);
  60101. return;
  60102. }
  60103. // Check if this is a mesh else camera or -1
  60104. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  60105. collider._initialize(position, velocity, closeDistance);
  60106. // Check all meshes
  60107. for (var index = 0; index < this._scene.meshes.length; index++) {
  60108. var mesh = this._scene.meshes[index];
  60109. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  60110. mesh._checkCollision(collider);
  60111. }
  60112. }
  60113. if (!collider.collisionFound) {
  60114. position.addToRef(velocity, finalPosition);
  60115. return;
  60116. }
  60117. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  60118. collider._getResponse(position, velocity);
  60119. }
  60120. if (velocity.length() <= closeDistance) {
  60121. finalPosition.copyFrom(position);
  60122. return;
  60123. }
  60124. collider._retry++;
  60125. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  60126. };
  60127. return CollisionCoordinatorLegacy;
  60128. }());
  60129. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60130. })(BABYLON || (BABYLON = {}));
  60131. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60132. var BABYLON;
  60133. (function (BABYLON) {
  60134. /**
  60135. * A particle represents one of the element emitted by a particle system.
  60136. * This is mainly define by its coordinates, direction, velocity and age.
  60137. */
  60138. var Particle = /** @class */ (function () {
  60139. /**
  60140. * Creates a new instance Particle
  60141. * @param particleSystem the particle system the particle belongs to
  60142. */
  60143. function Particle(
  60144. /**
  60145. * The particle system the particle belongs to.
  60146. */
  60147. particleSystem) {
  60148. this.particleSystem = particleSystem;
  60149. /**
  60150. * The world position of the particle in the scene.
  60151. */
  60152. this.position = BABYLON.Vector3.Zero();
  60153. /**
  60154. * The world direction of the particle in the scene.
  60155. */
  60156. this.direction = BABYLON.Vector3.Zero();
  60157. /**
  60158. * The color of the particle.
  60159. */
  60160. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60161. /**
  60162. * The color change of the particle per step.
  60163. */
  60164. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60165. /**
  60166. * Defines how long will the life of the particle be.
  60167. */
  60168. this.lifeTime = 1.0;
  60169. /**
  60170. * The current age of the particle.
  60171. */
  60172. this.age = 0;
  60173. /**
  60174. * The current size of the particle.
  60175. */
  60176. this.size = 0;
  60177. /**
  60178. * The current scale of the particle.
  60179. */
  60180. this.scale = new BABYLON.Vector2(1, 1);
  60181. /**
  60182. * The current angle of the particle.
  60183. */
  60184. this.angle = 0;
  60185. /**
  60186. * Defines how fast is the angle changing.
  60187. */
  60188. this.angularSpeed = 0;
  60189. /**
  60190. * Defines the cell index used by the particle to be rendered from a sprite.
  60191. */
  60192. this.cellIndex = 0;
  60193. /** @hidden */
  60194. this._attachedSubEmitters = null;
  60195. /** @hidden */
  60196. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60197. /** @hidden */
  60198. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60199. /** @hidden */
  60200. this._currentSize1 = 0;
  60201. /** @hidden */
  60202. this._currentSize2 = 0;
  60203. /** @hidden */
  60204. this._currentAngularSpeed1 = 0;
  60205. /** @hidden */
  60206. this._currentAngularSpeed2 = 0;
  60207. /** @hidden */
  60208. this._currentVelocity1 = 0;
  60209. /** @hidden */
  60210. this._currentVelocity2 = 0;
  60211. /** @hidden */
  60212. this._currentLimitVelocity1 = 0;
  60213. /** @hidden */
  60214. this._currentLimitVelocity2 = 0;
  60215. /** @hidden */
  60216. this._currentDrag1 = 0;
  60217. /** @hidden */
  60218. this._currentDrag2 = 0;
  60219. this.id = Particle._Count++;
  60220. if (!this.particleSystem.isAnimationSheetEnabled) {
  60221. return;
  60222. }
  60223. this.updateCellInfoFromSystem();
  60224. }
  60225. Particle.prototype.updateCellInfoFromSystem = function () {
  60226. this.cellIndex = this.particleSystem.startSpriteCellID;
  60227. };
  60228. /**
  60229. * Defines how the sprite cell index is updated for the particle
  60230. */
  60231. Particle.prototype.updateCellIndex = function () {
  60232. var offsetAge = this.age;
  60233. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60234. if (this.particleSystem.spriteRandomStartCell) {
  60235. if (this._randomCellOffset === undefined) {
  60236. this._randomCellOffset = Math.random() * this.lifeTime;
  60237. }
  60238. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60239. changeSpeed = 1;
  60240. offsetAge = this._randomCellOffset;
  60241. }
  60242. else {
  60243. offsetAge += this._randomCellOffset;
  60244. }
  60245. }
  60246. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60247. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60248. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60249. };
  60250. /** @hidden */
  60251. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60252. if (subEmitter.particleSystem.emitter.position) {
  60253. var emitterMesh = subEmitter.particleSystem.emitter;
  60254. emitterMesh.position.copyFrom(this.position);
  60255. if (subEmitter.inheritDirection) {
  60256. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60257. // Look at using Y as forward
  60258. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60259. }
  60260. }
  60261. else {
  60262. var emitterPosition = subEmitter.particleSystem.emitter;
  60263. emitterPosition.copyFrom(this.position);
  60264. }
  60265. // Set inheritedVelocityOffset to be used when new particles are created
  60266. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60267. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60268. };
  60269. /** @hidden */
  60270. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60271. var _this = this;
  60272. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60273. this._attachedSubEmitters.forEach(function (subEmitter) {
  60274. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60275. });
  60276. }
  60277. };
  60278. /** @hidden */
  60279. Particle.prototype._reset = function () {
  60280. this.age = 0;
  60281. this._currentColorGradient = null;
  60282. this._currentSizeGradient = null;
  60283. this._currentAngularSpeedGradient = null;
  60284. this._currentVelocityGradient = null;
  60285. this._currentLimitVelocityGradient = null;
  60286. this._currentDragGradient = null;
  60287. this.cellIndex = this.particleSystem.startSpriteCellID;
  60288. this._randomCellOffset = undefined;
  60289. };
  60290. /**
  60291. * Copy the properties of particle to another one.
  60292. * @param other the particle to copy the information to.
  60293. */
  60294. Particle.prototype.copyTo = function (other) {
  60295. other.position.copyFrom(this.position);
  60296. if (this._initialDirection) {
  60297. if (other._initialDirection) {
  60298. other._initialDirection.copyFrom(this._initialDirection);
  60299. }
  60300. else {
  60301. other._initialDirection = this._initialDirection.clone();
  60302. }
  60303. }
  60304. else {
  60305. other._initialDirection = null;
  60306. }
  60307. other.direction.copyFrom(this.direction);
  60308. other.color.copyFrom(this.color);
  60309. other.colorStep.copyFrom(this.colorStep);
  60310. other.lifeTime = this.lifeTime;
  60311. other.age = this.age;
  60312. other._randomCellOffset = this._randomCellOffset;
  60313. other.size = this.size;
  60314. other.scale.copyFrom(this.scale);
  60315. other.angle = this.angle;
  60316. other.angularSpeed = this.angularSpeed;
  60317. other.particleSystem = this.particleSystem;
  60318. other.cellIndex = this.cellIndex;
  60319. other.id = this.id;
  60320. other._attachedSubEmitters = this._attachedSubEmitters;
  60321. if (this._currentColorGradient) {
  60322. other._currentColorGradient = this._currentColorGradient;
  60323. other._currentColor1.copyFrom(this._currentColor1);
  60324. other._currentColor2.copyFrom(this._currentColor2);
  60325. }
  60326. if (this._currentSizeGradient) {
  60327. other._currentSizeGradient = this._currentSizeGradient;
  60328. other._currentSize1 = this._currentSize1;
  60329. other._currentSize2 = this._currentSize2;
  60330. }
  60331. if (this._currentAngularSpeedGradient) {
  60332. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60333. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60334. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60335. }
  60336. if (this._currentVelocityGradient) {
  60337. other._currentVelocityGradient = this._currentVelocityGradient;
  60338. other._currentVelocity1 = this._currentVelocity1;
  60339. other._currentVelocity2 = this._currentVelocity2;
  60340. }
  60341. if (this._currentLimitVelocityGradient) {
  60342. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60343. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60344. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60345. }
  60346. if (this._currentDragGradient) {
  60347. other._currentDragGradient = this._currentDragGradient;
  60348. other._currentDrag1 = this._currentDrag1;
  60349. other._currentDrag2 = this._currentDrag2;
  60350. }
  60351. if (this.particleSystem.isAnimationSheetEnabled) {
  60352. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60353. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60354. }
  60355. if (this.particleSystem.useRampGradients) {
  60356. other.remapData.copyFrom(this.remapData);
  60357. }
  60358. if (this._randomNoiseCoordinates1) {
  60359. if (other._randomNoiseCoordinates1) {
  60360. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60361. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60362. }
  60363. else {
  60364. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60365. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60366. }
  60367. }
  60368. };
  60369. Particle._Count = 0;
  60370. return Particle;
  60371. }());
  60372. BABYLON.Particle = Particle;
  60373. })(BABYLON || (BABYLON = {}));
  60374. //# sourceMappingURL=babylon.particle.js.map
  60375. var BABYLON;
  60376. (function (BABYLON) {
  60377. /**
  60378. * This represents the base class for particle system in Babylon.
  60379. * 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.
  60380. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60381. * @example https://doc.babylonjs.com/babylon101/particles
  60382. */
  60383. var BaseParticleSystem = /** @class */ (function () {
  60384. /**
  60385. * Instantiates a particle system.
  60386. * 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.
  60387. * @param name The name of the particle system
  60388. */
  60389. function BaseParticleSystem(name) {
  60390. /**
  60391. * List of animations used by the particle system.
  60392. */
  60393. this.animations = [];
  60394. /**
  60395. * The rendering group used by the Particle system to chose when to render.
  60396. */
  60397. this.renderingGroupId = 0;
  60398. /**
  60399. * The emitter represents the Mesh or position we are attaching the particle system to.
  60400. */
  60401. this.emitter = null;
  60402. /**
  60403. * The maximum number of particles to emit per frame
  60404. */
  60405. this.emitRate = 10;
  60406. /**
  60407. * If you want to launch only a few particles at once, that can be done, as well.
  60408. */
  60409. this.manualEmitCount = -1;
  60410. /**
  60411. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60412. */
  60413. this.updateSpeed = 0.01;
  60414. /**
  60415. * The amount of time the particle system is running (depends of the overall update speed).
  60416. */
  60417. this.targetStopDuration = 0;
  60418. /**
  60419. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60420. */
  60421. this.disposeOnStop = false;
  60422. /**
  60423. * Minimum power of emitting particles.
  60424. */
  60425. this.minEmitPower = 1;
  60426. /**
  60427. * Maximum power of emitting particles.
  60428. */
  60429. this.maxEmitPower = 1;
  60430. /**
  60431. * Minimum life time of emitting particles.
  60432. */
  60433. this.minLifeTime = 1;
  60434. /**
  60435. * Maximum life time of emitting particles.
  60436. */
  60437. this.maxLifeTime = 1;
  60438. /**
  60439. * Minimum Size of emitting particles.
  60440. */
  60441. this.minSize = 1;
  60442. /**
  60443. * Maximum Size of emitting particles.
  60444. */
  60445. this.maxSize = 1;
  60446. /**
  60447. * Minimum scale of emitting particles on X axis.
  60448. */
  60449. this.minScaleX = 1;
  60450. /**
  60451. * Maximum scale of emitting particles on X axis.
  60452. */
  60453. this.maxScaleX = 1;
  60454. /**
  60455. * Minimum scale of emitting particles on Y axis.
  60456. */
  60457. this.minScaleY = 1;
  60458. /**
  60459. * Maximum scale of emitting particles on Y axis.
  60460. */
  60461. this.maxScaleY = 1;
  60462. /**
  60463. * Gets or sets the minimal initial rotation in radians.
  60464. */
  60465. this.minInitialRotation = 0;
  60466. /**
  60467. * Gets or sets the maximal initial rotation in radians.
  60468. */
  60469. this.maxInitialRotation = 0;
  60470. /**
  60471. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60472. */
  60473. this.minAngularSpeed = 0;
  60474. /**
  60475. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60476. */
  60477. this.maxAngularSpeed = 0;
  60478. /**
  60479. * The layer mask we are rendering the particles through.
  60480. */
  60481. this.layerMask = 0x0FFFFFFF;
  60482. /**
  60483. * This can help using your own shader to render the particle system.
  60484. * The according effect will be created
  60485. */
  60486. this.customShader = null;
  60487. /**
  60488. * By default particle system starts as soon as they are created. This prevents the
  60489. * automatic start to happen and let you decide when to start emitting particles.
  60490. */
  60491. this.preventAutoStart = false;
  60492. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60493. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60494. /**
  60495. * Callback triggered when the particle animation is ending.
  60496. */
  60497. this.onAnimationEnd = null;
  60498. /**
  60499. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60500. */
  60501. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60502. /**
  60503. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60504. * to override the particles.
  60505. */
  60506. this.forceDepthWrite = false;
  60507. /** 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 */
  60508. this.preWarmCycles = 0;
  60509. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60510. this.preWarmStepOffset = 1;
  60511. /**
  60512. * 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)
  60513. */
  60514. this.spriteCellChangeSpeed = 1;
  60515. /**
  60516. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60517. */
  60518. this.startSpriteCellID = 0;
  60519. /**
  60520. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60521. */
  60522. this.endSpriteCellID = 0;
  60523. /**
  60524. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60525. */
  60526. this.spriteCellWidth = 0;
  60527. /**
  60528. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60529. */
  60530. this.spriteCellHeight = 0;
  60531. /**
  60532. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60533. */
  60534. this.spriteRandomStartCell = false;
  60535. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60536. this.translationPivot = new BABYLON.Vector2(0, 0);
  60537. /**
  60538. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60539. */
  60540. this.beginAnimationOnStart = false;
  60541. /**
  60542. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60543. */
  60544. this.beginAnimationFrom = 0;
  60545. /**
  60546. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60547. */
  60548. this.beginAnimationTo = 60;
  60549. /**
  60550. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60551. */
  60552. this.beginAnimationLoop = false;
  60553. /**
  60554. * You can use gravity if you want to give an orientation to your particles.
  60555. */
  60556. this.gravity = BABYLON.Vector3.Zero();
  60557. this._colorGradients = null;
  60558. this._sizeGradients = null;
  60559. this._lifeTimeGradients = null;
  60560. this._angularSpeedGradients = null;
  60561. this._velocityGradients = null;
  60562. this._limitVelocityGradients = null;
  60563. this._dragGradients = null;
  60564. this._emitRateGradients = null;
  60565. this._startSizeGradients = null;
  60566. this._rampGradients = null;
  60567. this._colorRemapGradients = null;
  60568. this._alphaRemapGradients = null;
  60569. /**
  60570. * Defines the delay in milliseconds before starting the system (0 by default)
  60571. */
  60572. this.startDelay = 0;
  60573. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60574. this.limitVelocityDamping = 0.4;
  60575. /**
  60576. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60577. */
  60578. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60579. /**
  60580. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60581. */
  60582. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60583. /**
  60584. * Color the particle will have at the end of its lifetime
  60585. */
  60586. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60587. /**
  60588. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60589. */
  60590. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60591. /** @hidden */
  60592. this._isSubEmitter = false;
  60593. /**
  60594. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60595. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60596. */
  60597. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60598. this._isBillboardBased = true;
  60599. /**
  60600. * Local cache of defines for image processing.
  60601. */
  60602. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60603. this.id = name;
  60604. this.name = name;
  60605. }
  60606. Object.defineProperty(BaseParticleSystem.prototype, "noiseTexture", {
  60607. /**
  60608. * Gets or sets a texture used to add random noise to particle positions
  60609. */
  60610. get: function () {
  60611. return this._noiseTexture;
  60612. },
  60613. set: function (value) {
  60614. if (this._noiseTexture === value) {
  60615. return;
  60616. }
  60617. this._noiseTexture = value;
  60618. this._reset();
  60619. },
  60620. enumerable: true,
  60621. configurable: true
  60622. });
  60623. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60624. /**
  60625. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60626. */
  60627. get: function () {
  60628. return this._isAnimationSheetEnabled;
  60629. },
  60630. set: function (value) {
  60631. if (this._isAnimationSheetEnabled == value) {
  60632. return;
  60633. }
  60634. this._isAnimationSheetEnabled = value;
  60635. this._reset();
  60636. },
  60637. enumerable: true,
  60638. configurable: true
  60639. });
  60640. /**
  60641. * Get hosting scene
  60642. * @returns the scene
  60643. */
  60644. BaseParticleSystem.prototype.getScene = function () {
  60645. return this._scene;
  60646. };
  60647. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60648. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60649. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60650. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60651. };
  60652. /**
  60653. * Gets the current list of drag gradients.
  60654. * You must use addDragGradient and removeDragGradient to udpate this list
  60655. * @returns the list of drag gradients
  60656. */
  60657. BaseParticleSystem.prototype.getDragGradients = function () {
  60658. return this._dragGradients;
  60659. };
  60660. /**
  60661. * Gets the current list of limit velocity gradients.
  60662. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60663. * @returns the list of limit velocity gradients
  60664. */
  60665. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60666. return this._limitVelocityGradients;
  60667. };
  60668. /**
  60669. * Gets the current list of color gradients.
  60670. * You must use addColorGradient and removeColorGradient to udpate this list
  60671. * @returns the list of color gradients
  60672. */
  60673. BaseParticleSystem.prototype.getColorGradients = function () {
  60674. return this._colorGradients;
  60675. };
  60676. /**
  60677. * Gets the current list of size gradients.
  60678. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60679. * @returns the list of size gradients
  60680. */
  60681. BaseParticleSystem.prototype.getSizeGradients = function () {
  60682. return this._sizeGradients;
  60683. };
  60684. /**
  60685. * Gets the current list of color remap gradients.
  60686. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60687. * @returns the list of color remap gradients
  60688. */
  60689. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60690. return this._colorRemapGradients;
  60691. };
  60692. /**
  60693. * Gets the current list of alpha remap gradients.
  60694. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60695. * @returns the list of alpha remap gradients
  60696. */
  60697. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60698. return this._alphaRemapGradients;
  60699. };
  60700. /**
  60701. * Gets the current list of life time gradients.
  60702. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60703. * @returns the list of life time gradients
  60704. */
  60705. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60706. return this._lifeTimeGradients;
  60707. };
  60708. /**
  60709. * Gets the current list of angular speed gradients.
  60710. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60711. * @returns the list of angular speed gradients
  60712. */
  60713. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60714. return this._angularSpeedGradients;
  60715. };
  60716. /**
  60717. * Gets the current list of velocity gradients.
  60718. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60719. * @returns the list of velocity gradients
  60720. */
  60721. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60722. return this._velocityGradients;
  60723. };
  60724. /**
  60725. * Gets the current list of start size gradients.
  60726. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60727. * @returns the list of start size gradients
  60728. */
  60729. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60730. return this._startSizeGradients;
  60731. };
  60732. /**
  60733. * Gets the current list of emit rate gradients.
  60734. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60735. * @returns the list of emit rate gradients
  60736. */
  60737. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60738. return this._emitRateGradients;
  60739. };
  60740. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60741. /**
  60742. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60743. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60744. */
  60745. get: function () {
  60746. if (this.particleEmitterType.direction1) {
  60747. return this.particleEmitterType.direction1;
  60748. }
  60749. return BABYLON.Vector3.Zero();
  60750. },
  60751. set: function (value) {
  60752. if (this.particleEmitterType.direction1) {
  60753. this.particleEmitterType.direction1 = value;
  60754. }
  60755. },
  60756. enumerable: true,
  60757. configurable: true
  60758. });
  60759. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60760. /**
  60761. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60762. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60763. */
  60764. get: function () {
  60765. if (this.particleEmitterType.direction2) {
  60766. return this.particleEmitterType.direction2;
  60767. }
  60768. return BABYLON.Vector3.Zero();
  60769. },
  60770. set: function (value) {
  60771. if (this.particleEmitterType.direction2) {
  60772. this.particleEmitterType.direction2 = value;
  60773. }
  60774. },
  60775. enumerable: true,
  60776. configurable: true
  60777. });
  60778. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60779. /**
  60780. * 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.
  60781. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60782. */
  60783. get: function () {
  60784. if (this.particleEmitterType.minEmitBox) {
  60785. return this.particleEmitterType.minEmitBox;
  60786. }
  60787. return BABYLON.Vector3.Zero();
  60788. },
  60789. set: function (value) {
  60790. if (this.particleEmitterType.minEmitBox) {
  60791. this.particleEmitterType.minEmitBox = value;
  60792. }
  60793. },
  60794. enumerable: true,
  60795. configurable: true
  60796. });
  60797. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60798. /**
  60799. * 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.
  60800. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60801. */
  60802. get: function () {
  60803. if (this.particleEmitterType.maxEmitBox) {
  60804. return this.particleEmitterType.maxEmitBox;
  60805. }
  60806. return BABYLON.Vector3.Zero();
  60807. },
  60808. set: function (value) {
  60809. if (this.particleEmitterType.maxEmitBox) {
  60810. this.particleEmitterType.maxEmitBox = value;
  60811. }
  60812. },
  60813. enumerable: true,
  60814. configurable: true
  60815. });
  60816. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60817. /**
  60818. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60819. */
  60820. get: function () {
  60821. return this._isBillboardBased;
  60822. },
  60823. set: function (value) {
  60824. if (this._isBillboardBased === value) {
  60825. return;
  60826. }
  60827. this._isBillboardBased = value;
  60828. this._reset();
  60829. },
  60830. enumerable: true,
  60831. configurable: true
  60832. });
  60833. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60834. /**
  60835. * Gets the image processing configuration used either in this material.
  60836. */
  60837. get: function () {
  60838. return this._imageProcessingConfiguration;
  60839. },
  60840. /**
  60841. * Sets the Default image processing configuration used either in the this material.
  60842. *
  60843. * If sets to null, the scene one is in use.
  60844. */
  60845. set: function (value) {
  60846. this._attachImageProcessingConfiguration(value);
  60847. },
  60848. enumerable: true,
  60849. configurable: true
  60850. });
  60851. /**
  60852. * Attaches a new image processing configuration to the Standard Material.
  60853. * @param configuration
  60854. */
  60855. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60856. if (configuration === this._imageProcessingConfiguration) {
  60857. return;
  60858. }
  60859. // Pick the scene configuration if needed.
  60860. if (!configuration) {
  60861. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60862. }
  60863. else {
  60864. this._imageProcessingConfiguration = configuration;
  60865. }
  60866. };
  60867. /** @hidden */
  60868. BaseParticleSystem.prototype._reset = function () {
  60869. };
  60870. /** @hidden */
  60871. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60872. if (!gradients) {
  60873. return this;
  60874. }
  60875. var index = 0;
  60876. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60877. var valueGradient = gradients_1[_i];
  60878. if (valueGradient.gradient === gradient) {
  60879. gradients.splice(index, 1);
  60880. break;
  60881. }
  60882. index++;
  60883. }
  60884. if (texture) {
  60885. texture.dispose();
  60886. }
  60887. return this;
  60888. };
  60889. /**
  60890. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60891. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60892. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60893. * @returns the emitter
  60894. */
  60895. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60896. var particleEmitter = new BABYLON.PointParticleEmitter();
  60897. particleEmitter.direction1 = direction1;
  60898. particleEmitter.direction2 = direction2;
  60899. this.particleEmitterType = particleEmitter;
  60900. return particleEmitter;
  60901. };
  60902. /**
  60903. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60904. * @param radius The radius of the hemisphere to emit from
  60905. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60906. * @returns the emitter
  60907. */
  60908. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60909. if (radius === void 0) { radius = 1; }
  60910. if (radiusRange === void 0) { radiusRange = 1; }
  60911. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60912. this.particleEmitterType = particleEmitter;
  60913. return particleEmitter;
  60914. };
  60915. /**
  60916. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60917. * @param radius The radius of the sphere to emit from
  60918. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60919. * @returns the emitter
  60920. */
  60921. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60922. if (radius === void 0) { radius = 1; }
  60923. if (radiusRange === void 0) { radiusRange = 1; }
  60924. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60925. this.particleEmitterType = particleEmitter;
  60926. return particleEmitter;
  60927. };
  60928. /**
  60929. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60930. * @param radius The radius of the sphere to emit from
  60931. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60932. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60933. * @returns the emitter
  60934. */
  60935. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60936. if (radius === void 0) { radius = 1; }
  60937. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60938. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60939. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60940. this.particleEmitterType = particleEmitter;
  60941. return particleEmitter;
  60942. };
  60943. /**
  60944. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60945. * @param radius The radius of the emission cylinder
  60946. * @param height The height of the emission cylinder
  60947. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60948. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60949. * @returns the emitter
  60950. */
  60951. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60952. if (radius === void 0) { radius = 1; }
  60953. if (height === void 0) { height = 1; }
  60954. if (radiusRange === void 0) { radiusRange = 1; }
  60955. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60956. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60957. this.particleEmitterType = particleEmitter;
  60958. return particleEmitter;
  60959. };
  60960. /**
  60961. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60962. * @param radius The radius of the cylinder to emit from
  60963. * @param height The height of the emission cylinder
  60964. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60965. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60966. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60967. * @returns the emitter
  60968. */
  60969. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60970. if (radius === void 0) { radius = 1; }
  60971. if (height === void 0) { height = 1; }
  60972. if (radiusRange === void 0) { radiusRange = 1; }
  60973. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60974. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60975. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60976. this.particleEmitterType = particleEmitter;
  60977. return particleEmitter;
  60978. };
  60979. /**
  60980. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60981. * @param radius The radius of the cone to emit from
  60982. * @param angle The base angle of the cone
  60983. * @returns the emitter
  60984. */
  60985. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60986. if (radius === void 0) { radius = 1; }
  60987. if (angle === void 0) { angle = Math.PI / 4; }
  60988. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60989. this.particleEmitterType = particleEmitter;
  60990. return particleEmitter;
  60991. };
  60992. /**
  60993. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60994. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60995. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60996. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60997. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60998. * @returns the emitter
  60999. */
  61000. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  61001. var particleEmitter = new BABYLON.BoxParticleEmitter();
  61002. this.particleEmitterType = particleEmitter;
  61003. this.direction1 = direction1;
  61004. this.direction2 = direction2;
  61005. this.minEmitBox = minEmitBox;
  61006. this.maxEmitBox = maxEmitBox;
  61007. return particleEmitter;
  61008. };
  61009. /**
  61010. * Source color is added to the destination color without alpha affecting the result
  61011. */
  61012. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  61013. /**
  61014. * Blend current color and particle color using particle’s alpha
  61015. */
  61016. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  61017. /**
  61018. * Add current color and particle color multiplied by particle’s alpha
  61019. */
  61020. BaseParticleSystem.BLENDMODE_ADD = 2;
  61021. /**
  61022. * Multiply current color with particle color
  61023. */
  61024. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  61025. /**
  61026. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  61027. */
  61028. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  61029. return BaseParticleSystem;
  61030. }());
  61031. BABYLON.BaseParticleSystem = BaseParticleSystem;
  61032. })(BABYLON || (BABYLON = {}));
  61033. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  61034. var BABYLON;
  61035. (function (BABYLON) {
  61036. /**
  61037. * This represents a particle system in Babylon.
  61038. * 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.
  61039. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  61040. * @example https://doc.babylonjs.com/babylon101/particles
  61041. */
  61042. var ParticleSystem = /** @class */ (function (_super) {
  61043. __extends(ParticleSystem, _super);
  61044. /**
  61045. * Instantiates a particle system.
  61046. * 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.
  61047. * @param name The name of the particle system
  61048. * @param capacity The max number of particles alive at the same time
  61049. * @param scene The scene the particle system belongs to
  61050. * @param customEffect a custom effect used to change the way particles are rendered by default
  61051. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61052. * @param epsilon Offset used to render the particles
  61053. */
  61054. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  61055. if (customEffect === void 0) { customEffect = null; }
  61056. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61057. if (epsilon === void 0) { epsilon = 0.01; }
  61058. var _this = _super.call(this, name) || this;
  61059. /**
  61060. * @hidden
  61061. */
  61062. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  61063. /**
  61064. * An event triggered when the system is disposed
  61065. */
  61066. _this.onDisposeObservable = new BABYLON.Observable();
  61067. _this._particles = new Array();
  61068. _this._stockParticles = new Array();
  61069. _this._newPartsExcess = 0;
  61070. _this._vertexBuffers = {};
  61071. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  61072. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  61073. _this._scaledDirection = BABYLON.Vector3.Zero();
  61074. _this._scaledGravity = BABYLON.Vector3.Zero();
  61075. _this._currentRenderId = -1;
  61076. _this._useInstancing = false;
  61077. _this._started = false;
  61078. _this._stopped = false;
  61079. _this._actualFrame = 0;
  61080. /** @hidden */
  61081. _this._currentEmitRate1 = 0;
  61082. /** @hidden */
  61083. _this._currentEmitRate2 = 0;
  61084. /** @hidden */
  61085. _this._currentStartSize1 = 0;
  61086. /** @hidden */
  61087. _this._currentStartSize2 = 0;
  61088. _this._rawTextureWidth = 256;
  61089. _this._useRampGradients = false;
  61090. /**
  61091. * @hidden
  61092. * If the particle systems emitter should be disposed when the particle system is disposed
  61093. */
  61094. _this._disposeEmitterOnDispose = false;
  61095. // start of sub system methods
  61096. /**
  61097. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  61098. * Its lifetime will start back at 0.
  61099. */
  61100. _this.recycleParticle = function (particle) {
  61101. // move particle from activeParticle list to stock particles
  61102. var lastParticle = _this._particles.pop();
  61103. if (lastParticle !== particle) {
  61104. lastParticle.copyTo(particle);
  61105. }
  61106. _this._stockParticles.push(lastParticle);
  61107. };
  61108. _this._createParticle = function () {
  61109. var particle;
  61110. if (_this._stockParticles.length !== 0) {
  61111. particle = _this._stockParticles.pop();
  61112. particle._reset();
  61113. }
  61114. else {
  61115. particle = new BABYLON.Particle(_this);
  61116. }
  61117. // Attach emitters
  61118. if (_this._subEmitters && _this._subEmitters.length > 0) {
  61119. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  61120. particle._attachedSubEmitters = [];
  61121. subEmitters.forEach(function (subEmitter) {
  61122. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  61123. var newEmitter = subEmitter.clone();
  61124. particle._attachedSubEmitters.push(newEmitter);
  61125. newEmitter.particleSystem.start();
  61126. }
  61127. });
  61128. }
  61129. return particle;
  61130. };
  61131. _this._emitFromParticle = function (particle) {
  61132. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  61133. return;
  61134. }
  61135. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  61136. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  61137. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  61138. var subSystem = subEmitter.clone();
  61139. particle._inheritParticleInfoToSubEmitter(subSystem);
  61140. subSystem.particleSystem._rootParticleSystem = _this;
  61141. _this.activeSubSystems.push(subSystem.particleSystem);
  61142. subSystem.particleSystem.start();
  61143. }
  61144. });
  61145. };
  61146. _this._capacity = capacity;
  61147. _this._epsilon = epsilon;
  61148. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61149. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61150. // Setup the default processing configuration to the scene.
  61151. _this._attachImageProcessingConfiguration(null);
  61152. _this._customEffect = customEffect;
  61153. _this._scene.particleSystems.push(_this);
  61154. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61155. _this._createIndexBuffer();
  61156. _this._createVertexBuffers();
  61157. // Default emitter type
  61158. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61159. // Update
  61160. _this.updateFunction = function (particles) {
  61161. var noiseTextureSize = null;
  61162. var noiseTextureData = null;
  61163. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61164. noiseTextureSize = _this.noiseTexture.getSize();
  61165. noiseTextureData = (_this.noiseTexture.getContent());
  61166. }
  61167. var _loop_1 = function () {
  61168. particle = particles[index];
  61169. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61170. var previousAge = particle.age;
  61171. particle.age += scaledUpdateSpeed;
  61172. // Evaluate step to death
  61173. if (particle.age > particle.lifeTime) {
  61174. var diff = particle.age - previousAge;
  61175. var oldDiff = particle.lifeTime - previousAge;
  61176. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61177. particle.age = particle.lifeTime;
  61178. }
  61179. var ratio = particle.age / particle.lifeTime;
  61180. // Color
  61181. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61182. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61183. if (currentGradient !== particle._currentColorGradient) {
  61184. particle._currentColor1.copyFrom(particle._currentColor2);
  61185. nextGradient.getColorToRef(particle._currentColor2);
  61186. particle._currentColorGradient = currentGradient;
  61187. }
  61188. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61189. });
  61190. }
  61191. else {
  61192. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61193. particle.color.addInPlace(_this._scaledColorStep);
  61194. if (particle.color.a < 0) {
  61195. particle.color.a = 0;
  61196. }
  61197. }
  61198. // Angular speed
  61199. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61200. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61201. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61202. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61203. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61204. particle._currentAngularSpeedGradient = currentGradient;
  61205. }
  61206. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61207. });
  61208. }
  61209. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61210. // Direction
  61211. var directionScale = scaledUpdateSpeed;
  61212. /// Velocity
  61213. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61214. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61215. if (currentGradient !== particle._currentVelocityGradient) {
  61216. particle._currentVelocity1 = particle._currentVelocity2;
  61217. particle._currentVelocity2 = nextGradient.getFactor();
  61218. particle._currentVelocityGradient = currentGradient;
  61219. }
  61220. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61221. });
  61222. }
  61223. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61224. /// Limit velocity
  61225. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61226. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61227. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61228. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61229. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61230. particle._currentLimitVelocityGradient = currentGradient;
  61231. }
  61232. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61233. var currentVelocity = particle.direction.length();
  61234. if (currentVelocity > limitVelocity) {
  61235. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61236. }
  61237. });
  61238. }
  61239. /// Drag
  61240. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61241. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61242. if (currentGradient !== particle._currentDragGradient) {
  61243. particle._currentDrag1 = particle._currentDrag2;
  61244. particle._currentDrag2 = nextGradient.getFactor();
  61245. particle._currentDragGradient = currentGradient;
  61246. }
  61247. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61248. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61249. });
  61250. }
  61251. particle.position.addInPlace(_this._scaledDirection);
  61252. // Noise
  61253. if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {
  61254. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61255. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61256. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61257. var force = BABYLON.Tmp.Vector3[0];
  61258. var scaledForce = BABYLON.Tmp.Vector3[1];
  61259. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61260. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61261. particle.direction.addInPlace(scaledForce);
  61262. }
  61263. // Gravity
  61264. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61265. particle.direction.addInPlace(_this._scaledGravity);
  61266. // Size
  61267. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61268. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61269. if (currentGradient !== particle._currentSizeGradient) {
  61270. particle._currentSize1 = particle._currentSize2;
  61271. particle._currentSize2 = nextGradient.getFactor();
  61272. particle._currentSizeGradient = currentGradient;
  61273. }
  61274. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61275. });
  61276. }
  61277. // Remap data
  61278. if (_this._useRampGradients) {
  61279. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61280. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61281. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61282. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61283. particle.remapData.x = min;
  61284. particle.remapData.y = max - min;
  61285. });
  61286. }
  61287. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61288. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61289. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61290. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61291. particle.remapData.z = min;
  61292. particle.remapData.w = max - min;
  61293. });
  61294. }
  61295. }
  61296. if (_this._isAnimationSheetEnabled) {
  61297. particle.updateCellIndex();
  61298. }
  61299. // Update the position of the attached sub-emitters to match their attached particle
  61300. particle._inheritParticleInfoToSubEmitters();
  61301. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61302. _this._emitFromParticle(particle);
  61303. if (particle._attachedSubEmitters) {
  61304. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61305. subEmitter.particleSystem.disposeOnStop = true;
  61306. subEmitter.particleSystem.stop();
  61307. });
  61308. particle._attachedSubEmitters = null;
  61309. }
  61310. _this.recycleParticle(particle);
  61311. index--;
  61312. return "continue";
  61313. }
  61314. };
  61315. var particle;
  61316. for (var index = 0; index < particles.length; index++) {
  61317. _loop_1();
  61318. }
  61319. };
  61320. return _this;
  61321. }
  61322. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61323. /**
  61324. * Sets a callback that will be triggered when the system is disposed
  61325. */
  61326. set: function (callback) {
  61327. if (this._onDisposeObserver) {
  61328. this.onDisposeObservable.remove(this._onDisposeObserver);
  61329. }
  61330. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61331. },
  61332. enumerable: true,
  61333. configurable: true
  61334. });
  61335. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61336. /** Gets or sets a boolean indicating that ramp gradients must be used
  61337. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61338. */
  61339. get: function () {
  61340. return this._useRampGradients;
  61341. },
  61342. set: function (value) {
  61343. if (this._useRampGradients === value) {
  61344. return;
  61345. }
  61346. this._useRampGradients = value;
  61347. this._resetEffect();
  61348. },
  61349. enumerable: true,
  61350. configurable: true
  61351. });
  61352. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61353. //end of Sub-emitter
  61354. /**
  61355. * Gets the current list of active particles
  61356. */
  61357. get: function () {
  61358. return this._particles;
  61359. },
  61360. enumerable: true,
  61361. configurable: true
  61362. });
  61363. /**
  61364. * Returns the string "ParticleSystem"
  61365. * @returns a string containing the class name
  61366. */
  61367. ParticleSystem.prototype.getClassName = function () {
  61368. return "ParticleSystem";
  61369. };
  61370. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61371. var newGradient = new BABYLON.FactorGradient();
  61372. newGradient.gradient = gradient;
  61373. newGradient.factor1 = factor;
  61374. newGradient.factor2 = factor2;
  61375. factorGradients.push(newGradient);
  61376. factorGradients.sort(function (a, b) {
  61377. if (a.gradient < b.gradient) {
  61378. return -1;
  61379. }
  61380. else if (a.gradient > b.gradient) {
  61381. return 1;
  61382. }
  61383. return 0;
  61384. });
  61385. };
  61386. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61387. if (!factorGradients) {
  61388. return;
  61389. }
  61390. var index = 0;
  61391. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61392. var factorGradient = factorGradients_1[_i];
  61393. if (factorGradient.gradient === gradient) {
  61394. factorGradients.splice(index, 1);
  61395. break;
  61396. }
  61397. index++;
  61398. }
  61399. };
  61400. /**
  61401. * Adds a new life time gradient
  61402. * @param gradient defines the gradient to use (between 0 and 1)
  61403. * @param factor defines the life time factor to affect to the specified gradient
  61404. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61405. * @returns the current particle system
  61406. */
  61407. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61408. if (!this._lifeTimeGradients) {
  61409. this._lifeTimeGradients = [];
  61410. }
  61411. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61412. return this;
  61413. };
  61414. /**
  61415. * Remove a specific life time gradient
  61416. * @param gradient defines the gradient to remove
  61417. * @returns the current particle system
  61418. */
  61419. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61420. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61421. return this;
  61422. };
  61423. /**
  61424. * Adds a new size gradient
  61425. * @param gradient defines the gradient to use (between 0 and 1)
  61426. * @param factor defines the size factor to affect to the specified gradient
  61427. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61428. * @returns the current particle system
  61429. */
  61430. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61431. if (!this._sizeGradients) {
  61432. this._sizeGradients = [];
  61433. }
  61434. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61435. return this;
  61436. };
  61437. /**
  61438. * Remove a specific size gradient
  61439. * @param gradient defines the gradient to remove
  61440. * @returns the current particle system
  61441. */
  61442. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61443. this._removeFactorGradient(this._sizeGradients, gradient);
  61444. return this;
  61445. };
  61446. /**
  61447. * Adds a new color remap gradient
  61448. * @param gradient defines the gradient to use (between 0 and 1)
  61449. * @param min defines the color remap minimal range
  61450. * @param max defines the color remap maximal range
  61451. * @returns the current particle system
  61452. */
  61453. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61454. if (!this._colorRemapGradients) {
  61455. this._colorRemapGradients = [];
  61456. }
  61457. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61458. return this;
  61459. };
  61460. /**
  61461. * Remove a specific color remap gradient
  61462. * @param gradient defines the gradient to remove
  61463. * @returns the current particle system
  61464. */
  61465. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61466. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61467. return this;
  61468. };
  61469. /**
  61470. * Adds a new alpha remap gradient
  61471. * @param gradient defines the gradient to use (between 0 and 1)
  61472. * @param min defines the alpha remap minimal range
  61473. * @param max defines the alpha remap maximal range
  61474. * @returns the current particle system
  61475. */
  61476. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61477. if (!this._alphaRemapGradients) {
  61478. this._alphaRemapGradients = [];
  61479. }
  61480. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61481. return this;
  61482. };
  61483. /**
  61484. * Remove a specific alpha remap gradient
  61485. * @param gradient defines the gradient to remove
  61486. * @returns the current particle system
  61487. */
  61488. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61489. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61490. return this;
  61491. };
  61492. /**
  61493. * Adds a new angular speed gradient
  61494. * @param gradient defines the gradient to use (between 0 and 1)
  61495. * @param factor defines the angular speed to affect to the specified gradient
  61496. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61497. * @returns the current particle system
  61498. */
  61499. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61500. if (!this._angularSpeedGradients) {
  61501. this._angularSpeedGradients = [];
  61502. }
  61503. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61504. return this;
  61505. };
  61506. /**
  61507. * Remove a specific angular speed gradient
  61508. * @param gradient defines the gradient to remove
  61509. * @returns the current particle system
  61510. */
  61511. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61512. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61513. return this;
  61514. };
  61515. /**
  61516. * Adds a new velocity gradient
  61517. * @param gradient defines the gradient to use (between 0 and 1)
  61518. * @param factor defines the velocity to affect to the specified gradient
  61519. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61520. * @returns the current particle system
  61521. */
  61522. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61523. if (!this._velocityGradients) {
  61524. this._velocityGradients = [];
  61525. }
  61526. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61527. return this;
  61528. };
  61529. /**
  61530. * Remove a specific velocity gradient
  61531. * @param gradient defines the gradient to remove
  61532. * @returns the current particle system
  61533. */
  61534. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61535. this._removeFactorGradient(this._velocityGradients, gradient);
  61536. return this;
  61537. };
  61538. /**
  61539. * Adds a new limit velocity gradient
  61540. * @param gradient defines the gradient to use (between 0 and 1)
  61541. * @param factor defines the limit velocity value to affect to the specified gradient
  61542. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61543. * @returns the current particle system
  61544. */
  61545. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61546. if (!this._limitVelocityGradients) {
  61547. this._limitVelocityGradients = [];
  61548. }
  61549. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61550. return this;
  61551. };
  61552. /**
  61553. * Remove a specific limit velocity gradient
  61554. * @param gradient defines the gradient to remove
  61555. * @returns the current particle system
  61556. */
  61557. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61558. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61559. return this;
  61560. };
  61561. /**
  61562. * Adds a new drag gradient
  61563. * @param gradient defines the gradient to use (between 0 and 1)
  61564. * @param factor defines the drag value to affect to the specified gradient
  61565. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61566. * @returns the current particle system
  61567. */
  61568. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61569. if (!this._dragGradients) {
  61570. this._dragGradients = [];
  61571. }
  61572. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61573. return this;
  61574. };
  61575. /**
  61576. * Remove a specific drag gradient
  61577. * @param gradient defines the gradient to remove
  61578. * @returns the current particle system
  61579. */
  61580. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61581. this._removeFactorGradient(this._dragGradients, gradient);
  61582. return this;
  61583. };
  61584. /**
  61585. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61586. * @param gradient defines the gradient to use (between 0 and 1)
  61587. * @param factor defines the emit rate value to affect to the specified gradient
  61588. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61589. * @returns the current particle system
  61590. */
  61591. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61592. if (!this._emitRateGradients) {
  61593. this._emitRateGradients = [];
  61594. }
  61595. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61596. return this;
  61597. };
  61598. /**
  61599. * Remove a specific emit rate gradient
  61600. * @param gradient defines the gradient to remove
  61601. * @returns the current particle system
  61602. */
  61603. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61604. this._removeFactorGradient(this._emitRateGradients, gradient);
  61605. return this;
  61606. };
  61607. /**
  61608. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61609. * @param gradient defines the gradient to use (between 0 and 1)
  61610. * @param factor defines the start size value to affect to the specified gradient
  61611. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61612. * @returns the current particle system
  61613. */
  61614. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61615. if (!this._startSizeGradients) {
  61616. this._startSizeGradients = [];
  61617. }
  61618. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61619. return this;
  61620. };
  61621. /**
  61622. * Remove a specific start size gradient
  61623. * @param gradient defines the gradient to remove
  61624. * @returns the current particle system
  61625. */
  61626. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61627. this._removeFactorGradient(this._emitRateGradients, gradient);
  61628. return this;
  61629. };
  61630. ParticleSystem.prototype._createRampGradientTexture = function () {
  61631. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61632. return;
  61633. }
  61634. var data = new Uint8Array(this._rawTextureWidth * 4);
  61635. var tmpColor = BABYLON.Tmp.Color3[0];
  61636. for (var x = 0; x < this._rawTextureWidth; x++) {
  61637. var ratio = x / this._rawTextureWidth;
  61638. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61639. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61640. data[x * 4] = tmpColor.r * 255;
  61641. data[x * 4 + 1] = tmpColor.g * 255;
  61642. data[x * 4 + 2] = tmpColor.b * 255;
  61643. data[x * 4 + 3] = 255;
  61644. });
  61645. }
  61646. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61647. };
  61648. /**
  61649. * Gets the current list of ramp gradients.
  61650. * You must use addRampGradient and removeRampGradient to udpate this list
  61651. * @returns the list of ramp gradients
  61652. */
  61653. ParticleSystem.prototype.getRampGradients = function () {
  61654. return this._rampGradients;
  61655. };
  61656. /**
  61657. * Adds a new ramp gradient used to remap particle colors
  61658. * @param gradient defines the gradient to use (between 0 and 1)
  61659. * @param color defines the color to affect to the specified gradient
  61660. * @returns the current particle system
  61661. */
  61662. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61663. if (!this._rampGradients) {
  61664. this._rampGradients = [];
  61665. }
  61666. var rampGradient = new BABYLON.Color3Gradient();
  61667. rampGradient.gradient = gradient;
  61668. rampGradient.color = color;
  61669. this._rampGradients.push(rampGradient);
  61670. this._rampGradients.sort(function (a, b) {
  61671. if (a.gradient < b.gradient) {
  61672. return -1;
  61673. }
  61674. else if (a.gradient > b.gradient) {
  61675. return 1;
  61676. }
  61677. return 0;
  61678. });
  61679. if (this._rampGradientsTexture) {
  61680. this._rampGradientsTexture.dispose();
  61681. this._rampGradientsTexture = null;
  61682. }
  61683. this._createRampGradientTexture();
  61684. return this;
  61685. };
  61686. /**
  61687. * Remove a specific ramp gradient
  61688. * @param gradient defines the gradient to remove
  61689. * @returns the current particle system
  61690. */
  61691. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61692. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61693. this._rampGradientsTexture = null;
  61694. if (this._rampGradients && this._rampGradients.length > 0) {
  61695. this._createRampGradientTexture();
  61696. }
  61697. return this;
  61698. };
  61699. /**
  61700. * Adds a new color gradient
  61701. * @param gradient defines the gradient to use (between 0 and 1)
  61702. * @param color1 defines the color to affect to the specified gradient
  61703. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61704. * @returns this particle system
  61705. */
  61706. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61707. if (!this._colorGradients) {
  61708. this._colorGradients = [];
  61709. }
  61710. var colorGradient = new BABYLON.ColorGradient();
  61711. colorGradient.gradient = gradient;
  61712. colorGradient.color1 = color1;
  61713. colorGradient.color2 = color2;
  61714. this._colorGradients.push(colorGradient);
  61715. this._colorGradients.sort(function (a, b) {
  61716. if (a.gradient < b.gradient) {
  61717. return -1;
  61718. }
  61719. else if (a.gradient > b.gradient) {
  61720. return 1;
  61721. }
  61722. return 0;
  61723. });
  61724. return this;
  61725. };
  61726. /**
  61727. * Remove a specific color gradient
  61728. * @param gradient defines the gradient to remove
  61729. * @returns this particle system
  61730. */
  61731. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61732. if (!this._colorGradients) {
  61733. return this;
  61734. }
  61735. var index = 0;
  61736. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61737. var colorGradient = _a[_i];
  61738. if (colorGradient.gradient === gradient) {
  61739. this._colorGradients.splice(index, 1);
  61740. break;
  61741. }
  61742. index++;
  61743. }
  61744. return this;
  61745. };
  61746. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61747. u = Math.abs(u) * 0.5 + 0.5;
  61748. v = Math.abs(v) * 0.5 + 0.5;
  61749. var wrappedU = ((u * width) % width) | 0;
  61750. var wrappedV = ((v * height) % height) | 0;
  61751. var position = (wrappedU + wrappedV * width) * 4;
  61752. return pixels[position] / 255;
  61753. };
  61754. ParticleSystem.prototype._reset = function () {
  61755. this._resetEffect();
  61756. };
  61757. ParticleSystem.prototype._resetEffect = function () {
  61758. if (this._vertexBuffer) {
  61759. this._vertexBuffer.dispose();
  61760. this._vertexBuffer = null;
  61761. }
  61762. if (this._spriteBuffer) {
  61763. this._spriteBuffer.dispose();
  61764. this._spriteBuffer = null;
  61765. }
  61766. this._createVertexBuffers();
  61767. };
  61768. ParticleSystem.prototype._createVertexBuffers = function () {
  61769. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61770. if (this._isAnimationSheetEnabled) {
  61771. this._vertexBufferSize += 1;
  61772. }
  61773. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61774. this._vertexBufferSize += 3;
  61775. }
  61776. if (this._useRampGradients) {
  61777. this._vertexBufferSize += 4;
  61778. }
  61779. var engine = this._scene.getEngine();
  61780. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61781. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61782. var dataOffset = 0;
  61783. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61784. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61785. dataOffset += 3;
  61786. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61787. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61788. dataOffset += 4;
  61789. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61790. this._vertexBuffers["angle"] = options;
  61791. dataOffset += 1;
  61792. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61793. this._vertexBuffers["size"] = size;
  61794. dataOffset += 2;
  61795. if (this._isAnimationSheetEnabled) {
  61796. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61797. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61798. dataOffset += 1;
  61799. }
  61800. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61801. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61802. this._vertexBuffers["direction"] = directionBuffer;
  61803. dataOffset += 3;
  61804. }
  61805. if (this._useRampGradients) {
  61806. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61807. this._vertexBuffers["remapData"] = rampDataBuffer;
  61808. dataOffset += 4;
  61809. }
  61810. var offsets;
  61811. if (this._useInstancing) {
  61812. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61813. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61814. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61815. }
  61816. else {
  61817. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61818. dataOffset += 2;
  61819. }
  61820. this._vertexBuffers["offset"] = offsets;
  61821. };
  61822. ParticleSystem.prototype._createIndexBuffer = function () {
  61823. if (this._useInstancing) {
  61824. return;
  61825. }
  61826. var indices = [];
  61827. var index = 0;
  61828. for (var count = 0; count < this._capacity; count++) {
  61829. indices.push(index);
  61830. indices.push(index + 1);
  61831. indices.push(index + 2);
  61832. indices.push(index);
  61833. indices.push(index + 2);
  61834. indices.push(index + 3);
  61835. index += 4;
  61836. }
  61837. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61838. };
  61839. /**
  61840. * Gets the maximum number of particles active at the same time.
  61841. * @returns The max number of active particles.
  61842. */
  61843. ParticleSystem.prototype.getCapacity = function () {
  61844. return this._capacity;
  61845. };
  61846. /**
  61847. * Gets whether there are still active particles in the system.
  61848. * @returns True if it is alive, otherwise false.
  61849. */
  61850. ParticleSystem.prototype.isAlive = function () {
  61851. return this._alive;
  61852. };
  61853. /**
  61854. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61855. * @returns True if it has been started, otherwise false.
  61856. */
  61857. ParticleSystem.prototype.isStarted = function () {
  61858. return this._started;
  61859. };
  61860. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61861. var _this = this;
  61862. this._subEmitters = new Array();
  61863. if (this.subEmitters) {
  61864. this.subEmitters.forEach(function (subEmitter) {
  61865. if (subEmitter instanceof ParticleSystem) {
  61866. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61867. }
  61868. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61869. _this._subEmitters.push([subEmitter]);
  61870. }
  61871. else if (subEmitter instanceof Array) {
  61872. _this._subEmitters.push(subEmitter);
  61873. }
  61874. });
  61875. }
  61876. };
  61877. /**
  61878. * Starts the particle system and begins to emit
  61879. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61880. */
  61881. ParticleSystem.prototype.start = function (delay) {
  61882. var _this = this;
  61883. if (delay === void 0) { delay = this.startDelay; }
  61884. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61885. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61886. }
  61887. if (delay) {
  61888. setTimeout(function () {
  61889. _this.start(0);
  61890. }, delay);
  61891. return;
  61892. }
  61893. // Convert the subEmitters field to the constant type field _subEmitters
  61894. this._prepareSubEmitterInternalArray();
  61895. this._started = true;
  61896. this._stopped = false;
  61897. this._actualFrame = 0;
  61898. if (this._subEmitters && this._subEmitters.length != 0) {
  61899. this.activeSubSystems = new Array();
  61900. }
  61901. // Reset emit gradient so it acts the same on every start
  61902. if (this._emitRateGradients) {
  61903. if (this._emitRateGradients.length > 0) {
  61904. this._currentEmitRateGradient = this._emitRateGradients[0];
  61905. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61906. this._currentEmitRate2 = this._currentEmitRate1;
  61907. }
  61908. if (this._emitRateGradients.length > 1) {
  61909. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61910. }
  61911. }
  61912. // Reset start size gradient so it acts the same on every start
  61913. if (this._startSizeGradients) {
  61914. if (this._startSizeGradients.length > 0) {
  61915. this._currentStartSizeGradient = this._startSizeGradients[0];
  61916. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61917. this._currentStartSize2 = this._currentStartSize1;
  61918. }
  61919. if (this._startSizeGradients.length > 1) {
  61920. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61921. }
  61922. }
  61923. if (this.preWarmCycles) {
  61924. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61925. this.emitter.computeWorldMatrix(true);
  61926. }
  61927. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61928. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61929. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61930. setTimeout(function () {
  61931. for (var index = 0; index < _this.preWarmCycles; index++) {
  61932. _this.animate(true);
  61933. noiseTextureAsProcedural_1.render();
  61934. }
  61935. });
  61936. });
  61937. }
  61938. else {
  61939. for (var index = 0; index < this.preWarmCycles; index++) {
  61940. this.animate(true);
  61941. }
  61942. }
  61943. }
  61944. // Animations
  61945. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61946. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61947. }
  61948. };
  61949. /**
  61950. * Stops the particle system.
  61951. * @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.
  61952. */
  61953. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61954. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61955. this._stopped = true;
  61956. if (stopSubEmitters) {
  61957. this._stopSubEmitters();
  61958. }
  61959. };
  61960. // animation sheet
  61961. /**
  61962. * Remove all active particles
  61963. */
  61964. ParticleSystem.prototype.reset = function () {
  61965. this._stockParticles = [];
  61966. this._particles = [];
  61967. };
  61968. /**
  61969. * @hidden (for internal use only)
  61970. */
  61971. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61972. var offset = index * this._vertexBufferSize;
  61973. this._vertexData[offset++] = particle.position.x;
  61974. this._vertexData[offset++] = particle.position.y;
  61975. this._vertexData[offset++] = particle.position.z;
  61976. this._vertexData[offset++] = particle.color.r;
  61977. this._vertexData[offset++] = particle.color.g;
  61978. this._vertexData[offset++] = particle.color.b;
  61979. this._vertexData[offset++] = particle.color.a;
  61980. this._vertexData[offset++] = particle.angle;
  61981. this._vertexData[offset++] = particle.scale.x * particle.size;
  61982. this._vertexData[offset++] = particle.scale.y * particle.size;
  61983. if (this._isAnimationSheetEnabled) {
  61984. this._vertexData[offset++] = particle.cellIndex;
  61985. }
  61986. if (!this._isBillboardBased) {
  61987. if (particle._initialDirection) {
  61988. this._vertexData[offset++] = particle._initialDirection.x;
  61989. this._vertexData[offset++] = particle._initialDirection.y;
  61990. this._vertexData[offset++] = particle._initialDirection.z;
  61991. }
  61992. else {
  61993. this._vertexData[offset++] = particle.direction.x;
  61994. this._vertexData[offset++] = particle.direction.y;
  61995. this._vertexData[offset++] = particle.direction.z;
  61996. }
  61997. }
  61998. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61999. this._vertexData[offset++] = particle.direction.x;
  62000. this._vertexData[offset++] = particle.direction.y;
  62001. this._vertexData[offset++] = particle.direction.z;
  62002. }
  62003. if (this._useRampGradients) {
  62004. this._vertexData[offset++] = particle.remapData.x;
  62005. this._vertexData[offset++] = particle.remapData.y;
  62006. this._vertexData[offset++] = particle.remapData.z;
  62007. this._vertexData[offset++] = particle.remapData.w;
  62008. }
  62009. if (!this._useInstancing) {
  62010. if (this._isAnimationSheetEnabled) {
  62011. if (offsetX === 0) {
  62012. offsetX = this._epsilon;
  62013. }
  62014. else if (offsetX === 1) {
  62015. offsetX = 1 - this._epsilon;
  62016. }
  62017. if (offsetY === 0) {
  62018. offsetY = this._epsilon;
  62019. }
  62020. else if (offsetY === 1) {
  62021. offsetY = 1 - this._epsilon;
  62022. }
  62023. }
  62024. this._vertexData[offset++] = offsetX;
  62025. this._vertexData[offset++] = offsetY;
  62026. }
  62027. };
  62028. ParticleSystem.prototype._stopSubEmitters = function () {
  62029. if (!this.activeSubSystems) {
  62030. return;
  62031. }
  62032. this.activeSubSystems.forEach(function (subSystem) {
  62033. subSystem.stop(true);
  62034. });
  62035. this.activeSubSystems = new Array();
  62036. };
  62037. ParticleSystem.prototype._removeFromRoot = function () {
  62038. if (!this._rootParticleSystem) {
  62039. return;
  62040. }
  62041. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  62042. if (index !== -1) {
  62043. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  62044. }
  62045. this._rootParticleSystem = null;
  62046. };
  62047. // End of sub system methods
  62048. ParticleSystem.prototype._update = function (newParticles) {
  62049. var _this = this;
  62050. // Update current
  62051. this._alive = this._particles.length > 0;
  62052. if (this.emitter.position) {
  62053. var emitterMesh = this.emitter;
  62054. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  62055. }
  62056. else {
  62057. var emitterPosition = this.emitter;
  62058. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  62059. }
  62060. this.updateFunction(this._particles);
  62061. // Add new ones
  62062. var particle;
  62063. var _loop_2 = function () {
  62064. if (this_1._particles.length === this_1._capacity) {
  62065. return "break";
  62066. }
  62067. particle = this_1._createParticle();
  62068. this_1._particles.push(particle);
  62069. // Emitter
  62070. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  62071. if (this_1.startPositionFunction) {
  62072. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62073. }
  62074. else {
  62075. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62076. }
  62077. if (this_1.startDirectionFunction) {
  62078. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62079. }
  62080. else {
  62081. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62082. }
  62083. if (emitPower === 0) {
  62084. if (!particle._initialDirection) {
  62085. particle._initialDirection = particle.direction.clone();
  62086. }
  62087. else {
  62088. particle._initialDirection.copyFrom(particle.direction);
  62089. }
  62090. }
  62091. else {
  62092. particle._initialDirection = null;
  62093. }
  62094. particle.direction.scaleInPlace(emitPower);
  62095. // Life time
  62096. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  62097. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  62098. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  62099. var factorGradient1 = currentGradient;
  62100. var factorGradient2 = nextGradient;
  62101. var lifeTime1 = factorGradient1.getFactor();
  62102. var lifeTime2 = factorGradient2.getFactor();
  62103. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  62104. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  62105. });
  62106. }
  62107. else {
  62108. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  62109. }
  62110. // Size
  62111. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  62112. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  62113. }
  62114. else {
  62115. particle._currentSizeGradient = this_1._sizeGradients[0];
  62116. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  62117. particle.size = particle._currentSize1;
  62118. if (this_1._sizeGradients.length > 1) {
  62119. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  62120. }
  62121. else {
  62122. particle._currentSize2 = particle._currentSize1;
  62123. }
  62124. }
  62125. // Size and scale
  62126. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  62127. // Adjust scale by start size
  62128. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  62129. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  62130. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  62131. if (currentGradient !== _this._currentStartSizeGradient) {
  62132. _this._currentStartSize1 = _this._currentStartSize2;
  62133. _this._currentStartSize2 = nextGradient.getFactor();
  62134. _this._currentStartSizeGradient = currentGradient;
  62135. }
  62136. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  62137. particle.scale.scaleInPlace(value);
  62138. });
  62139. }
  62140. // Angle
  62141. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  62142. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  62143. }
  62144. else {
  62145. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62146. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62147. particle._currentAngularSpeed1 = particle.angularSpeed;
  62148. if (this_1._angularSpeedGradients.length > 1) {
  62149. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62150. }
  62151. else {
  62152. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62153. }
  62154. }
  62155. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62156. // Velocity
  62157. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62158. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62159. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62160. if (this_1._velocityGradients.length > 1) {
  62161. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62162. }
  62163. else {
  62164. particle._currentVelocity2 = particle._currentVelocity1;
  62165. }
  62166. }
  62167. // Limit velocity
  62168. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62169. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62170. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62171. if (this_1._limitVelocityGradients.length > 1) {
  62172. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62173. }
  62174. else {
  62175. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62176. }
  62177. }
  62178. // Drag
  62179. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62180. particle._currentDragGradient = this_1._dragGradients[0];
  62181. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62182. if (this_1._dragGradients.length > 1) {
  62183. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62184. }
  62185. else {
  62186. particle._currentDrag2 = particle._currentDrag1;
  62187. }
  62188. }
  62189. // Color
  62190. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62191. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62192. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62193. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62194. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62195. }
  62196. else {
  62197. particle._currentColorGradient = this_1._colorGradients[0];
  62198. particle._currentColorGradient.getColorToRef(particle.color);
  62199. particle._currentColor1.copyFrom(particle.color);
  62200. if (this_1._colorGradients.length > 1) {
  62201. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62202. }
  62203. else {
  62204. particle._currentColor2.copyFrom(particle.color);
  62205. }
  62206. }
  62207. // Sheet
  62208. if (this_1._isAnimationSheetEnabled) {
  62209. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62210. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62211. }
  62212. // Inherited Velocity
  62213. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62214. // Ramp
  62215. if (this_1._useRampGradients) {
  62216. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62217. }
  62218. // Noise texture coordinates
  62219. if (this_1.noiseTexture) {
  62220. if (particle._randomNoiseCoordinates1) {
  62221. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62222. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62223. }
  62224. else {
  62225. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62226. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62227. }
  62228. }
  62229. // Update the position of the attached sub-emitters to match their attached particle
  62230. particle._inheritParticleInfoToSubEmitters();
  62231. };
  62232. var this_1 = this, step;
  62233. for (var index = 0; index < newParticles; index++) {
  62234. var state_1 = _loop_2();
  62235. if (state_1 === "break")
  62236. break;
  62237. }
  62238. };
  62239. /** @hidden */
  62240. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62241. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62242. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62243. if (useRampGradients === void 0) { useRampGradients = false; }
  62244. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62245. if (isAnimationSheetEnabled) {
  62246. attributeNamesOrOptions.push("cellIndex");
  62247. }
  62248. if (!isBillboardBased) {
  62249. attributeNamesOrOptions.push("direction");
  62250. }
  62251. if (useRampGradients) {
  62252. attributeNamesOrOptions.push("remapData");
  62253. }
  62254. return attributeNamesOrOptions;
  62255. };
  62256. /** @hidden */
  62257. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62258. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62259. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62260. if (isAnimationSheetEnabled) {
  62261. effectCreationOption.push("particlesInfos");
  62262. }
  62263. return effectCreationOption;
  62264. };
  62265. /** @hidden */
  62266. ParticleSystem.prototype._getEffect = function (blendMode) {
  62267. if (this._customEffect) {
  62268. return this._customEffect;
  62269. }
  62270. var defines = [];
  62271. if (this._scene.clipPlane) {
  62272. defines.push("#define CLIPPLANE");
  62273. }
  62274. if (this._scene.clipPlane2) {
  62275. defines.push("#define CLIPPLANE2");
  62276. }
  62277. if (this._scene.clipPlane3) {
  62278. defines.push("#define CLIPPLANE3");
  62279. }
  62280. if (this._scene.clipPlane4) {
  62281. defines.push("#define CLIPPLANE4");
  62282. }
  62283. if (this._isAnimationSheetEnabled) {
  62284. defines.push("#define ANIMATESHEET");
  62285. }
  62286. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62287. defines.push("#define BLENDMULTIPLYMODE");
  62288. }
  62289. if (this._useRampGradients) {
  62290. defines.push("#define RAMPGRADIENT");
  62291. }
  62292. if (this._isBillboardBased) {
  62293. defines.push("#define BILLBOARD");
  62294. switch (this.billboardMode) {
  62295. case ParticleSystem.BILLBOARDMODE_Y:
  62296. defines.push("#define BILLBOARDY");
  62297. break;
  62298. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62299. defines.push("#define BILLBOARDSTRETCHED");
  62300. break;
  62301. case ParticleSystem.BILLBOARDMODE_ALL:
  62302. default:
  62303. break;
  62304. }
  62305. }
  62306. if (this._imageProcessingConfiguration) {
  62307. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62308. defines.push(this._imageProcessingConfigurationDefines.toString());
  62309. }
  62310. // Effect
  62311. var join = defines.join("\n");
  62312. if (this._cachedDefines !== join) {
  62313. this._cachedDefines = join;
  62314. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62315. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62316. var samplers = ["diffuseSampler", "rampSampler"];
  62317. if (BABYLON.ImageProcessingConfiguration) {
  62318. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62319. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62320. }
  62321. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62322. }
  62323. return this._effect;
  62324. };
  62325. /**
  62326. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62327. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62328. */
  62329. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62330. var _this = this;
  62331. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62332. if (!this._started) {
  62333. return;
  62334. }
  62335. if (!preWarmOnly) {
  62336. // Check
  62337. if (!this.isReady()) {
  62338. return;
  62339. }
  62340. if (this._currentRenderId === this._scene.getFrameId()) {
  62341. return;
  62342. }
  62343. this._currentRenderId = this._scene.getFrameId();
  62344. }
  62345. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62346. // Determine the number of particles we need to create
  62347. var newParticles;
  62348. if (this.manualEmitCount > -1) {
  62349. newParticles = this.manualEmitCount;
  62350. this._newPartsExcess = 0;
  62351. this.manualEmitCount = 0;
  62352. }
  62353. else {
  62354. var rate_1 = this.emitRate;
  62355. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62356. var ratio = this._actualFrame / this.targetStopDuration;
  62357. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62358. if (currentGradient !== _this._currentEmitRateGradient) {
  62359. _this._currentEmitRate1 = _this._currentEmitRate2;
  62360. _this._currentEmitRate2 = nextGradient.getFactor();
  62361. _this._currentEmitRateGradient = currentGradient;
  62362. }
  62363. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62364. });
  62365. }
  62366. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62367. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62368. }
  62369. if (this._newPartsExcess > 1.0) {
  62370. newParticles += this._newPartsExcess >> 0;
  62371. this._newPartsExcess -= this._newPartsExcess >> 0;
  62372. }
  62373. this._alive = false;
  62374. if (!this._stopped) {
  62375. this._actualFrame += this._scaledUpdateSpeed;
  62376. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62377. this.stop();
  62378. }
  62379. }
  62380. else {
  62381. newParticles = 0;
  62382. }
  62383. this._update(newParticles);
  62384. // Stopped?
  62385. if (this._stopped) {
  62386. if (!this._alive) {
  62387. this._started = false;
  62388. if (this.onAnimationEnd) {
  62389. this.onAnimationEnd();
  62390. }
  62391. if (this.disposeOnStop) {
  62392. this._scene._toBeDisposed.push(this);
  62393. }
  62394. }
  62395. }
  62396. if (!preWarmOnly) {
  62397. // Update VBO
  62398. var offset = 0;
  62399. for (var index = 0; index < this._particles.length; index++) {
  62400. var particle = this._particles[index];
  62401. this._appendParticleVertices(offset, particle);
  62402. offset += this._useInstancing ? 1 : 4;
  62403. }
  62404. if (this._vertexBuffer) {
  62405. this._vertexBuffer.update(this._vertexData);
  62406. }
  62407. }
  62408. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62409. this.stop();
  62410. }
  62411. };
  62412. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62413. this._appendParticleVertex(offset++, particle, 0, 0);
  62414. if (!this._useInstancing) {
  62415. this._appendParticleVertex(offset++, particle, 1, 0);
  62416. this._appendParticleVertex(offset++, particle, 1, 1);
  62417. this._appendParticleVertex(offset++, particle, 0, 1);
  62418. }
  62419. };
  62420. /**
  62421. * Rebuilds the particle system.
  62422. */
  62423. ParticleSystem.prototype.rebuild = function () {
  62424. this._createIndexBuffer();
  62425. if (this._vertexBuffer) {
  62426. this._vertexBuffer._rebuild();
  62427. }
  62428. };
  62429. /**
  62430. * Is this system ready to be used/rendered
  62431. * @return true if the system is ready
  62432. */
  62433. ParticleSystem.prototype.isReady = function () {
  62434. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62435. return false;
  62436. }
  62437. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62438. if (!this._getEffect(this.blendMode).isReady()) {
  62439. return false;
  62440. }
  62441. }
  62442. else {
  62443. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62444. return false;
  62445. }
  62446. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62447. return false;
  62448. }
  62449. }
  62450. return true;
  62451. };
  62452. ParticleSystem.prototype._render = function (blendMode) {
  62453. var effect = this._getEffect(blendMode);
  62454. var engine = this._scene.getEngine();
  62455. // Render
  62456. engine.enableEffect(effect);
  62457. var viewMatrix = this._scene.getViewMatrix();
  62458. effect.setTexture("diffuseSampler", this.particleTexture);
  62459. effect.setMatrix("view", viewMatrix);
  62460. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62461. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62462. var baseSize = this.particleTexture.getBaseSize();
  62463. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62464. }
  62465. effect.setVector2("translationPivot", this.translationPivot);
  62466. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62467. if (this._isBillboardBased) {
  62468. var camera = this._scene.activeCamera;
  62469. effect.setVector3("eyePosition", camera.globalPosition);
  62470. }
  62471. if (this._rampGradientsTexture) {
  62472. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62473. }
  62474. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62475. var invView = viewMatrix.clone();
  62476. invView.invert();
  62477. effect.setMatrix("invView", invView);
  62478. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62479. }
  62480. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62481. // image processing
  62482. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62483. this._imageProcessingConfiguration.bind(effect);
  62484. }
  62485. // Draw order
  62486. switch (blendMode) {
  62487. case ParticleSystem.BLENDMODE_ADD:
  62488. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62489. break;
  62490. case ParticleSystem.BLENDMODE_ONEONE:
  62491. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62492. break;
  62493. case ParticleSystem.BLENDMODE_STANDARD:
  62494. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62495. break;
  62496. case ParticleSystem.BLENDMODE_MULTIPLY:
  62497. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62498. break;
  62499. }
  62500. if (this._useInstancing) {
  62501. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62502. }
  62503. else {
  62504. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62505. }
  62506. return this._particles.length;
  62507. };
  62508. /**
  62509. * Renders the particle system in its current state.
  62510. * @returns the current number of particles
  62511. */
  62512. ParticleSystem.prototype.render = function () {
  62513. // Check
  62514. if (!this.isReady() || !this._particles.length) {
  62515. return 0;
  62516. }
  62517. var engine = this._scene.getEngine();
  62518. engine.setState(false);
  62519. if (this.forceDepthWrite) {
  62520. engine.setDepthWrite(true);
  62521. }
  62522. var outparticles = 0;
  62523. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62524. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62525. }
  62526. outparticles = this._render(this.blendMode);
  62527. engine.unbindInstanceAttributes();
  62528. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62529. return outparticles;
  62530. };
  62531. /**
  62532. * Disposes the particle system and free the associated resources
  62533. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62534. */
  62535. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62536. if (disposeTexture === void 0) { disposeTexture = true; }
  62537. if (this._vertexBuffer) {
  62538. this._vertexBuffer.dispose();
  62539. this._vertexBuffer = null;
  62540. }
  62541. if (this._spriteBuffer) {
  62542. this._spriteBuffer.dispose();
  62543. this._spriteBuffer = null;
  62544. }
  62545. if (this._indexBuffer) {
  62546. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62547. this._indexBuffer = null;
  62548. }
  62549. if (disposeTexture && this.particleTexture) {
  62550. this.particleTexture.dispose();
  62551. this.particleTexture = null;
  62552. }
  62553. if (disposeTexture && this.noiseTexture) {
  62554. this.noiseTexture.dispose();
  62555. this.noiseTexture = null;
  62556. }
  62557. if (this._rampGradientsTexture) {
  62558. this._rampGradientsTexture.dispose();
  62559. this._rampGradientsTexture = null;
  62560. }
  62561. this._removeFromRoot();
  62562. if (this._subEmitters && this._subEmitters.length) {
  62563. for (var index = 0; index < this._subEmitters.length; index++) {
  62564. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62565. var subEmitter = _a[_i];
  62566. subEmitter.dispose();
  62567. }
  62568. }
  62569. this._subEmitters = [];
  62570. this.subEmitters = [];
  62571. }
  62572. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62573. this.emitter.dispose(true);
  62574. }
  62575. // Remove from scene
  62576. var index = this._scene.particleSystems.indexOf(this);
  62577. if (index > -1) {
  62578. this._scene.particleSystems.splice(index, 1);
  62579. }
  62580. this._scene._activeParticleSystems.dispose();
  62581. // Callback
  62582. this.onDisposeObservable.notifyObservers(this);
  62583. this.onDisposeObservable.clear();
  62584. this.reset();
  62585. };
  62586. // Clone
  62587. /**
  62588. * Clones the particle system.
  62589. * @param name The name of the cloned object
  62590. * @param newEmitter The new emitter to use
  62591. * @returns the cloned particle system
  62592. */
  62593. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62594. var custom = null;
  62595. var program = null;
  62596. if (this.customShader != null) {
  62597. program = this.customShader;
  62598. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62599. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62600. }
  62601. else if (this._customEffect) {
  62602. custom = this._customEffect;
  62603. }
  62604. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62605. result.customShader = program;
  62606. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62607. if (newEmitter === undefined) {
  62608. newEmitter = this.emitter;
  62609. }
  62610. result.noiseTexture = this.noiseTexture;
  62611. result.emitter = newEmitter;
  62612. if (this.particleTexture) {
  62613. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62614. }
  62615. // Clone gradients
  62616. if (this._colorGradients) {
  62617. this._colorGradients.forEach(function (v) {
  62618. result.addColorGradient(v.gradient, v.color1, v.color2);
  62619. });
  62620. }
  62621. if (this._dragGradients) {
  62622. this._dragGradients.forEach(function (v) {
  62623. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62624. });
  62625. }
  62626. if (this._angularSpeedGradients) {
  62627. this._angularSpeedGradients.forEach(function (v) {
  62628. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62629. });
  62630. }
  62631. if (this._emitRateGradients) {
  62632. this._emitRateGradients.forEach(function (v) {
  62633. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62634. });
  62635. }
  62636. if (this._lifeTimeGradients) {
  62637. this._lifeTimeGradients.forEach(function (v) {
  62638. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62639. });
  62640. }
  62641. if (this._limitVelocityGradients) {
  62642. this._limitVelocityGradients.forEach(function (v) {
  62643. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62644. });
  62645. }
  62646. if (this._sizeGradients) {
  62647. this._sizeGradients.forEach(function (v) {
  62648. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62649. });
  62650. }
  62651. if (this._startSizeGradients) {
  62652. this._startSizeGradients.forEach(function (v) {
  62653. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62654. });
  62655. }
  62656. if (this._velocityGradients) {
  62657. this._velocityGradients.forEach(function (v) {
  62658. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62659. });
  62660. }
  62661. if (this._rampGradients) {
  62662. this._rampGradients.forEach(function (v) {
  62663. result.addRampGradient(v.gradient, v.color);
  62664. });
  62665. }
  62666. if (this._colorRemapGradients) {
  62667. this._colorRemapGradients.forEach(function (v) {
  62668. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62669. });
  62670. }
  62671. if (this._alphaRemapGradients) {
  62672. this._alphaRemapGradients.forEach(function (v) {
  62673. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62674. });
  62675. }
  62676. if (!this.preventAutoStart) {
  62677. result.start();
  62678. }
  62679. return result;
  62680. };
  62681. /**
  62682. * Serializes the particle system to a JSON object.
  62683. * @returns the JSON object
  62684. */
  62685. ParticleSystem.prototype.serialize = function () {
  62686. var serializationObject = {};
  62687. ParticleSystem._Serialize(serializationObject, this);
  62688. serializationObject.textureMask = this.textureMask.asArray();
  62689. serializationObject.customShader = this.customShader;
  62690. serializationObject.preventAutoStart = this.preventAutoStart;
  62691. // SubEmitters
  62692. if (this.subEmitters) {
  62693. serializationObject.subEmitters = [];
  62694. if (!this._subEmitters) {
  62695. this._prepareSubEmitterInternalArray();
  62696. }
  62697. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62698. var subs = _a[_i];
  62699. var cell = [];
  62700. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62701. var sub = subs_1[_b];
  62702. cell.push(sub.serialize());
  62703. }
  62704. serializationObject.subEmitters.push(cell);
  62705. }
  62706. }
  62707. return serializationObject;
  62708. };
  62709. /** @hidden */
  62710. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62711. serializationObject.name = particleSystem.name;
  62712. serializationObject.id = particleSystem.id;
  62713. serializationObject.capacity = particleSystem.getCapacity();
  62714. // Emitter
  62715. if (particleSystem.emitter.position) {
  62716. var emitterMesh = particleSystem.emitter;
  62717. serializationObject.emitterId = emitterMesh.id;
  62718. }
  62719. else {
  62720. var emitterPosition = particleSystem.emitter;
  62721. serializationObject.emitter = emitterPosition.asArray();
  62722. }
  62723. // Emitter
  62724. if (particleSystem.particleEmitterType) {
  62725. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62726. }
  62727. if (particleSystem.particleTexture) {
  62728. serializationObject.textureName = particleSystem.particleTexture.name;
  62729. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62730. }
  62731. // Animations
  62732. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62733. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62734. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62735. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62736. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62737. // Particle system
  62738. serializationObject.startDelay = particleSystem.startDelay;
  62739. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62740. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62741. serializationObject.billboardMode = particleSystem.billboardMode;
  62742. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62743. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62744. serializationObject.minSize = particleSystem.minSize;
  62745. serializationObject.maxSize = particleSystem.maxSize;
  62746. serializationObject.minScaleX = particleSystem.minScaleX;
  62747. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62748. serializationObject.minScaleY = particleSystem.minScaleY;
  62749. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62750. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62751. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62752. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62753. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62754. serializationObject.emitRate = particleSystem.emitRate;
  62755. serializationObject.gravity = particleSystem.gravity.asArray();
  62756. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62757. serializationObject.color1 = particleSystem.color1.asArray();
  62758. serializationObject.color2 = particleSystem.color2.asArray();
  62759. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62760. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62761. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62762. serializationObject.blendMode = particleSystem.blendMode;
  62763. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62764. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62765. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62766. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62767. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62768. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62769. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62770. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62771. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62772. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62773. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62774. var colorGradients = particleSystem.getColorGradients();
  62775. if (colorGradients) {
  62776. serializationObject.colorGradients = [];
  62777. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62778. var colorGradient = colorGradients_1[_i];
  62779. var serializedGradient = {
  62780. gradient: colorGradient.gradient,
  62781. color1: colorGradient.color1.asArray()
  62782. };
  62783. if (colorGradient.color2) {
  62784. serializedGradient.color2 = colorGradient.color2.asArray();
  62785. }
  62786. serializationObject.colorGradients.push(serializedGradient);
  62787. }
  62788. }
  62789. var rampGradients = particleSystem.getRampGradients();
  62790. if (rampGradients) {
  62791. serializationObject.rampGradients = [];
  62792. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62793. var rampGradient = rampGradients_1[_a];
  62794. var serializedGradient = {
  62795. gradient: rampGradient.gradient,
  62796. color: rampGradient.color.asArray()
  62797. };
  62798. serializationObject.rampGradients.push(serializedGradient);
  62799. }
  62800. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62801. }
  62802. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62803. if (colorRemapGradients) {
  62804. serializationObject.colorRemapGradients = [];
  62805. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62806. var colorRemapGradient = colorRemapGradients_1[_b];
  62807. var serializedGradient = {
  62808. gradient: colorRemapGradient.gradient,
  62809. factor1: colorRemapGradient.factor1
  62810. };
  62811. if (colorRemapGradient.factor2 !== undefined) {
  62812. serializedGradient.factor2 = colorRemapGradient.factor2;
  62813. }
  62814. serializationObject.colorRemapGradients.push(serializedGradient);
  62815. }
  62816. }
  62817. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62818. if (alphaRemapGradients) {
  62819. serializationObject.alphaRemapGradients = [];
  62820. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62821. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62822. var serializedGradient = {
  62823. gradient: alphaRemapGradient.gradient,
  62824. factor1: alphaRemapGradient.factor1
  62825. };
  62826. if (alphaRemapGradient.factor2 !== undefined) {
  62827. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62828. }
  62829. serializationObject.alphaRemapGradients.push(serializedGradient);
  62830. }
  62831. }
  62832. var sizeGradients = particleSystem.getSizeGradients();
  62833. if (sizeGradients) {
  62834. serializationObject.sizeGradients = [];
  62835. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62836. var sizeGradient = sizeGradients_1[_d];
  62837. var serializedGradient = {
  62838. gradient: sizeGradient.gradient,
  62839. factor1: sizeGradient.factor1
  62840. };
  62841. if (sizeGradient.factor2 !== undefined) {
  62842. serializedGradient.factor2 = sizeGradient.factor2;
  62843. }
  62844. serializationObject.sizeGradients.push(serializedGradient);
  62845. }
  62846. }
  62847. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62848. if (angularSpeedGradients) {
  62849. serializationObject.angularSpeedGradients = [];
  62850. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62851. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62852. var serializedGradient = {
  62853. gradient: angularSpeedGradient.gradient,
  62854. factor1: angularSpeedGradient.factor1
  62855. };
  62856. if (angularSpeedGradient.factor2 !== undefined) {
  62857. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62858. }
  62859. serializationObject.angularSpeedGradients.push(serializedGradient);
  62860. }
  62861. }
  62862. var velocityGradients = particleSystem.getVelocityGradients();
  62863. if (velocityGradients) {
  62864. serializationObject.velocityGradients = [];
  62865. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62866. var velocityGradient = velocityGradients_1[_f];
  62867. var serializedGradient = {
  62868. gradient: velocityGradient.gradient,
  62869. factor1: velocityGradient.factor1
  62870. };
  62871. if (velocityGradient.factor2 !== undefined) {
  62872. serializedGradient.factor2 = velocityGradient.factor2;
  62873. }
  62874. serializationObject.velocityGradients.push(serializedGradient);
  62875. }
  62876. }
  62877. var dragGradients = particleSystem.getDragGradients();
  62878. if (dragGradients) {
  62879. serializationObject.dragyGradients = [];
  62880. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62881. var dragGradient = dragGradients_1[_g];
  62882. var serializedGradient = {
  62883. gradient: dragGradient.gradient,
  62884. factor1: dragGradient.factor1
  62885. };
  62886. if (dragGradient.factor2 !== undefined) {
  62887. serializedGradient.factor2 = dragGradient.factor2;
  62888. }
  62889. serializationObject.dragGradients.push(serializedGradient);
  62890. }
  62891. }
  62892. var emitRateGradients = particleSystem.getEmitRateGradients();
  62893. if (emitRateGradients) {
  62894. serializationObject.emitRateGradients = [];
  62895. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62896. var emitRateGradient = emitRateGradients_1[_h];
  62897. var serializedGradient = {
  62898. gradient: emitRateGradient.gradient,
  62899. factor1: emitRateGradient.factor1
  62900. };
  62901. if (emitRateGradient.factor2 !== undefined) {
  62902. serializedGradient.factor2 = emitRateGradient.factor2;
  62903. }
  62904. serializationObject.emitRateGradients.push(serializedGradient);
  62905. }
  62906. }
  62907. var startSizeGradients = particleSystem.getStartSizeGradients();
  62908. if (startSizeGradients) {
  62909. serializationObject.startSizeGradients = [];
  62910. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62911. var startSizeGradient = startSizeGradients_1[_j];
  62912. var serializedGradient = {
  62913. gradient: startSizeGradient.gradient,
  62914. factor1: startSizeGradient.factor1
  62915. };
  62916. if (startSizeGradient.factor2 !== undefined) {
  62917. serializedGradient.factor2 = startSizeGradient.factor2;
  62918. }
  62919. serializationObject.startSizeGradients.push(serializedGradient);
  62920. }
  62921. }
  62922. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62923. if (lifeTimeGradients) {
  62924. serializationObject.lifeTimeGradients = [];
  62925. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62926. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62927. var serializedGradient = {
  62928. gradient: lifeTimeGradient.gradient,
  62929. factor1: lifeTimeGradient.factor1
  62930. };
  62931. if (lifeTimeGradient.factor2 !== undefined) {
  62932. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62933. }
  62934. serializationObject.lifeTimeGradients.push(serializedGradient);
  62935. }
  62936. }
  62937. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62938. if (limitVelocityGradients) {
  62939. serializationObject.limitVelocityGradients = [];
  62940. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62941. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62942. var serializedGradient = {
  62943. gradient: limitVelocityGradient.gradient,
  62944. factor1: limitVelocityGradient.factor1
  62945. };
  62946. if (limitVelocityGradient.factor2 !== undefined) {
  62947. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62948. }
  62949. serializationObject.limitVelocityGradients.push(serializedGradient);
  62950. }
  62951. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62952. }
  62953. if (particleSystem.noiseTexture) {
  62954. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62955. }
  62956. };
  62957. /** @hidden */
  62958. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62959. // Texture
  62960. if (parsedParticleSystem.textureName) {
  62961. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62962. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62963. }
  62964. // Emitter
  62965. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62966. particleSystem.emitter = BABYLON.Vector3.Zero();
  62967. }
  62968. else if (parsedParticleSystem.emitterId) {
  62969. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62970. }
  62971. else {
  62972. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62973. }
  62974. // Misc.
  62975. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62976. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62977. }
  62978. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62979. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62980. }
  62981. if (parsedParticleSystem.billboardMode !== undefined) {
  62982. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62983. }
  62984. // Animations
  62985. if (parsedParticleSystem.animations) {
  62986. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62987. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62988. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62989. }
  62990. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62991. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62992. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62993. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62994. }
  62995. if (parsedParticleSystem.autoAnimate) {
  62996. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62997. }
  62998. // Particle system
  62999. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  63000. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  63001. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  63002. particleSystem.minSize = parsedParticleSystem.minSize;
  63003. particleSystem.maxSize = parsedParticleSystem.maxSize;
  63004. if (parsedParticleSystem.minScaleX) {
  63005. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  63006. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  63007. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  63008. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  63009. }
  63010. if (parsedParticleSystem.preWarmCycles !== undefined) {
  63011. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  63012. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  63013. }
  63014. if (parsedParticleSystem.minInitialRotation !== undefined) {
  63015. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  63016. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  63017. }
  63018. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  63019. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  63020. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  63021. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  63022. particleSystem.emitRate = parsedParticleSystem.emitRate;
  63023. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  63024. if (parsedParticleSystem.noiseStrength) {
  63025. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  63026. }
  63027. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  63028. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  63029. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  63030. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  63031. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  63032. particleSystem.blendMode = parsedParticleSystem.blendMode;
  63033. if (parsedParticleSystem.colorGradients) {
  63034. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  63035. var colorGradient = _a[_i];
  63036. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  63037. }
  63038. }
  63039. if (parsedParticleSystem.rampGradients) {
  63040. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  63041. var rampGradient = _c[_b];
  63042. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  63043. }
  63044. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  63045. }
  63046. if (parsedParticleSystem.colorRemapGradients) {
  63047. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  63048. var colorRemapGradient = _e[_d];
  63049. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  63050. }
  63051. }
  63052. if (parsedParticleSystem.alphaRemapGradients) {
  63053. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  63054. var alphaRemapGradient = _g[_f];
  63055. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  63056. }
  63057. }
  63058. if (parsedParticleSystem.sizeGradients) {
  63059. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  63060. var sizeGradient = _j[_h];
  63061. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63062. }
  63063. }
  63064. if (parsedParticleSystem.sizeGradients) {
  63065. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  63066. var sizeGradient = _l[_k];
  63067. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63068. }
  63069. }
  63070. if (parsedParticleSystem.angularSpeedGradients) {
  63071. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  63072. var angularSpeedGradient = _o[_m];
  63073. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  63074. }
  63075. }
  63076. if (parsedParticleSystem.velocityGradients) {
  63077. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  63078. var velocityGradient = _q[_p];
  63079. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  63080. }
  63081. }
  63082. if (parsedParticleSystem.dragGradients) {
  63083. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  63084. var dragGradient = _s[_r];
  63085. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  63086. }
  63087. }
  63088. if (parsedParticleSystem.emitRateGradients) {
  63089. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  63090. var emitRateGradient = _u[_t];
  63091. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  63092. }
  63093. }
  63094. if (parsedParticleSystem.startSizeGradients) {
  63095. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  63096. var startSizeGradient = _w[_v];
  63097. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  63098. }
  63099. }
  63100. if (parsedParticleSystem.lifeTimeGradients) {
  63101. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  63102. var lifeTimeGradient = _y[_x];
  63103. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  63104. }
  63105. }
  63106. if (parsedParticleSystem.limitVelocityGradients) {
  63107. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  63108. var limitVelocityGradient = _0[_z];
  63109. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  63110. }
  63111. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  63112. }
  63113. if (parsedParticleSystem.noiseTexture) {
  63114. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  63115. }
  63116. // Emitter
  63117. var emitterType;
  63118. if (parsedParticleSystem.particleEmitterType) {
  63119. switch (parsedParticleSystem.particleEmitterType.type) {
  63120. case "SphereParticleEmitter":
  63121. emitterType = new BABYLON.SphereParticleEmitter();
  63122. break;
  63123. case "SphereDirectedParticleEmitter":
  63124. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  63125. break;
  63126. case "ConeEmitter":
  63127. case "ConeParticleEmitter":
  63128. emitterType = new BABYLON.ConeParticleEmitter();
  63129. break;
  63130. case "CylinderParticleEmitter":
  63131. emitterType = new BABYLON.CylinderParticleEmitter();
  63132. break;
  63133. case "HemisphericParticleEmitter":
  63134. emitterType = new BABYLON.HemisphericParticleEmitter();
  63135. break;
  63136. case "BoxEmitter":
  63137. case "BoxParticleEmitter":
  63138. default:
  63139. emitterType = new BABYLON.BoxParticleEmitter();
  63140. break;
  63141. }
  63142. emitterType.parse(parsedParticleSystem.particleEmitterType);
  63143. }
  63144. else {
  63145. emitterType = new BABYLON.BoxParticleEmitter();
  63146. emitterType.parse(parsedParticleSystem);
  63147. }
  63148. particleSystem.particleEmitterType = emitterType;
  63149. // Animation sheet
  63150. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63151. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63152. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63153. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63154. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63155. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63156. };
  63157. /**
  63158. * Parses a JSON object to create a particle system.
  63159. * @param parsedParticleSystem The JSON object to parse
  63160. * @param scene The scene to create the particle system in
  63161. * @param rootUrl The root url to use to load external dependencies like texture
  63162. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63163. * @returns the Parsed particle system
  63164. */
  63165. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63166. if (doNotStart === void 0) { doNotStart = false; }
  63167. var name = parsedParticleSystem.name;
  63168. var custom = null;
  63169. var program = null;
  63170. if (parsedParticleSystem.customShader) {
  63171. program = parsedParticleSystem.customShader;
  63172. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63173. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63174. }
  63175. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63176. particleSystem.customShader = program;
  63177. if (parsedParticleSystem.id) {
  63178. particleSystem.id = parsedParticleSystem.id;
  63179. }
  63180. // SubEmitters
  63181. if (parsedParticleSystem.subEmitters) {
  63182. particleSystem.subEmitters = [];
  63183. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63184. var cell = _a[_i];
  63185. var cellArray = [];
  63186. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63187. var sub = cell_1[_b];
  63188. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63189. }
  63190. particleSystem.subEmitters.push(cellArray);
  63191. }
  63192. }
  63193. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63194. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63195. // Auto start
  63196. if (parsedParticleSystem.preventAutoStart) {
  63197. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63198. }
  63199. if (!doNotStart && !particleSystem.preventAutoStart) {
  63200. particleSystem.start();
  63201. }
  63202. return particleSystem;
  63203. };
  63204. /**
  63205. * Billboard mode will only apply to Y axis
  63206. */
  63207. ParticleSystem.BILLBOARDMODE_Y = 2;
  63208. /**
  63209. * Billboard mode will apply to all axes
  63210. */
  63211. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63212. /**
  63213. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63214. */
  63215. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63216. return ParticleSystem;
  63217. }(BABYLON.BaseParticleSystem));
  63218. BABYLON.ParticleSystem = ParticleSystem;
  63219. })(BABYLON || (BABYLON = {}));
  63220. //# sourceMappingURL=babylon.particleSystem.js.map
  63221. var BABYLON;
  63222. (function (BABYLON) {
  63223. /**
  63224. * Particle emitter emitting particles from the inside of a box.
  63225. * It emits the particles randomly between 2 given directions.
  63226. */
  63227. var BoxParticleEmitter = /** @class */ (function () {
  63228. /**
  63229. * Creates a new instance BoxParticleEmitter
  63230. */
  63231. function BoxParticleEmitter() {
  63232. /**
  63233. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63234. */
  63235. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63236. /**
  63237. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63238. */
  63239. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63240. /**
  63241. * 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.
  63242. */
  63243. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63244. /**
  63245. * 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.
  63246. */
  63247. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63248. }
  63249. /**
  63250. * Called by the particle System when the direction is computed for the created particle.
  63251. * @param worldMatrix is the world matrix of the particle system
  63252. * @param directionToUpdate is the direction vector to update with the result
  63253. * @param particle is the particle we are computed the direction for
  63254. */
  63255. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63256. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63257. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63258. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63259. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63260. };
  63261. /**
  63262. * Called by the particle System when the position is computed for the created particle.
  63263. * @param worldMatrix is the world matrix of the particle system
  63264. * @param positionToUpdate is the position vector to update with the result
  63265. * @param particle is the particle we are computed the position for
  63266. */
  63267. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63268. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63269. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63270. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63271. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63272. };
  63273. /**
  63274. * Clones the current emitter and returns a copy of it
  63275. * @returns the new emitter
  63276. */
  63277. BoxParticleEmitter.prototype.clone = function () {
  63278. var newOne = new BoxParticleEmitter();
  63279. BABYLON.Tools.DeepCopy(this, newOne);
  63280. return newOne;
  63281. };
  63282. /**
  63283. * Called by the GPUParticleSystem to setup the update shader
  63284. * @param effect defines the update shader
  63285. */
  63286. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63287. effect.setVector3("direction1", this.direction1);
  63288. effect.setVector3("direction2", this.direction2);
  63289. effect.setVector3("minEmitBox", this.minEmitBox);
  63290. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63291. };
  63292. /**
  63293. * Returns a string to use to update the GPU particles update shader
  63294. * @returns a string containng the defines string
  63295. */
  63296. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63297. return "#define BOXEMITTER";
  63298. };
  63299. /**
  63300. * Returns the string "BoxParticleEmitter"
  63301. * @returns a string containing the class name
  63302. */
  63303. BoxParticleEmitter.prototype.getClassName = function () {
  63304. return "BoxParticleEmitter";
  63305. };
  63306. /**
  63307. * Serializes the particle system to a JSON object.
  63308. * @returns the JSON object
  63309. */
  63310. BoxParticleEmitter.prototype.serialize = function () {
  63311. var serializationObject = {};
  63312. serializationObject.type = this.getClassName();
  63313. serializationObject.direction1 = this.direction1.asArray();
  63314. serializationObject.direction2 = this.direction2.asArray();
  63315. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63316. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63317. return serializationObject;
  63318. };
  63319. /**
  63320. * Parse properties from a JSON object
  63321. * @param serializationObject defines the JSON object
  63322. */
  63323. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63324. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63325. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63326. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63327. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63328. };
  63329. return BoxParticleEmitter;
  63330. }());
  63331. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63332. })(BABYLON || (BABYLON = {}));
  63333. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63334. var BABYLON;
  63335. (function (BABYLON) {
  63336. /**
  63337. * Particle emitter emitting particles from the inside of a cylinder.
  63338. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63339. */
  63340. var CylinderParticleEmitter = /** @class */ (function () {
  63341. /**
  63342. * Creates a new instance CylinderParticleEmitter
  63343. * @param radius the radius of the emission cylinder (1 by default)
  63344. * @param height the height of the emission cylinder (1 by default)
  63345. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63346. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63347. */
  63348. function CylinderParticleEmitter(
  63349. /**
  63350. * The radius of the emission cylinder.
  63351. */
  63352. radius,
  63353. /**
  63354. * The height of the emission cylinder.
  63355. */
  63356. height,
  63357. /**
  63358. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63359. */
  63360. radiusRange,
  63361. /**
  63362. * How much to randomize the particle direction [0-1].
  63363. */
  63364. directionRandomizer) {
  63365. if (radius === void 0) { radius = 1; }
  63366. if (height === void 0) { height = 1; }
  63367. if (radiusRange === void 0) { radiusRange = 1; }
  63368. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63369. this.radius = radius;
  63370. this.height = height;
  63371. this.radiusRange = radiusRange;
  63372. this.directionRandomizer = directionRandomizer;
  63373. }
  63374. /**
  63375. * Called by the particle System when the direction is computed for the created particle.
  63376. * @param worldMatrix is the world matrix of the particle system
  63377. * @param directionToUpdate is the direction vector to update with the result
  63378. * @param particle is the particle we are computed the direction for
  63379. */
  63380. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63381. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63382. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63383. var angle = Math.atan2(direction.x, direction.z);
  63384. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63385. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63386. direction.x = Math.sin(angle);
  63387. direction.z = Math.cos(angle);
  63388. direction.normalize();
  63389. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63390. };
  63391. /**
  63392. * Called by the particle System when the position is computed for the created particle.
  63393. * @param worldMatrix is the world matrix of the particle system
  63394. * @param positionToUpdate is the position vector to update with the result
  63395. * @param particle is the particle we are computed the position for
  63396. */
  63397. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63398. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63399. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63400. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63401. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63402. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63403. var xPos = positionRadius * Math.cos(angle);
  63404. var zPos = positionRadius * Math.sin(angle);
  63405. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63406. };
  63407. /**
  63408. * Clones the current emitter and returns a copy of it
  63409. * @returns the new emitter
  63410. */
  63411. CylinderParticleEmitter.prototype.clone = function () {
  63412. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63413. BABYLON.Tools.DeepCopy(this, newOne);
  63414. return newOne;
  63415. };
  63416. /**
  63417. * Called by the GPUParticleSystem to setup the update shader
  63418. * @param effect defines the update shader
  63419. */
  63420. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63421. effect.setFloat("radius", this.radius);
  63422. effect.setFloat("height", this.height);
  63423. effect.setFloat("radiusRange", this.radiusRange);
  63424. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63425. };
  63426. /**
  63427. * Returns a string to use to update the GPU particles update shader
  63428. * @returns a string containng the defines string
  63429. */
  63430. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63431. return "#define CYLINDEREMITTER";
  63432. };
  63433. /**
  63434. * Returns the string "CylinderParticleEmitter"
  63435. * @returns a string containing the class name
  63436. */
  63437. CylinderParticleEmitter.prototype.getClassName = function () {
  63438. return "CylinderParticleEmitter";
  63439. };
  63440. /**
  63441. * Serializes the particle system to a JSON object.
  63442. * @returns the JSON object
  63443. */
  63444. CylinderParticleEmitter.prototype.serialize = function () {
  63445. var serializationObject = {};
  63446. serializationObject.type = this.getClassName();
  63447. serializationObject.radius = this.radius;
  63448. serializationObject.height = this.height;
  63449. serializationObject.radiusRange = this.radiusRange;
  63450. serializationObject.directionRandomizer = this.directionRandomizer;
  63451. return serializationObject;
  63452. };
  63453. /**
  63454. * Parse properties from a JSON object
  63455. * @param serializationObject defines the JSON object
  63456. */
  63457. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63458. this.radius = serializationObject.radius;
  63459. this.height = serializationObject.height;
  63460. this.radiusRange = serializationObject.radiusRange;
  63461. this.directionRandomizer = serializationObject.directionRandomizer;
  63462. };
  63463. return CylinderParticleEmitter;
  63464. }());
  63465. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63466. /**
  63467. * Particle emitter emitting particles from the inside of a cylinder.
  63468. * It emits the particles randomly between two vectors.
  63469. */
  63470. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63471. __extends(CylinderDirectedParticleEmitter, _super);
  63472. /**
  63473. * Creates a new instance CylinderDirectedParticleEmitter
  63474. * @param radius the radius of the emission cylinder (1 by default)
  63475. * @param height the height of the emission cylinder (1 by default)
  63476. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63477. * @param direction1 the min limit of the emission direction (up vector by default)
  63478. * @param direction2 the max limit of the emission direction (up vector by default)
  63479. */
  63480. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63481. /**
  63482. * The min limit of the emission direction.
  63483. */
  63484. direction1,
  63485. /**
  63486. * The max limit of the emission direction.
  63487. */
  63488. direction2) {
  63489. if (radius === void 0) { radius = 1; }
  63490. if (height === void 0) { height = 1; }
  63491. if (radiusRange === void 0) { radiusRange = 1; }
  63492. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63493. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63494. var _this = _super.call(this, radius, height, radiusRange) || this;
  63495. _this.direction1 = direction1;
  63496. _this.direction2 = direction2;
  63497. return _this;
  63498. }
  63499. /**
  63500. * Called by the particle System when the direction is computed for the created particle.
  63501. * @param worldMatrix is the world matrix of the particle system
  63502. * @param directionToUpdate is the direction vector to update with the result
  63503. * @param particle is the particle we are computed the direction for
  63504. */
  63505. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63506. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63507. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63508. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63509. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63510. };
  63511. /**
  63512. * Clones the current emitter and returns a copy of it
  63513. * @returns the new emitter
  63514. */
  63515. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63516. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63517. BABYLON.Tools.DeepCopy(this, newOne);
  63518. return newOne;
  63519. };
  63520. /**
  63521. * Called by the GPUParticleSystem to setup the update shader
  63522. * @param effect defines the update shader
  63523. */
  63524. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63525. effect.setFloat("radius", this.radius);
  63526. effect.setFloat("height", this.height);
  63527. effect.setFloat("radiusRange", this.radiusRange);
  63528. effect.setVector3("direction1", this.direction1);
  63529. effect.setVector3("direction2", this.direction2);
  63530. };
  63531. /**
  63532. * Returns a string to use to update the GPU particles update shader
  63533. * @returns a string containng the defines string
  63534. */
  63535. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63536. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63537. };
  63538. /**
  63539. * Returns the string "CylinderDirectedParticleEmitter"
  63540. * @returns a string containing the class name
  63541. */
  63542. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63543. return "CylinderDirectedParticleEmitter";
  63544. };
  63545. /**
  63546. * Serializes the particle system to a JSON object.
  63547. * @returns the JSON object
  63548. */
  63549. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63550. var serializationObject = _super.prototype.serialize.call(this);
  63551. serializationObject.direction1 = this.direction1.asArray();
  63552. serializationObject.direction2 = this.direction2.asArray();
  63553. return serializationObject;
  63554. };
  63555. /**
  63556. * Parse properties from a JSON object
  63557. * @param serializationObject defines the JSON object
  63558. */
  63559. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63560. _super.prototype.parse.call(this, serializationObject);
  63561. this.direction1.copyFrom(serializationObject.direction1);
  63562. this.direction2.copyFrom(serializationObject.direction2);
  63563. };
  63564. return CylinderDirectedParticleEmitter;
  63565. }(CylinderParticleEmitter));
  63566. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63567. })(BABYLON || (BABYLON = {}));
  63568. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63569. var BABYLON;
  63570. (function (BABYLON) {
  63571. /**
  63572. * Particle emitter emitting particles from the inside of a cone.
  63573. * It emits the particles alongside the cone volume from the base to the particle.
  63574. * The emission direction might be randomized.
  63575. */
  63576. var ConeParticleEmitter = /** @class */ (function () {
  63577. /**
  63578. * Creates a new instance ConeParticleEmitter
  63579. * @param radius the radius of the emission cone (1 by default)
  63580. * @param angles the cone base angle (PI by default)
  63581. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63582. */
  63583. function ConeParticleEmitter(radius, angle,
  63584. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63585. directionRandomizer) {
  63586. if (radius === void 0) { radius = 1; }
  63587. if (angle === void 0) { angle = Math.PI; }
  63588. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63589. this.directionRandomizer = directionRandomizer;
  63590. /**
  63591. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63592. */
  63593. this.radiusRange = 1;
  63594. /**
  63595. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63596. */
  63597. this.heightRange = 1;
  63598. /**
  63599. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63600. */
  63601. this.emitFromSpawnPointOnly = false;
  63602. this.angle = angle;
  63603. this.radius = radius;
  63604. }
  63605. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63606. /**
  63607. * Gets or sets the radius of the emission cone
  63608. */
  63609. get: function () {
  63610. return this._radius;
  63611. },
  63612. set: function (value) {
  63613. this._radius = value;
  63614. this._buildHeight();
  63615. },
  63616. enumerable: true,
  63617. configurable: true
  63618. });
  63619. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63620. /**
  63621. * Gets or sets the angle of the emission cone
  63622. */
  63623. get: function () {
  63624. return this._angle;
  63625. },
  63626. set: function (value) {
  63627. this._angle = value;
  63628. this._buildHeight();
  63629. },
  63630. enumerable: true,
  63631. configurable: true
  63632. });
  63633. ConeParticleEmitter.prototype._buildHeight = function () {
  63634. if (this._angle !== 0) {
  63635. this._height = this._radius / Math.tan(this._angle / 2);
  63636. }
  63637. else {
  63638. this._height = 1;
  63639. }
  63640. };
  63641. /**
  63642. * Called by the particle System when the direction is computed for the created particle.
  63643. * @param worldMatrix is the world matrix of the particle system
  63644. * @param directionToUpdate is the direction vector to update with the result
  63645. * @param particle is the particle we are computed the direction for
  63646. */
  63647. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63648. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63649. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63650. }
  63651. else {
  63652. // measure the direction Vector from the emitter to the particle.
  63653. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63654. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63655. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63656. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63657. direction.x += randX;
  63658. direction.y += randY;
  63659. direction.z += randZ;
  63660. direction.normalize();
  63661. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63662. }
  63663. };
  63664. /**
  63665. * Called by the particle System when the position is computed for the created particle.
  63666. * @param worldMatrix is the world matrix of the particle system
  63667. * @param positionToUpdate is the position vector to update with the result
  63668. * @param particle is the particle we are computed the position for
  63669. */
  63670. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63671. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63672. var h;
  63673. if (!this.emitFromSpawnPointOnly) {
  63674. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63675. // Better distribution in a cone at normal angles.
  63676. h = 1 - h * h;
  63677. }
  63678. else {
  63679. h = 0.0001;
  63680. }
  63681. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63682. radius = radius * h;
  63683. var randX = radius * Math.sin(s);
  63684. var randZ = radius * Math.cos(s);
  63685. var randY = h * this._height;
  63686. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63687. };
  63688. /**
  63689. * Clones the current emitter and returns a copy of it
  63690. * @returns the new emitter
  63691. */
  63692. ConeParticleEmitter.prototype.clone = function () {
  63693. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63694. BABYLON.Tools.DeepCopy(this, newOne);
  63695. return newOne;
  63696. };
  63697. /**
  63698. * Called by the GPUParticleSystem to setup the update shader
  63699. * @param effect defines the update shader
  63700. */
  63701. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63702. effect.setFloat2("radius", this._radius, this.radiusRange);
  63703. effect.setFloat("coneAngle", this._angle);
  63704. effect.setFloat2("height", this._height, this.heightRange);
  63705. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63706. };
  63707. /**
  63708. * Returns a string to use to update the GPU particles update shader
  63709. * @returns a string containng the defines string
  63710. */
  63711. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63712. var defines = "#define CONEEMITTER";
  63713. if (this.emitFromSpawnPointOnly) {
  63714. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63715. }
  63716. return defines;
  63717. };
  63718. /**
  63719. * Returns the string "ConeParticleEmitter"
  63720. * @returns a string containing the class name
  63721. */
  63722. ConeParticleEmitter.prototype.getClassName = function () {
  63723. return "ConeParticleEmitter";
  63724. };
  63725. /**
  63726. * Serializes the particle system to a JSON object.
  63727. * @returns the JSON object
  63728. */
  63729. ConeParticleEmitter.prototype.serialize = function () {
  63730. var serializationObject = {};
  63731. serializationObject.type = this.getClassName();
  63732. serializationObject.radius = this._radius;
  63733. serializationObject.angle = this._angle;
  63734. serializationObject.directionRandomizer = this.directionRandomizer;
  63735. return serializationObject;
  63736. };
  63737. /**
  63738. * Parse properties from a JSON object
  63739. * @param serializationObject defines the JSON object
  63740. */
  63741. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63742. this.radius = serializationObject.radius;
  63743. this.angle = serializationObject.angle;
  63744. this.directionRandomizer = serializationObject.directionRandomizer;
  63745. };
  63746. return ConeParticleEmitter;
  63747. }());
  63748. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63749. })(BABYLON || (BABYLON = {}));
  63750. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63751. var BABYLON;
  63752. (function (BABYLON) {
  63753. /**
  63754. * Particle emitter emitting particles from the inside of a sphere.
  63755. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63756. */
  63757. var SphereParticleEmitter = /** @class */ (function () {
  63758. /**
  63759. * Creates a new instance SphereParticleEmitter
  63760. * @param radius the radius of the emission sphere (1 by default)
  63761. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63762. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63763. */
  63764. function SphereParticleEmitter(
  63765. /**
  63766. * The radius of the emission sphere.
  63767. */
  63768. radius,
  63769. /**
  63770. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63771. */
  63772. radiusRange,
  63773. /**
  63774. * How much to randomize the particle direction [0-1].
  63775. */
  63776. directionRandomizer) {
  63777. if (radius === void 0) { radius = 1; }
  63778. if (radiusRange === void 0) { radiusRange = 1; }
  63779. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63780. this.radius = radius;
  63781. this.radiusRange = radiusRange;
  63782. this.directionRandomizer = directionRandomizer;
  63783. }
  63784. /**
  63785. * Called by the particle System when the direction is computed for the created particle.
  63786. * @param worldMatrix is the world matrix of the particle system
  63787. * @param directionToUpdate is the direction vector to update with the result
  63788. * @param particle is the particle we are computed the direction for
  63789. */
  63790. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63791. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63792. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63793. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63794. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63795. direction.x += randX;
  63796. direction.y += randY;
  63797. direction.z += randZ;
  63798. direction.normalize();
  63799. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63800. };
  63801. /**
  63802. * Called by the particle System when the position is computed for the created particle.
  63803. * @param worldMatrix is the world matrix of the particle system
  63804. * @param positionToUpdate is the position vector to update with the result
  63805. * @param particle is the particle we are computed the position for
  63806. */
  63807. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63808. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63809. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63810. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63811. var theta = Math.acos(2 * v - 1);
  63812. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63813. var randY = randRadius * Math.cos(theta);
  63814. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63815. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63816. };
  63817. /**
  63818. * Clones the current emitter and returns a copy of it
  63819. * @returns the new emitter
  63820. */
  63821. SphereParticleEmitter.prototype.clone = function () {
  63822. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63823. BABYLON.Tools.DeepCopy(this, newOne);
  63824. return newOne;
  63825. };
  63826. /**
  63827. * Called by the GPUParticleSystem to setup the update shader
  63828. * @param effect defines the update shader
  63829. */
  63830. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63831. effect.setFloat("radius", this.radius);
  63832. effect.setFloat("radiusRange", this.radiusRange);
  63833. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63834. };
  63835. /**
  63836. * Returns a string to use to update the GPU particles update shader
  63837. * @returns a string containng the defines string
  63838. */
  63839. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63840. return "#define SPHEREEMITTER";
  63841. };
  63842. /**
  63843. * Returns the string "SphereParticleEmitter"
  63844. * @returns a string containing the class name
  63845. */
  63846. SphereParticleEmitter.prototype.getClassName = function () {
  63847. return "SphereParticleEmitter";
  63848. };
  63849. /**
  63850. * Serializes the particle system to a JSON object.
  63851. * @returns the JSON object
  63852. */
  63853. SphereParticleEmitter.prototype.serialize = function () {
  63854. var serializationObject = {};
  63855. serializationObject.type = this.getClassName();
  63856. serializationObject.radius = this.radius;
  63857. serializationObject.radiusRange = this.radiusRange;
  63858. serializationObject.directionRandomizer = this.directionRandomizer;
  63859. return serializationObject;
  63860. };
  63861. /**
  63862. * Parse properties from a JSON object
  63863. * @param serializationObject defines the JSON object
  63864. */
  63865. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63866. this.radius = serializationObject.radius;
  63867. this.radiusRange = serializationObject.radiusRange;
  63868. this.directionRandomizer = serializationObject.directionRandomizer;
  63869. };
  63870. return SphereParticleEmitter;
  63871. }());
  63872. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63873. /**
  63874. * Particle emitter emitting particles from the inside of a sphere.
  63875. * It emits the particles randomly between two vectors.
  63876. */
  63877. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63878. __extends(SphereDirectedParticleEmitter, _super);
  63879. /**
  63880. * Creates a new instance SphereDirectedParticleEmitter
  63881. * @param radius the radius of the emission sphere (1 by default)
  63882. * @param direction1 the min limit of the emission direction (up vector by default)
  63883. * @param direction2 the max limit of the emission direction (up vector by default)
  63884. */
  63885. function SphereDirectedParticleEmitter(radius,
  63886. /**
  63887. * The min limit of the emission direction.
  63888. */
  63889. direction1,
  63890. /**
  63891. * The max limit of the emission direction.
  63892. */
  63893. direction2) {
  63894. if (radius === void 0) { radius = 1; }
  63895. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63896. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63897. var _this = _super.call(this, radius) || this;
  63898. _this.direction1 = direction1;
  63899. _this.direction2 = direction2;
  63900. return _this;
  63901. }
  63902. /**
  63903. * Called by the particle System when the direction is computed for the created particle.
  63904. * @param worldMatrix is the world matrix of the particle system
  63905. * @param directionToUpdate is the direction vector to update with the result
  63906. * @param particle is the particle we are computed the direction for
  63907. */
  63908. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63909. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63910. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63911. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63912. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63913. };
  63914. /**
  63915. * Clones the current emitter and returns a copy of it
  63916. * @returns the new emitter
  63917. */
  63918. SphereDirectedParticleEmitter.prototype.clone = function () {
  63919. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63920. BABYLON.Tools.DeepCopy(this, newOne);
  63921. return newOne;
  63922. };
  63923. /**
  63924. * Called by the GPUParticleSystem to setup the update shader
  63925. * @param effect defines the update shader
  63926. */
  63927. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63928. effect.setFloat("radius", this.radius);
  63929. effect.setFloat("radiusRange", this.radiusRange);
  63930. effect.setVector3("direction1", this.direction1);
  63931. effect.setVector3("direction2", this.direction2);
  63932. };
  63933. /**
  63934. * Returns a string to use to update the GPU particles update shader
  63935. * @returns a string containng the defines string
  63936. */
  63937. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63938. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63939. };
  63940. /**
  63941. * Returns the string "SphereDirectedParticleEmitter"
  63942. * @returns a string containing the class name
  63943. */
  63944. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63945. return "SphereDirectedParticleEmitter";
  63946. };
  63947. /**
  63948. * Serializes the particle system to a JSON object.
  63949. * @returns the JSON object
  63950. */
  63951. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63952. var serializationObject = _super.prototype.serialize.call(this);
  63953. serializationObject.direction1 = this.direction1.asArray();
  63954. serializationObject.direction2 = this.direction2.asArray();
  63955. return serializationObject;
  63956. };
  63957. /**
  63958. * Parse properties from a JSON object
  63959. * @param serializationObject defines the JSON object
  63960. */
  63961. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63962. _super.prototype.parse.call(this, serializationObject);
  63963. this.direction1.copyFrom(serializationObject.direction1);
  63964. this.direction2.copyFrom(serializationObject.direction2);
  63965. };
  63966. return SphereDirectedParticleEmitter;
  63967. }(SphereParticleEmitter));
  63968. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63969. })(BABYLON || (BABYLON = {}));
  63970. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63971. var BABYLON;
  63972. (function (BABYLON) {
  63973. /**
  63974. * Particle emitter emitting particles from the inside of a hemisphere.
  63975. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63976. */
  63977. var HemisphericParticleEmitter = /** @class */ (function () {
  63978. /**
  63979. * Creates a new instance HemisphericParticleEmitter
  63980. * @param radius the radius of the emission hemisphere (1 by default)
  63981. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63982. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63983. */
  63984. function HemisphericParticleEmitter(
  63985. /**
  63986. * The radius of the emission hemisphere.
  63987. */
  63988. radius,
  63989. /**
  63990. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63991. */
  63992. radiusRange,
  63993. /**
  63994. * How much to randomize the particle direction [0-1].
  63995. */
  63996. directionRandomizer) {
  63997. if (radius === void 0) { radius = 1; }
  63998. if (radiusRange === void 0) { radiusRange = 1; }
  63999. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  64000. this.radius = radius;
  64001. this.radiusRange = radiusRange;
  64002. this.directionRandomizer = directionRandomizer;
  64003. }
  64004. /**
  64005. * Called by the particle System when the direction is computed for the created particle.
  64006. * @param worldMatrix is the world matrix of the particle system
  64007. * @param directionToUpdate is the direction vector to update with the result
  64008. * @param particle is the particle we are computed the direction for
  64009. */
  64010. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64011. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  64012. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64013. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64014. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64015. direction.x += randX;
  64016. direction.y += randY;
  64017. direction.z += randZ;
  64018. direction.normalize();
  64019. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  64020. };
  64021. /**
  64022. * Called by the particle System when the position is computed for the created particle.
  64023. * @param worldMatrix is the world matrix of the particle system
  64024. * @param positionToUpdate is the position vector to update with the result
  64025. * @param particle is the particle we are computed the position for
  64026. */
  64027. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64028. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  64029. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  64030. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  64031. var theta = Math.acos(2 * v - 1);
  64032. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  64033. var randY = randRadius * Math.cos(theta);
  64034. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  64035. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  64036. };
  64037. /**
  64038. * Clones the current emitter and returns a copy of it
  64039. * @returns the new emitter
  64040. */
  64041. HemisphericParticleEmitter.prototype.clone = function () {
  64042. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  64043. BABYLON.Tools.DeepCopy(this, newOne);
  64044. return newOne;
  64045. };
  64046. /**
  64047. * Called by the GPUParticleSystem to setup the update shader
  64048. * @param effect defines the update shader
  64049. */
  64050. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  64051. effect.setFloat("radius", this.radius);
  64052. effect.setFloat("radiusRange", this.radiusRange);
  64053. effect.setFloat("directionRandomizer", this.directionRandomizer);
  64054. };
  64055. /**
  64056. * Returns a string to use to update the GPU particles update shader
  64057. * @returns a string containng the defines string
  64058. */
  64059. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  64060. return "#define HEMISPHERICEMITTER";
  64061. };
  64062. /**
  64063. * Returns the string "HemisphericParticleEmitter"
  64064. * @returns a string containing the class name
  64065. */
  64066. HemisphericParticleEmitter.prototype.getClassName = function () {
  64067. return "HemisphericParticleEmitter";
  64068. };
  64069. /**
  64070. * Serializes the particle system to a JSON object.
  64071. * @returns the JSON object
  64072. */
  64073. HemisphericParticleEmitter.prototype.serialize = function () {
  64074. var serializationObject = {};
  64075. serializationObject.type = this.getClassName();
  64076. serializationObject.radius = this.radius;
  64077. serializationObject.radiusRange = this.radiusRange;
  64078. serializationObject.directionRandomizer = this.directionRandomizer;
  64079. return serializationObject;
  64080. };
  64081. /**
  64082. * Parse properties from a JSON object
  64083. * @param serializationObject defines the JSON object
  64084. */
  64085. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  64086. this.radius = serializationObject.radius;
  64087. this.radiusRange = serializationObject.radiusRange;
  64088. this.directionRandomizer = serializationObject.directionRandomizer;
  64089. };
  64090. return HemisphericParticleEmitter;
  64091. }());
  64092. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  64093. })(BABYLON || (BABYLON = {}));
  64094. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  64095. var BABYLON;
  64096. (function (BABYLON) {
  64097. /**
  64098. * Particle emitter emitting particles from a point.
  64099. * It emits the particles randomly between 2 given directions.
  64100. */
  64101. var PointParticleEmitter = /** @class */ (function () {
  64102. /**
  64103. * Creates a new instance PointParticleEmitter
  64104. */
  64105. function PointParticleEmitter() {
  64106. /**
  64107. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64108. */
  64109. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  64110. /**
  64111. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64112. */
  64113. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  64114. }
  64115. /**
  64116. * Called by the particle System when the direction is computed for the created particle.
  64117. * @param worldMatrix is the world matrix of the particle system
  64118. * @param directionToUpdate is the direction vector to update with the result
  64119. * @param particle is the particle we are computed the direction for
  64120. */
  64121. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64122. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64123. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64124. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64125. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64126. };
  64127. /**
  64128. * Called by the particle System when the position is computed for the created particle.
  64129. * @param worldMatrix is the world matrix of the particle system
  64130. * @param positionToUpdate is the position vector to update with the result
  64131. * @param particle is the particle we are computed the position for
  64132. */
  64133. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64134. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  64135. };
  64136. /**
  64137. * Clones the current emitter and returns a copy of it
  64138. * @returns the new emitter
  64139. */
  64140. PointParticleEmitter.prototype.clone = function () {
  64141. var newOne = new PointParticleEmitter();
  64142. BABYLON.Tools.DeepCopy(this, newOne);
  64143. return newOne;
  64144. };
  64145. /**
  64146. * Called by the GPUParticleSystem to setup the update shader
  64147. * @param effect defines the update shader
  64148. */
  64149. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64150. effect.setVector3("direction1", this.direction1);
  64151. effect.setVector3("direction2", this.direction2);
  64152. };
  64153. /**
  64154. * Returns a string to use to update the GPU particles update shader
  64155. * @returns a string containng the defines string
  64156. */
  64157. PointParticleEmitter.prototype.getEffectDefines = function () {
  64158. return "#define POINTEMITTER";
  64159. };
  64160. /**
  64161. * Returns the string "PointParticleEmitter"
  64162. * @returns a string containing the class name
  64163. */
  64164. PointParticleEmitter.prototype.getClassName = function () {
  64165. return "PointParticleEmitter";
  64166. };
  64167. /**
  64168. * Serializes the particle system to a JSON object.
  64169. * @returns the JSON object
  64170. */
  64171. PointParticleEmitter.prototype.serialize = function () {
  64172. var serializationObject = {};
  64173. serializationObject.type = this.getClassName();
  64174. serializationObject.direction1 = this.direction1.asArray();
  64175. serializationObject.direction2 = this.direction2.asArray();
  64176. return serializationObject;
  64177. };
  64178. /**
  64179. * Parse properties from a JSON object
  64180. * @param serializationObject defines the JSON object
  64181. */
  64182. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64183. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64184. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64185. };
  64186. return PointParticleEmitter;
  64187. }());
  64188. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64189. })(BABYLON || (BABYLON = {}));
  64190. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64191. var BABYLON;
  64192. (function (BABYLON) {
  64193. // Adds the parsers to the scene parsers.
  64194. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64195. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64196. if (!individualParser) {
  64197. return;
  64198. }
  64199. // Particles Systems
  64200. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64201. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64202. var parsedParticleSystem = parsedData.particleSystems[index];
  64203. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64204. }
  64205. }
  64206. });
  64207. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64208. if (parsedParticleSystem.activeParticleCount) {
  64209. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64210. return ps;
  64211. }
  64212. else {
  64213. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64214. return ps;
  64215. }
  64216. });
  64217. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64218. if (uniformsNames === void 0) { uniformsNames = []; }
  64219. if (samplers === void 0) { samplers = []; }
  64220. if (defines === void 0) { defines = ""; }
  64221. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64222. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64223. if (defines.indexOf(" BILLBOARD") === -1) {
  64224. defines += "\n#define BILLBOARD\n";
  64225. }
  64226. if (samplers.indexOf("diffuseSampler") === -1) {
  64227. samplers.push("diffuseSampler");
  64228. }
  64229. return this.createEffect({
  64230. vertex: "particles",
  64231. fragmentElement: fragmentName
  64232. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64233. };
  64234. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64235. var results = new Array();
  64236. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64237. var particleSystem = this.getScene().particleSystems[index];
  64238. if (particleSystem.emitter === this) {
  64239. results.push(particleSystem);
  64240. }
  64241. }
  64242. return results;
  64243. };
  64244. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64245. var results = new Array();
  64246. var descendants = this.getDescendants();
  64247. descendants.push(this);
  64248. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64249. var particleSystem = this.getScene().particleSystems[index];
  64250. var emitter = particleSystem.emitter;
  64251. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64252. results.push(particleSystem);
  64253. }
  64254. }
  64255. return results;
  64256. };
  64257. })(BABYLON || (BABYLON = {}));
  64258. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64259. var BABYLON;
  64260. (function (BABYLON) {
  64261. /**
  64262. * Type of sub emitter
  64263. */
  64264. var SubEmitterType;
  64265. (function (SubEmitterType) {
  64266. /**
  64267. * Attached to the particle over it's lifetime
  64268. */
  64269. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64270. /**
  64271. * Created when the particle dies
  64272. */
  64273. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64274. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64275. /**
  64276. * Sub emitter class used to emit particles from an existing particle
  64277. */
  64278. var SubEmitter = /** @class */ (function () {
  64279. /**
  64280. * Creates a sub emitter
  64281. * @param particleSystem the particle system to be used by the sub emitter
  64282. */
  64283. function SubEmitter(
  64284. /**
  64285. * the particle system to be used by the sub emitter
  64286. */
  64287. particleSystem) {
  64288. this.particleSystem = particleSystem;
  64289. /**
  64290. * Type of the submitter (Default: END)
  64291. */
  64292. this.type = SubEmitterType.END;
  64293. /**
  64294. * 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)
  64295. * Note: This only is supported when using an emitter of type Mesh
  64296. */
  64297. this.inheritDirection = false;
  64298. /**
  64299. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64300. */
  64301. this.inheritedVelocityAmount = 0;
  64302. // Create mesh as emitter to support rotation
  64303. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64304. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64305. }
  64306. // Automatically dispose of subemitter when system is disposed
  64307. particleSystem.onDisposeObservable.add(function () {
  64308. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64309. particleSystem.emitter.dispose();
  64310. }
  64311. });
  64312. }
  64313. /**
  64314. * Clones the sub emitter
  64315. * @returns the cloned sub emitter
  64316. */
  64317. SubEmitter.prototype.clone = function () {
  64318. // Clone particle system
  64319. var emitter = this.particleSystem.emitter;
  64320. if (!emitter) {
  64321. emitter = new BABYLON.Vector3();
  64322. }
  64323. else if (emitter instanceof BABYLON.Vector3) {
  64324. emitter = emitter.clone();
  64325. }
  64326. else if (emitter instanceof BABYLON.AbstractMesh) {
  64327. emitter = new BABYLON.Mesh("", emitter.getScene());
  64328. emitter.isVisible = false;
  64329. }
  64330. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64331. // Clone properties
  64332. clone.type = this.type;
  64333. clone.inheritDirection = this.inheritDirection;
  64334. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64335. clone.particleSystem._disposeEmitterOnDispose = true;
  64336. clone.particleSystem.disposeOnStop = true;
  64337. return clone;
  64338. };
  64339. /**
  64340. * Serialize current object to a JSON object
  64341. * @returns the serialized object
  64342. */
  64343. SubEmitter.prototype.serialize = function () {
  64344. var serializationObject = {};
  64345. serializationObject.type = this.type;
  64346. serializationObject.inheritDirection = this.inheritDirection;
  64347. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64348. serializationObject.particleSystem = this.particleSystem.serialize();
  64349. return serializationObject;
  64350. };
  64351. /**
  64352. * Creates a new SubEmitter from a serialized JSON version
  64353. * @param serializationObject defines the JSON object to read from
  64354. * @param scene defines the hosting scene
  64355. * @param rootUrl defines the rootUrl for data loading
  64356. * @returns a new SubEmitter
  64357. */
  64358. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64359. var system = serializationObject.particleSystem;
  64360. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64361. subEmitter.type = serializationObject.type;
  64362. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64363. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64364. subEmitter.particleSystem._isSubEmitter = true;
  64365. return subEmitter;
  64366. };
  64367. /** Release associated resources */
  64368. SubEmitter.prototype.dispose = function () {
  64369. this.particleSystem.dispose();
  64370. };
  64371. return SubEmitter;
  64372. }());
  64373. BABYLON.SubEmitter = SubEmitter;
  64374. })(BABYLON || (BABYLON = {}));
  64375. //# sourceMappingURL=babylon.subEmitter.js.map
  64376. var BABYLON;
  64377. (function (BABYLON) {
  64378. /**
  64379. * 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.
  64380. *
  64381. * This returned material effects how the mesh will look based on the code in the shaders.
  64382. *
  64383. * @see http://doc.babylonjs.com/how_to/shader_material
  64384. */
  64385. var ShaderMaterial = /** @class */ (function (_super) {
  64386. __extends(ShaderMaterial, _super);
  64387. /**
  64388. * Instantiate a new shader material.
  64389. * 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.
  64390. * This returned material effects how the mesh will look based on the code in the shaders.
  64391. * @see http://doc.babylonjs.com/how_to/shader_material
  64392. * @param name Define the name of the material in the scene
  64393. * @param scene Define the scene the material belongs to
  64394. * @param shaderPath Defines the route to the shader code in one of three ways:
  64395. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64396. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64397. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64398. * @param options Define the options used to create the shader
  64399. */
  64400. function ShaderMaterial(name, scene, shaderPath, options) {
  64401. if (options === void 0) { options = {}; }
  64402. var _this = _super.call(this, name, scene) || this;
  64403. _this._textures = {};
  64404. _this._textureArrays = {};
  64405. _this._floats = {};
  64406. _this._ints = {};
  64407. _this._floatsArrays = {};
  64408. _this._colors3 = {};
  64409. _this._colors3Arrays = {};
  64410. _this._colors4 = {};
  64411. _this._vectors2 = {};
  64412. _this._vectors3 = {};
  64413. _this._vectors4 = {};
  64414. _this._matrices = {};
  64415. _this._matrices3x3 = {};
  64416. _this._matrices2x2 = {};
  64417. _this._vectors2Arrays = {};
  64418. _this._vectors3Arrays = {};
  64419. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64420. _this._shaderPath = shaderPath;
  64421. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64422. return _this;
  64423. }
  64424. /**
  64425. * Gets the current class name of the material e.g. "ShaderMaterial"
  64426. * Mainly use in serialization.
  64427. * @returns the class name
  64428. */
  64429. ShaderMaterial.prototype.getClassName = function () {
  64430. return "ShaderMaterial";
  64431. };
  64432. /**
  64433. * Specifies if the material will require alpha blending
  64434. * @returns a boolean specifying if alpha blending is needed
  64435. */
  64436. ShaderMaterial.prototype.needAlphaBlending = function () {
  64437. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64438. };
  64439. /**
  64440. * Specifies if this material should be rendered in alpha test mode
  64441. * @returns a boolean specifying if an alpha test is needed.
  64442. */
  64443. ShaderMaterial.prototype.needAlphaTesting = function () {
  64444. return this._options.needAlphaTesting;
  64445. };
  64446. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64447. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64448. this._options.uniforms.push(uniformName);
  64449. }
  64450. };
  64451. /**
  64452. * Set a texture in the shader.
  64453. * @param name Define the name of the uniform samplers as defined in the shader
  64454. * @param texture Define the texture to bind to this sampler
  64455. * @return the material itself allowing "fluent" like uniform updates
  64456. */
  64457. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64458. if (this._options.samplers.indexOf(name) === -1) {
  64459. this._options.samplers.push(name);
  64460. }
  64461. this._textures[name] = texture;
  64462. return this;
  64463. };
  64464. /**
  64465. * Set a texture array in the shader.
  64466. * @param name Define the name of the uniform sampler array as defined in the shader
  64467. * @param textures Define the list of textures to bind to this sampler
  64468. * @return the material itself allowing "fluent" like uniform updates
  64469. */
  64470. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64471. if (this._options.samplers.indexOf(name) === -1) {
  64472. this._options.samplers.push(name);
  64473. }
  64474. this._checkUniform(name);
  64475. this._textureArrays[name] = textures;
  64476. return this;
  64477. };
  64478. /**
  64479. * Set a float in the shader.
  64480. * @param name Define the name of the uniform as defined in the shader
  64481. * @param value Define the value to give to the uniform
  64482. * @return the material itself allowing "fluent" like uniform updates
  64483. */
  64484. ShaderMaterial.prototype.setFloat = function (name, value) {
  64485. this._checkUniform(name);
  64486. this._floats[name] = value;
  64487. return this;
  64488. };
  64489. /**
  64490. * Set a int in the shader.
  64491. * @param name Define the name of the uniform as defined in the shader
  64492. * @param value Define the value to give to the uniform
  64493. * @return the material itself allowing "fluent" like uniform updates
  64494. */
  64495. ShaderMaterial.prototype.setInt = function (name, value) {
  64496. this._checkUniform(name);
  64497. this._ints[name] = value;
  64498. return this;
  64499. };
  64500. /**
  64501. * Set an array of floats in the shader.
  64502. * @param name Define the name of the uniform as defined in the shader
  64503. * @param value Define the value to give to the uniform
  64504. * @return the material itself allowing "fluent" like uniform updates
  64505. */
  64506. ShaderMaterial.prototype.setFloats = function (name, value) {
  64507. this._checkUniform(name);
  64508. this._floatsArrays[name] = value;
  64509. return this;
  64510. };
  64511. /**
  64512. * Set a vec3 in the shader from a Color3.
  64513. * @param name Define the name of the uniform as defined in the shader
  64514. * @param value Define the value to give to the uniform
  64515. * @return the material itself allowing "fluent" like uniform updates
  64516. */
  64517. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64518. this._checkUniform(name);
  64519. this._colors3[name] = value;
  64520. return this;
  64521. };
  64522. /**
  64523. * Set a vec3 array in the shader from a Color3 array.
  64524. * @param name Define the name of the uniform as defined in the shader
  64525. * @param value Define the value to give to the uniform
  64526. * @return the material itself allowing "fluent" like uniform updates
  64527. */
  64528. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64529. this._checkUniform(name);
  64530. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64531. color.toArray(arr, arr.length);
  64532. return arr;
  64533. }, []);
  64534. return this;
  64535. };
  64536. /**
  64537. * Set a vec4 in the shader from a Color4.
  64538. * @param name Define the name of the uniform as defined in the shader
  64539. * @param value Define the value to give to the uniform
  64540. * @return the material itself allowing "fluent" like uniform updates
  64541. */
  64542. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64543. this._checkUniform(name);
  64544. this._colors4[name] = value;
  64545. return this;
  64546. };
  64547. /**
  64548. * Set a vec2 in the shader from a Vector2.
  64549. * @param name Define the name of the uniform as defined in the shader
  64550. * @param value Define the value to give to the uniform
  64551. * @return the material itself allowing "fluent" like uniform updates
  64552. */
  64553. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64554. this._checkUniform(name);
  64555. this._vectors2[name] = value;
  64556. return this;
  64557. };
  64558. /**
  64559. * Set a vec3 in the shader from a Vector3.
  64560. * @param name Define the name of the uniform as defined in the shader
  64561. * @param value Define the value to give to the uniform
  64562. * @return the material itself allowing "fluent" like uniform updates
  64563. */
  64564. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64565. this._checkUniform(name);
  64566. this._vectors3[name] = value;
  64567. return this;
  64568. };
  64569. /**
  64570. * Set a vec4 in the shader from a Vector4.
  64571. * @param name Define the name of the uniform as defined in the shader
  64572. * @param value Define the value to give to the uniform
  64573. * @return the material itself allowing "fluent" like uniform updates
  64574. */
  64575. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64576. this._checkUniform(name);
  64577. this._vectors4[name] = value;
  64578. return this;
  64579. };
  64580. /**
  64581. * Set a mat4 in the shader from a Matrix.
  64582. * @param name Define the name of the uniform as defined in the shader
  64583. * @param value Define the value to give to the uniform
  64584. * @return the material itself allowing "fluent" like uniform updates
  64585. */
  64586. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64587. this._checkUniform(name);
  64588. this._matrices[name] = value;
  64589. return this;
  64590. };
  64591. /**
  64592. * Set a mat3 in the shader from a Float32Array.
  64593. * @param name Define the name of the uniform as defined in the shader
  64594. * @param value Define the value to give to the uniform
  64595. * @return the material itself allowing "fluent" like uniform updates
  64596. */
  64597. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64598. this._checkUniform(name);
  64599. this._matrices3x3[name] = value;
  64600. return this;
  64601. };
  64602. /**
  64603. * Set a mat2 in the shader from a Float32Array.
  64604. * @param name Define the name of the uniform as defined in the shader
  64605. * @param value Define the value to give to the uniform
  64606. * @return the material itself allowing "fluent" like uniform updates
  64607. */
  64608. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64609. this._checkUniform(name);
  64610. this._matrices2x2[name] = value;
  64611. return this;
  64612. };
  64613. /**
  64614. * Set a vec2 array in the shader from a number array.
  64615. * @param name Define the name of the uniform as defined in the shader
  64616. * @param value Define the value to give to the uniform
  64617. * @return the material itself allowing "fluent" like uniform updates
  64618. */
  64619. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64620. this._checkUniform(name);
  64621. this._vectors2Arrays[name] = value;
  64622. return this;
  64623. };
  64624. /**
  64625. * Set a vec3 array in the shader from a number array.
  64626. * @param name Define the name of the uniform as defined in the shader
  64627. * @param value Define the value to give to the uniform
  64628. * @return the material itself allowing "fluent" like uniform updates
  64629. */
  64630. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64631. this._checkUniform(name);
  64632. this._vectors3Arrays[name] = value;
  64633. return this;
  64634. };
  64635. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64636. if (!mesh) {
  64637. return true;
  64638. }
  64639. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64640. return false;
  64641. }
  64642. return false;
  64643. };
  64644. /**
  64645. * Checks if the material is ready to render the requested mesh
  64646. * @param mesh Define the mesh to render
  64647. * @param useInstances Define whether or not the material is used with instances
  64648. * @returns true if ready, otherwise false
  64649. */
  64650. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64651. var scene = this.getScene();
  64652. var engine = scene.getEngine();
  64653. if (!this.checkReadyOnEveryCall) {
  64654. if (this._renderId === scene.getRenderId()) {
  64655. if (this._checkCache(scene, mesh, useInstances)) {
  64656. return true;
  64657. }
  64658. }
  64659. }
  64660. // Instances
  64661. var defines = [];
  64662. var attribs = [];
  64663. var fallbacks = new BABYLON.EffectFallbacks();
  64664. for (var index = 0; index < this._options.defines.length; index++) {
  64665. defines.push(this._options.defines[index]);
  64666. }
  64667. for (var index = 0; index < this._options.attributes.length; index++) {
  64668. attribs.push(this._options.attributes[index]);
  64669. }
  64670. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64671. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64672. defines.push("#define VERTEXCOLOR");
  64673. }
  64674. if (useInstances) {
  64675. defines.push("#define INSTANCES");
  64676. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64677. }
  64678. // Bones
  64679. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64680. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64681. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64682. if (mesh.numBoneInfluencers > 4) {
  64683. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64684. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64685. }
  64686. var skeleton = mesh.skeleton;
  64687. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64688. fallbacks.addCPUSkinningFallback(0, mesh);
  64689. if (skeleton.isUsingTextureForMatrices) {
  64690. defines.push("#define BONETEXTURE");
  64691. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64692. this._options.uniforms.push("boneTextureWidth");
  64693. }
  64694. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64695. this._options.samplers.push("boneSampler");
  64696. }
  64697. }
  64698. else {
  64699. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64700. if (this._options.uniforms.indexOf("mBones") === -1) {
  64701. this._options.uniforms.push("mBones");
  64702. }
  64703. }
  64704. }
  64705. else {
  64706. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64707. }
  64708. // Textures
  64709. for (var name in this._textures) {
  64710. if (!this._textures[name].isReady()) {
  64711. return false;
  64712. }
  64713. }
  64714. // Alpha test
  64715. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64716. defines.push("#define ALPHATEST");
  64717. }
  64718. var previousEffect = this._effect;
  64719. var join = defines.join("\n");
  64720. this._effect = engine.createEffect(this._shaderPath, {
  64721. attributes: attribs,
  64722. uniformsNames: this._options.uniforms,
  64723. uniformBuffersNames: this._options.uniformBuffers,
  64724. samplers: this._options.samplers,
  64725. defines: join,
  64726. fallbacks: fallbacks,
  64727. onCompiled: this.onCompiled,
  64728. onError: this.onError
  64729. }, engine);
  64730. if (!this._effect.isReady()) {
  64731. return false;
  64732. }
  64733. if (previousEffect !== this._effect) {
  64734. scene.resetCachedMaterial();
  64735. }
  64736. this._renderId = scene.getRenderId();
  64737. return true;
  64738. };
  64739. /**
  64740. * Binds the world matrix to the material
  64741. * @param world defines the world transformation matrix
  64742. */
  64743. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64744. var scene = this.getScene();
  64745. if (!this._effect) {
  64746. return;
  64747. }
  64748. if (this._options.uniforms.indexOf("world") !== -1) {
  64749. this._effect.setMatrix("world", world);
  64750. }
  64751. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64752. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64753. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64754. }
  64755. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64756. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64757. }
  64758. };
  64759. /**
  64760. * Binds the material to the mesh
  64761. * @param world defines the world transformation matrix
  64762. * @param mesh defines the mesh to bind the material to
  64763. */
  64764. ShaderMaterial.prototype.bind = function (world, mesh) {
  64765. // Std values
  64766. this.bindOnlyWorldMatrix(world);
  64767. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64768. if (this._options.uniforms.indexOf("view") !== -1) {
  64769. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64770. }
  64771. if (this._options.uniforms.indexOf("projection") !== -1) {
  64772. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64773. }
  64774. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64775. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64776. }
  64777. // Bones
  64778. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64779. var name;
  64780. // Texture
  64781. for (name in this._textures) {
  64782. this._effect.setTexture(name, this._textures[name]);
  64783. }
  64784. // Texture arrays
  64785. for (name in this._textureArrays) {
  64786. this._effect.setTextureArray(name, this._textureArrays[name]);
  64787. }
  64788. // Int
  64789. for (name in this._ints) {
  64790. this._effect.setInt(name, this._ints[name]);
  64791. }
  64792. // Float
  64793. for (name in this._floats) {
  64794. this._effect.setFloat(name, this._floats[name]);
  64795. }
  64796. // Floats
  64797. for (name in this._floatsArrays) {
  64798. this._effect.setArray(name, this._floatsArrays[name]);
  64799. }
  64800. // Color3
  64801. for (name in this._colors3) {
  64802. this._effect.setColor3(name, this._colors3[name]);
  64803. }
  64804. for (name in this._colors3Arrays) {
  64805. this._effect.setArray3(name, this._colors3Arrays[name]);
  64806. }
  64807. // Color4
  64808. for (name in this._colors4) {
  64809. var color = this._colors4[name];
  64810. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64811. }
  64812. // Vector2
  64813. for (name in this._vectors2) {
  64814. this._effect.setVector2(name, this._vectors2[name]);
  64815. }
  64816. // Vector3
  64817. for (name in this._vectors3) {
  64818. this._effect.setVector3(name, this._vectors3[name]);
  64819. }
  64820. // Vector4
  64821. for (name in this._vectors4) {
  64822. this._effect.setVector4(name, this._vectors4[name]);
  64823. }
  64824. // Matrix
  64825. for (name in this._matrices) {
  64826. this._effect.setMatrix(name, this._matrices[name]);
  64827. }
  64828. // Matrix 3x3
  64829. for (name in this._matrices3x3) {
  64830. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64831. }
  64832. // Matrix 2x2
  64833. for (name in this._matrices2x2) {
  64834. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64835. }
  64836. // Vector2Array
  64837. for (name in this._vectors2Arrays) {
  64838. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64839. }
  64840. // Vector3Array
  64841. for (name in this._vectors3Arrays) {
  64842. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64843. }
  64844. }
  64845. this._afterBind(mesh);
  64846. };
  64847. /**
  64848. * Gets the active textures from the material
  64849. * @returns an array of textures
  64850. */
  64851. ShaderMaterial.prototype.getActiveTextures = function () {
  64852. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64853. for (var name in this._textures) {
  64854. activeTextures.push(this._textures[name]);
  64855. }
  64856. for (var name in this._textureArrays) {
  64857. var array = this._textureArrays[name];
  64858. for (var index = 0; index < array.length; index++) {
  64859. activeTextures.push(array[index]);
  64860. }
  64861. }
  64862. return activeTextures;
  64863. };
  64864. /**
  64865. * Specifies if the material uses a texture
  64866. * @param texture defines the texture to check against the material
  64867. * @returns a boolean specifying if the material uses the texture
  64868. */
  64869. ShaderMaterial.prototype.hasTexture = function (texture) {
  64870. if (_super.prototype.hasTexture.call(this, texture)) {
  64871. return true;
  64872. }
  64873. for (var name in this._textures) {
  64874. if (this._textures[name] === texture) {
  64875. return true;
  64876. }
  64877. }
  64878. for (var name in this._textureArrays) {
  64879. var array = this._textureArrays[name];
  64880. for (var index = 0; index < array.length; index++) {
  64881. if (array[index] === texture) {
  64882. return true;
  64883. }
  64884. }
  64885. }
  64886. return false;
  64887. };
  64888. /**
  64889. * Makes a duplicate of the material, and gives it a new name
  64890. * @param name defines the new name for the duplicated material
  64891. * @returns the cloned material
  64892. */
  64893. ShaderMaterial.prototype.clone = function (name) {
  64894. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64895. return newShaderMaterial;
  64896. };
  64897. /**
  64898. * Disposes the material
  64899. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64900. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64901. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64902. */
  64903. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64904. if (forceDisposeTextures) {
  64905. var name;
  64906. for (name in this._textures) {
  64907. this._textures[name].dispose();
  64908. }
  64909. for (name in this._textureArrays) {
  64910. var array = this._textureArrays[name];
  64911. for (var index = 0; index < array.length; index++) {
  64912. array[index].dispose();
  64913. }
  64914. }
  64915. }
  64916. this._textures = {};
  64917. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64918. };
  64919. /**
  64920. * Serializes this material in a JSON representation
  64921. * @returns the serialized material object
  64922. */
  64923. ShaderMaterial.prototype.serialize = function () {
  64924. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64925. serializationObject.customType = "BABYLON.ShaderMaterial";
  64926. serializationObject.options = this._options;
  64927. serializationObject.shaderPath = this._shaderPath;
  64928. var name;
  64929. // Texture
  64930. serializationObject.textures = {};
  64931. for (name in this._textures) {
  64932. serializationObject.textures[name] = this._textures[name].serialize();
  64933. }
  64934. // Texture arrays
  64935. serializationObject.textureArrays = {};
  64936. for (name in this._textureArrays) {
  64937. serializationObject.textureArrays[name] = [];
  64938. var array = this._textureArrays[name];
  64939. for (var index = 0; index < array.length; index++) {
  64940. serializationObject.textureArrays[name].push(array[index].serialize());
  64941. }
  64942. }
  64943. // Float
  64944. serializationObject.floats = {};
  64945. for (name in this._floats) {
  64946. serializationObject.floats[name] = this._floats[name];
  64947. }
  64948. // Float s
  64949. serializationObject.FloatArrays = {};
  64950. for (name in this._floatsArrays) {
  64951. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64952. }
  64953. // Color3
  64954. serializationObject.colors3 = {};
  64955. for (name in this._colors3) {
  64956. serializationObject.colors3[name] = this._colors3[name].asArray();
  64957. }
  64958. // Color3 array
  64959. serializationObject.colors3Arrays = {};
  64960. for (name in this._colors3Arrays) {
  64961. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64962. }
  64963. // Color4
  64964. serializationObject.colors4 = {};
  64965. for (name in this._colors4) {
  64966. serializationObject.colors4[name] = this._colors4[name].asArray();
  64967. }
  64968. // Vector2
  64969. serializationObject.vectors2 = {};
  64970. for (name in this._vectors2) {
  64971. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64972. }
  64973. // Vector3
  64974. serializationObject.vectors3 = {};
  64975. for (name in this._vectors3) {
  64976. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64977. }
  64978. // Vector4
  64979. serializationObject.vectors4 = {};
  64980. for (name in this._vectors4) {
  64981. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64982. }
  64983. // Matrix
  64984. serializationObject.matrices = {};
  64985. for (name in this._matrices) {
  64986. serializationObject.matrices[name] = this._matrices[name].asArray();
  64987. }
  64988. // Matrix 3x3
  64989. serializationObject.matrices3x3 = {};
  64990. for (name in this._matrices3x3) {
  64991. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64992. }
  64993. // Matrix 2x2
  64994. serializationObject.matrices2x2 = {};
  64995. for (name in this._matrices2x2) {
  64996. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64997. }
  64998. // Vector2Array
  64999. serializationObject.vectors2Arrays = {};
  65000. for (name in this._vectors2Arrays) {
  65001. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  65002. }
  65003. // Vector3Array
  65004. serializationObject.vectors3Arrays = {};
  65005. for (name in this._vectors3Arrays) {
  65006. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  65007. }
  65008. return serializationObject;
  65009. };
  65010. /**
  65011. * Creates a shader material from parsed shader material data
  65012. * @param source defines the JSON represnetation of the material
  65013. * @param scene defines the hosting scene
  65014. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  65015. * @returns a new material
  65016. */
  65017. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  65018. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  65019. var name;
  65020. // Texture
  65021. for (name in source.textures) {
  65022. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  65023. }
  65024. // Texture arrays
  65025. for (name in source.textureArrays) {
  65026. var array = source.textureArrays[name];
  65027. var textureArray = new Array();
  65028. for (var index = 0; index < array.length; index++) {
  65029. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  65030. }
  65031. material.setTextureArray(name, textureArray);
  65032. }
  65033. // Float
  65034. for (name in source.floats) {
  65035. material.setFloat(name, source.floats[name]);
  65036. }
  65037. // Float s
  65038. for (name in source.floatsArrays) {
  65039. material.setFloats(name, source.floatsArrays[name]);
  65040. }
  65041. // Color3
  65042. for (name in source.colors3) {
  65043. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  65044. }
  65045. // Color3 arrays
  65046. for (name in source.colors3Arrays) {
  65047. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  65048. if (i % 3 === 0) {
  65049. arr.push([num]);
  65050. }
  65051. else {
  65052. arr[arr.length - 1].push(num);
  65053. }
  65054. return arr;
  65055. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  65056. material.setColor3Array(name, colors);
  65057. }
  65058. // Color4
  65059. for (name in source.colors4) {
  65060. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  65061. }
  65062. // Vector2
  65063. for (name in source.vectors2) {
  65064. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  65065. }
  65066. // Vector3
  65067. for (name in source.vectors3) {
  65068. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  65069. }
  65070. // Vector4
  65071. for (name in source.vectors4) {
  65072. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  65073. }
  65074. // Matrix
  65075. for (name in source.matrices) {
  65076. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  65077. }
  65078. // Matrix 3x3
  65079. for (name in source.matrices3x3) {
  65080. material.setMatrix3x3(name, source.matrices3x3[name]);
  65081. }
  65082. // Matrix 2x2
  65083. for (name in source.matrices2x2) {
  65084. material.setMatrix2x2(name, source.matrices2x2[name]);
  65085. }
  65086. // Vector2Array
  65087. for (name in source.vectors2Arrays) {
  65088. material.setArray2(name, source.vectors2Arrays[name]);
  65089. }
  65090. // Vector3Array
  65091. for (name in source.vectors3Arrays) {
  65092. material.setArray3(name, source.vectors3Arrays[name]);
  65093. }
  65094. return material;
  65095. };
  65096. return ShaderMaterial;
  65097. }(BABYLON.Material));
  65098. BABYLON.ShaderMaterial = ShaderMaterial;
  65099. })(BABYLON || (BABYLON = {}));
  65100. //# sourceMappingURL=babylon.shaderMaterial.js.map
  65101. var BABYLON;
  65102. (function (BABYLON) {
  65103. /**
  65104. * Mesh representing the gorund
  65105. */
  65106. var GroundMesh = /** @class */ (function (_super) {
  65107. __extends(GroundMesh, _super);
  65108. function GroundMesh(name, scene) {
  65109. var _this = _super.call(this, name, scene) || this;
  65110. /** If octree should be generated */
  65111. _this.generateOctree = false;
  65112. return _this;
  65113. }
  65114. /**
  65115. * "GroundMesh"
  65116. * @returns "GroundMesh"
  65117. */
  65118. GroundMesh.prototype.getClassName = function () {
  65119. return "GroundMesh";
  65120. };
  65121. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  65122. /**
  65123. * The minimum of x and y subdivisions
  65124. */
  65125. get: function () {
  65126. return Math.min(this._subdivisionsX, this._subdivisionsY);
  65127. },
  65128. enumerable: true,
  65129. configurable: true
  65130. });
  65131. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  65132. /**
  65133. * X subdivisions
  65134. */
  65135. get: function () {
  65136. return this._subdivisionsX;
  65137. },
  65138. enumerable: true,
  65139. configurable: true
  65140. });
  65141. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  65142. /**
  65143. * Y subdivisions
  65144. */
  65145. get: function () {
  65146. return this._subdivisionsY;
  65147. },
  65148. enumerable: true,
  65149. configurable: true
  65150. });
  65151. /**
  65152. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65153. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65154. * @param chunksCount the number of subdivisions for x and y
  65155. * @param octreeBlocksSize (Default: 32)
  65156. */
  65157. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65158. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65159. this._subdivisionsX = chunksCount;
  65160. this._subdivisionsY = chunksCount;
  65161. this.subdivide(chunksCount);
  65162. // Call the octree system optimization if it is defined.
  65163. var thisAsAny = this;
  65164. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65165. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65166. }
  65167. };
  65168. /**
  65169. * Returns a height (y) value in the Worl system :
  65170. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65171. * @param x x coordinate
  65172. * @param z z coordinate
  65173. * @returns the ground y position if (x, z) are outside the ground surface.
  65174. */
  65175. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65176. var world = this.getWorldMatrix();
  65177. var invMat = BABYLON.Tmp.Matrix[5];
  65178. world.invertToRef(invMat);
  65179. var tmpVect = BABYLON.Tmp.Vector3[8];
  65180. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65181. x = tmpVect.x;
  65182. z = tmpVect.z;
  65183. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65184. return this.position.y;
  65185. }
  65186. if (!this._heightQuads || this._heightQuads.length == 0) {
  65187. this._initHeightQuads();
  65188. this._computeHeightQuads();
  65189. }
  65190. var facet = this._getFacetAt(x, z);
  65191. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65192. // return y in the World system
  65193. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65194. return tmpVect.y;
  65195. };
  65196. /**
  65197. * Returns a normalized vector (Vector3) orthogonal to the ground
  65198. * at the ground coordinates (x, z) expressed in the World system.
  65199. * @param x x coordinate
  65200. * @param z z coordinate
  65201. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65202. */
  65203. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65204. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65205. this.getNormalAtCoordinatesToRef(x, z, normal);
  65206. return normal;
  65207. };
  65208. /**
  65209. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65210. * at the ground coordinates (x, z) expressed in the World system.
  65211. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65212. * @param x x coordinate
  65213. * @param z z coordinate
  65214. * @param ref vector to store the result
  65215. * @returns the GroundMesh.
  65216. */
  65217. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65218. var world = this.getWorldMatrix();
  65219. var tmpMat = BABYLON.Tmp.Matrix[5];
  65220. world.invertToRef(tmpMat);
  65221. var tmpVect = BABYLON.Tmp.Vector3[8];
  65222. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65223. x = tmpVect.x;
  65224. z = tmpVect.z;
  65225. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65226. return this;
  65227. }
  65228. if (!this._heightQuads || this._heightQuads.length == 0) {
  65229. this._initHeightQuads();
  65230. this._computeHeightQuads();
  65231. }
  65232. var facet = this._getFacetAt(x, z);
  65233. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65234. return this;
  65235. };
  65236. /**
  65237. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65238. * if the ground has been updated.
  65239. * This can be used in the render loop.
  65240. * @returns the GroundMesh.
  65241. */
  65242. GroundMesh.prototype.updateCoordinateHeights = function () {
  65243. if (!this._heightQuads || this._heightQuads.length == 0) {
  65244. this._initHeightQuads();
  65245. }
  65246. this._computeHeightQuads();
  65247. return this;
  65248. };
  65249. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65250. GroundMesh.prototype._getFacetAt = function (x, z) {
  65251. // retrieve col and row from x, z coordinates in the ground local system
  65252. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65253. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65254. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65255. var facet;
  65256. if (z < quad.slope.x * x + quad.slope.y) {
  65257. facet = quad.facet1;
  65258. }
  65259. else {
  65260. facet = quad.facet2;
  65261. }
  65262. return facet;
  65263. };
  65264. // Creates and populates the heightMap array with "facet" elements :
  65265. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65266. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65267. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65268. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65269. // Returns the GroundMesh.
  65270. GroundMesh.prototype._initHeightQuads = function () {
  65271. var subdivisionsX = this._subdivisionsX;
  65272. var subdivisionsY = this._subdivisionsY;
  65273. this._heightQuads = new Array();
  65274. for (var row = 0; row < subdivisionsY; row++) {
  65275. for (var col = 0; col < subdivisionsX; col++) {
  65276. 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) };
  65277. this._heightQuads[row * subdivisionsX + col] = quad;
  65278. }
  65279. }
  65280. return this;
  65281. };
  65282. // Compute each quad element values and update the the heightMap array :
  65283. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65284. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65285. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65286. // Returns the GroundMesh.
  65287. GroundMesh.prototype._computeHeightQuads = function () {
  65288. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65289. if (!positions) {
  65290. return this;
  65291. }
  65292. var v1 = BABYLON.Tmp.Vector3[3];
  65293. var v2 = BABYLON.Tmp.Vector3[2];
  65294. var v3 = BABYLON.Tmp.Vector3[1];
  65295. var v4 = BABYLON.Tmp.Vector3[0];
  65296. var v1v2 = BABYLON.Tmp.Vector3[4];
  65297. var v1v3 = BABYLON.Tmp.Vector3[5];
  65298. var v1v4 = BABYLON.Tmp.Vector3[6];
  65299. var norm1 = BABYLON.Tmp.Vector3[7];
  65300. var norm2 = BABYLON.Tmp.Vector3[8];
  65301. var i = 0;
  65302. var j = 0;
  65303. var k = 0;
  65304. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65305. var h = 0;
  65306. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65307. var d2 = 0;
  65308. var subdivisionsX = this._subdivisionsX;
  65309. var subdivisionsY = this._subdivisionsY;
  65310. for (var row = 0; row < subdivisionsY; row++) {
  65311. for (var col = 0; col < subdivisionsX; col++) {
  65312. i = col * 3;
  65313. j = row * (subdivisionsX + 1) * 3;
  65314. k = (row + 1) * (subdivisionsX + 1) * 3;
  65315. v1.x = positions[j + i];
  65316. v1.y = positions[j + i + 1];
  65317. v1.z = positions[j + i + 2];
  65318. v2.x = positions[j + i + 3];
  65319. v2.y = positions[j + i + 4];
  65320. v2.z = positions[j + i + 5];
  65321. v3.x = positions[k + i];
  65322. v3.y = positions[k + i + 1];
  65323. v3.z = positions[k + i + 2];
  65324. v4.x = positions[k + i + 3];
  65325. v4.y = positions[k + i + 4];
  65326. v4.z = positions[k + i + 5];
  65327. // 2D slope V1V4
  65328. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65329. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65330. // facet equations :
  65331. // we compute each facet normal vector
  65332. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65333. // we compute the value d by applying the equation to v1 which belongs to the plane
  65334. // then we store the facet equation in a Vector4
  65335. v2.subtractToRef(v1, v1v2);
  65336. v3.subtractToRef(v1, v1v3);
  65337. v4.subtractToRef(v1, v1v4);
  65338. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65339. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65340. norm1.normalize();
  65341. norm2.normalize();
  65342. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65343. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65344. var quad = this._heightQuads[row * subdivisionsX + col];
  65345. quad.slope.copyFromFloats(cd, h);
  65346. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65347. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65348. }
  65349. }
  65350. return this;
  65351. };
  65352. /**
  65353. * Serializes this ground mesh
  65354. * @param serializationObject object to write serialization to
  65355. */
  65356. GroundMesh.prototype.serialize = function (serializationObject) {
  65357. _super.prototype.serialize.call(this, serializationObject);
  65358. serializationObject.subdivisionsX = this._subdivisionsX;
  65359. serializationObject.subdivisionsY = this._subdivisionsY;
  65360. serializationObject.minX = this._minX;
  65361. serializationObject.maxX = this._maxX;
  65362. serializationObject.minZ = this._minZ;
  65363. serializationObject.maxZ = this._maxZ;
  65364. serializationObject.width = this._width;
  65365. serializationObject.height = this._height;
  65366. };
  65367. /**
  65368. * Parses a serialized ground mesh
  65369. * @param parsedMesh the serialized mesh
  65370. * @param scene the scene to create the ground mesh in
  65371. * @returns the created ground mesh
  65372. */
  65373. GroundMesh.Parse = function (parsedMesh, scene) {
  65374. var result = new GroundMesh(parsedMesh.name, scene);
  65375. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65376. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65377. result._minX = parsedMesh.minX;
  65378. result._maxX = parsedMesh.maxX;
  65379. result._minZ = parsedMesh.minZ;
  65380. result._maxZ = parsedMesh.maxZ;
  65381. result._width = parsedMesh.width;
  65382. result._height = parsedMesh.height;
  65383. return result;
  65384. };
  65385. return GroundMesh;
  65386. }(BABYLON.Mesh));
  65387. BABYLON.GroundMesh = GroundMesh;
  65388. })(BABYLON || (BABYLON = {}));
  65389. //# sourceMappingURL=babylon.groundMesh.js.map
  65390. var BABYLON;
  65391. (function (BABYLON) {
  65392. /**
  65393. * Creates an instance based on a source mesh.
  65394. */
  65395. var InstancedMesh = /** @class */ (function (_super) {
  65396. __extends(InstancedMesh, _super);
  65397. function InstancedMesh(name, source) {
  65398. var _this = _super.call(this, name, source.getScene()) || this;
  65399. /** @hidden */
  65400. _this._indexInSourceMeshInstanceArray = -1;
  65401. source.addInstance(_this);
  65402. _this._sourceMesh = source;
  65403. _this.position.copyFrom(source.position);
  65404. _this.rotation.copyFrom(source.rotation);
  65405. _this.scaling.copyFrom(source.scaling);
  65406. if (source.rotationQuaternion) {
  65407. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65408. }
  65409. _this.infiniteDistance = source.infiniteDistance;
  65410. _this.setPivotMatrix(source.getPivotMatrix());
  65411. _this.refreshBoundingInfo();
  65412. _this._syncSubMeshes();
  65413. return _this;
  65414. }
  65415. /**
  65416. * Returns the string "InstancedMesh".
  65417. */
  65418. InstancedMesh.prototype.getClassName = function () {
  65419. return "InstancedMesh";
  65420. };
  65421. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65422. // Methods
  65423. /**
  65424. * If the source mesh receives shadows
  65425. */
  65426. get: function () {
  65427. return this._sourceMesh.receiveShadows;
  65428. },
  65429. enumerable: true,
  65430. configurable: true
  65431. });
  65432. Object.defineProperty(InstancedMesh.prototype, "material", {
  65433. /**
  65434. * The material of the source mesh
  65435. */
  65436. get: function () {
  65437. return this._sourceMesh.material;
  65438. },
  65439. enumerable: true,
  65440. configurable: true
  65441. });
  65442. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65443. /**
  65444. * Visibility of the source mesh
  65445. */
  65446. get: function () {
  65447. return this._sourceMesh.visibility;
  65448. },
  65449. enumerable: true,
  65450. configurable: true
  65451. });
  65452. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65453. /**
  65454. * Skeleton of the source mesh
  65455. */
  65456. get: function () {
  65457. return this._sourceMesh.skeleton;
  65458. },
  65459. enumerable: true,
  65460. configurable: true
  65461. });
  65462. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65463. /**
  65464. * Rendering ground id of the source mesh
  65465. */
  65466. get: function () {
  65467. return this._sourceMesh.renderingGroupId;
  65468. },
  65469. set: function (value) {
  65470. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65471. return;
  65472. }
  65473. //no-op with warning
  65474. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65475. },
  65476. enumerable: true,
  65477. configurable: true
  65478. });
  65479. /**
  65480. * Returns the total number of vertices (integer).
  65481. */
  65482. InstancedMesh.prototype.getTotalVertices = function () {
  65483. return this._sourceMesh.getTotalVertices();
  65484. };
  65485. /**
  65486. * Returns a positive integer : the total number of indices in this mesh geometry.
  65487. * @returns the numner of indices or zero if the mesh has no geometry.
  65488. */
  65489. InstancedMesh.prototype.getTotalIndices = function () {
  65490. return this._sourceMesh.getTotalIndices();
  65491. };
  65492. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65493. /**
  65494. * The source mesh of the instance
  65495. */
  65496. get: function () {
  65497. return this._sourceMesh;
  65498. },
  65499. enumerable: true,
  65500. configurable: true
  65501. });
  65502. /**
  65503. * Is this node ready to be used/rendered
  65504. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65505. * @return {boolean} is it ready
  65506. */
  65507. InstancedMesh.prototype.isReady = function (completeCheck) {
  65508. if (completeCheck === void 0) { completeCheck = false; }
  65509. return this._sourceMesh.isReady(completeCheck, true);
  65510. };
  65511. /**
  65512. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65513. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65514. * @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.
  65515. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65516. */
  65517. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65518. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65519. };
  65520. /**
  65521. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65522. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65523. * The `data` are either a numeric array either a Float32Array.
  65524. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65525. * 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).
  65526. * Note that a new underlying VertexBuffer object is created each call.
  65527. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65528. *
  65529. * Possible `kind` values :
  65530. * - BABYLON.VertexBuffer.PositionKind
  65531. * - BABYLON.VertexBuffer.UVKind
  65532. * - BABYLON.VertexBuffer.UV2Kind
  65533. * - BABYLON.VertexBuffer.UV3Kind
  65534. * - BABYLON.VertexBuffer.UV4Kind
  65535. * - BABYLON.VertexBuffer.UV5Kind
  65536. * - BABYLON.VertexBuffer.UV6Kind
  65537. * - BABYLON.VertexBuffer.ColorKind
  65538. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65539. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65540. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65541. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65542. *
  65543. * Returns the Mesh.
  65544. */
  65545. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65546. if (this.sourceMesh) {
  65547. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65548. }
  65549. return this.sourceMesh;
  65550. };
  65551. /**
  65552. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65553. * If the mesh has no geometry, it is simply returned as it is.
  65554. * The `data` are either a numeric array either a Float32Array.
  65555. * No new underlying VertexBuffer object is created.
  65556. * 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.
  65557. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65558. *
  65559. * Possible `kind` values :
  65560. * - BABYLON.VertexBuffer.PositionKind
  65561. * - BABYLON.VertexBuffer.UVKind
  65562. * - BABYLON.VertexBuffer.UV2Kind
  65563. * - BABYLON.VertexBuffer.UV3Kind
  65564. * - BABYLON.VertexBuffer.UV4Kind
  65565. * - BABYLON.VertexBuffer.UV5Kind
  65566. * - BABYLON.VertexBuffer.UV6Kind
  65567. * - BABYLON.VertexBuffer.ColorKind
  65568. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65569. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65570. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65571. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65572. *
  65573. * Returns the Mesh.
  65574. */
  65575. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65576. if (this.sourceMesh) {
  65577. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65578. }
  65579. return this.sourceMesh;
  65580. };
  65581. /**
  65582. * Sets the mesh indices.
  65583. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65584. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65585. * This method creates a new index buffer each call.
  65586. * Returns the Mesh.
  65587. */
  65588. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65589. if (totalVertices === void 0) { totalVertices = null; }
  65590. if (this.sourceMesh) {
  65591. this.sourceMesh.setIndices(indices, totalVertices);
  65592. }
  65593. return this.sourceMesh;
  65594. };
  65595. /**
  65596. * Boolean : True if the mesh owns the requested kind of data.
  65597. */
  65598. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65599. return this._sourceMesh.isVerticesDataPresent(kind);
  65600. };
  65601. /**
  65602. * Returns an array of indices (IndicesArray).
  65603. */
  65604. InstancedMesh.prototype.getIndices = function () {
  65605. return this._sourceMesh.getIndices();
  65606. };
  65607. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65608. get: function () {
  65609. return this._sourceMesh._positions;
  65610. },
  65611. enumerable: true,
  65612. configurable: true
  65613. });
  65614. /**
  65615. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65616. * This means the mesh underlying bounding box and sphere are recomputed.
  65617. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65618. * @returns the current mesh
  65619. */
  65620. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65621. if (applySkeleton === void 0) { applySkeleton = false; }
  65622. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65623. return this;
  65624. }
  65625. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65626. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65627. return this;
  65628. };
  65629. /** @hidden */
  65630. InstancedMesh.prototype._preActivate = function () {
  65631. if (this._currentLOD) {
  65632. this._currentLOD._preActivate();
  65633. }
  65634. return this;
  65635. };
  65636. /** @hidden */
  65637. InstancedMesh.prototype._activate = function (renderId) {
  65638. if (this._currentLOD) {
  65639. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65640. }
  65641. return this;
  65642. };
  65643. /**
  65644. * Returns the current associated LOD AbstractMesh.
  65645. */
  65646. InstancedMesh.prototype.getLOD = function (camera) {
  65647. if (!camera) {
  65648. return this;
  65649. }
  65650. var boundingInfo = this.getBoundingInfo();
  65651. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65652. if (this._currentLOD === this.sourceMesh) {
  65653. return this;
  65654. }
  65655. return this._currentLOD;
  65656. };
  65657. /** @hidden */
  65658. InstancedMesh.prototype._syncSubMeshes = function () {
  65659. this.releaseSubMeshes();
  65660. if (this._sourceMesh.subMeshes) {
  65661. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65662. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65663. }
  65664. }
  65665. return this;
  65666. };
  65667. /** @hidden */
  65668. InstancedMesh.prototype._generatePointsArray = function () {
  65669. return this._sourceMesh._generatePointsArray();
  65670. };
  65671. /**
  65672. * Creates a new InstancedMesh from the current mesh.
  65673. * - name (string) : the cloned mesh name
  65674. * - newParent (optional Node) : the optional Node to parent the clone to.
  65675. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65676. *
  65677. * Returns the clone.
  65678. */
  65679. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65680. var result = this._sourceMesh.createInstance(name);
  65681. // Deep copy
  65682. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65683. // Bounding info
  65684. this.refreshBoundingInfo();
  65685. // Parent
  65686. if (newParent) {
  65687. result.parent = newParent;
  65688. }
  65689. if (!doNotCloneChildren) {
  65690. // Children
  65691. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65692. var mesh = this.getScene().meshes[index];
  65693. if (mesh.parent === this) {
  65694. mesh.clone(mesh.name, result);
  65695. }
  65696. }
  65697. }
  65698. result.computeWorldMatrix(true);
  65699. return result;
  65700. };
  65701. /**
  65702. * Disposes the InstancedMesh.
  65703. * Returns nothing.
  65704. */
  65705. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65706. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65707. // Remove from mesh
  65708. this._sourceMesh.removeInstance(this);
  65709. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65710. };
  65711. return InstancedMesh;
  65712. }(BABYLON.AbstractMesh));
  65713. BABYLON.InstancedMesh = InstancedMesh;
  65714. })(BABYLON || (BABYLON = {}));
  65715. //# sourceMappingURL=babylon.instancedMesh.js.map
  65716. var BABYLON;
  65717. (function (BABYLON) {
  65718. /**
  65719. * Line mesh
  65720. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65721. */
  65722. var LinesMesh = /** @class */ (function (_super) {
  65723. __extends(LinesMesh, _super);
  65724. /**
  65725. * Creates a new LinesMesh
  65726. * @param name defines the name
  65727. * @param scene defines the hosting scene
  65728. * @param parent defines the parent mesh if any
  65729. * @param source defines the optional source LinesMesh used to clone data from
  65730. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65731. * When false, achieved by calling a clone(), also passing False.
  65732. * This will make creation of children, recursive.
  65733. * @param useVertexColor defines if this LinesMesh supports vertex color
  65734. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65735. */
  65736. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65737. /**
  65738. * If vertex color should be applied to the mesh
  65739. */
  65740. useVertexColor,
  65741. /**
  65742. * If vertex alpha should be applied to the mesh
  65743. */
  65744. useVertexAlpha) {
  65745. if (scene === void 0) { scene = null; }
  65746. if (parent === void 0) { parent = null; }
  65747. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65748. _this.useVertexColor = useVertexColor;
  65749. _this.useVertexAlpha = useVertexAlpha;
  65750. /**
  65751. * Color of the line (Default: White)
  65752. */
  65753. _this.color = new BABYLON.Color3(1, 1, 1);
  65754. /**
  65755. * Alpha of the line (Default: 1)
  65756. */
  65757. _this.alpha = 1;
  65758. if (source) {
  65759. _this.color = source.color.clone();
  65760. _this.alpha = source.alpha;
  65761. _this.useVertexColor = source.useVertexColor;
  65762. _this.useVertexAlpha = source.useVertexAlpha;
  65763. }
  65764. _this.intersectionThreshold = 0.1;
  65765. var defines = [];
  65766. var options = {
  65767. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65768. uniforms: ["world", "viewProjection"],
  65769. needAlphaBlending: true,
  65770. defines: defines
  65771. };
  65772. if (useVertexAlpha === false) {
  65773. options.needAlphaBlending = false;
  65774. }
  65775. if (!useVertexColor) {
  65776. options.uniforms.push("color");
  65777. }
  65778. else {
  65779. options.defines.push("#define VERTEXCOLOR");
  65780. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65781. }
  65782. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65783. return _this;
  65784. }
  65785. /**
  65786. * Returns the string "LineMesh"
  65787. */
  65788. LinesMesh.prototype.getClassName = function () {
  65789. return "LinesMesh";
  65790. };
  65791. Object.defineProperty(LinesMesh.prototype, "material", {
  65792. /**
  65793. * @hidden
  65794. */
  65795. get: function () {
  65796. return this._colorShader;
  65797. },
  65798. /**
  65799. * @hidden
  65800. */
  65801. set: function (value) {
  65802. // Do nothing
  65803. },
  65804. enumerable: true,
  65805. configurable: true
  65806. });
  65807. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65808. /**
  65809. * @hidden
  65810. */
  65811. get: function () {
  65812. return false;
  65813. },
  65814. enumerable: true,
  65815. configurable: true
  65816. });
  65817. /** @hidden */
  65818. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65819. if (!this._geometry) {
  65820. return this;
  65821. }
  65822. // VBOs
  65823. this._geometry._bind(this._colorShader.getEffect());
  65824. // Color
  65825. if (!this.useVertexColor) {
  65826. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65827. }
  65828. return this;
  65829. };
  65830. /** @hidden */
  65831. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65832. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65833. return this;
  65834. }
  65835. var engine = this.getScene().getEngine();
  65836. // Draw order
  65837. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65838. return this;
  65839. };
  65840. /**
  65841. * Disposes of the line mesh
  65842. * @param doNotRecurse If children should be disposed
  65843. */
  65844. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65845. this._colorShader.dispose(false, false, true);
  65846. _super.prototype.dispose.call(this, doNotRecurse);
  65847. };
  65848. /**
  65849. * Returns a new LineMesh object cloned from the current one.
  65850. */
  65851. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65852. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65853. };
  65854. /**
  65855. * Creates a new InstancedLinesMesh object from the mesh model.
  65856. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65857. * @param name defines the name of the new instance
  65858. * @returns a new InstancedLinesMesh
  65859. */
  65860. LinesMesh.prototype.createInstance = function (name) {
  65861. return new InstancedLinesMesh(name, this);
  65862. };
  65863. return LinesMesh;
  65864. }(BABYLON.Mesh));
  65865. BABYLON.LinesMesh = LinesMesh;
  65866. /**
  65867. * Creates an instance based on a source LinesMesh
  65868. */
  65869. var InstancedLinesMesh = /** @class */ (function (_super) {
  65870. __extends(InstancedLinesMesh, _super);
  65871. function InstancedLinesMesh(name, source) {
  65872. var _this = _super.call(this, name, source) || this;
  65873. _this.intersectionThreshold = source.intersectionThreshold;
  65874. return _this;
  65875. }
  65876. /**
  65877. * Returns the string "InstancedLinesMesh".
  65878. */
  65879. InstancedLinesMesh.prototype.getClassName = function () {
  65880. return "InstancedLinesMesh";
  65881. };
  65882. return InstancedLinesMesh;
  65883. }(BABYLON.InstancedMesh));
  65884. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65885. })(BABYLON || (BABYLON = {}));
  65886. //# sourceMappingURL=babylon.linesMesh.js.map
  65887. var BABYLON;
  65888. (function (BABYLON) {
  65889. /**
  65890. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65891. * The underlying implementation relies on an associative array to ensure the best performances.
  65892. * The value can be anything including 'null' but except 'undefined'
  65893. */
  65894. var StringDictionary = /** @class */ (function () {
  65895. function StringDictionary() {
  65896. this._count = 0;
  65897. this._data = {};
  65898. }
  65899. /**
  65900. * This will clear this dictionary and copy the content from the 'source' one.
  65901. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65902. * @param source the dictionary to take the content from and copy to this dictionary
  65903. */
  65904. StringDictionary.prototype.copyFrom = function (source) {
  65905. var _this = this;
  65906. this.clear();
  65907. source.forEach(function (t, v) { return _this.add(t, v); });
  65908. };
  65909. /**
  65910. * Get a value based from its key
  65911. * @param key the given key to get the matching value from
  65912. * @return the value if found, otherwise undefined is returned
  65913. */
  65914. StringDictionary.prototype.get = function (key) {
  65915. var val = this._data[key];
  65916. if (val !== undefined) {
  65917. return val;
  65918. }
  65919. return undefined;
  65920. };
  65921. /**
  65922. * Get a value from its key or add it if it doesn't exist.
  65923. * This method will ensure you that a given key/data will be present in the dictionary.
  65924. * @param key the given key to get the matching value from
  65925. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65926. * The factory will only be invoked if there's no data for the given key.
  65927. * @return the value corresponding to the key.
  65928. */
  65929. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65930. var val = this.get(key);
  65931. if (val !== undefined) {
  65932. return val;
  65933. }
  65934. val = factory(key);
  65935. if (val) {
  65936. this.add(key, val);
  65937. }
  65938. return val;
  65939. };
  65940. /**
  65941. * Get a value from its key if present in the dictionary otherwise add it
  65942. * @param key the key to get the value from
  65943. * @param val if there's no such key/value pair in the dictionary add it with this value
  65944. * @return the value corresponding to the key
  65945. */
  65946. StringDictionary.prototype.getOrAdd = function (key, val) {
  65947. var curVal = this.get(key);
  65948. if (curVal !== undefined) {
  65949. return curVal;
  65950. }
  65951. this.add(key, val);
  65952. return val;
  65953. };
  65954. /**
  65955. * Check if there's a given key in the dictionary
  65956. * @param key the key to check for
  65957. * @return true if the key is present, false otherwise
  65958. */
  65959. StringDictionary.prototype.contains = function (key) {
  65960. return this._data[key] !== undefined;
  65961. };
  65962. /**
  65963. * Add a new key and its corresponding value
  65964. * @param key the key to add
  65965. * @param value the value corresponding to the key
  65966. * @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
  65967. */
  65968. StringDictionary.prototype.add = function (key, value) {
  65969. if (this._data[key] !== undefined) {
  65970. return false;
  65971. }
  65972. this._data[key] = value;
  65973. ++this._count;
  65974. return true;
  65975. };
  65976. /**
  65977. * Update a specific value associated to a key
  65978. * @param key defines the key to use
  65979. * @param value defines the value to store
  65980. * @returns true if the value was updated (or false if the key was not found)
  65981. */
  65982. StringDictionary.prototype.set = function (key, value) {
  65983. if (this._data[key] === undefined) {
  65984. return false;
  65985. }
  65986. this._data[key] = value;
  65987. return true;
  65988. };
  65989. /**
  65990. * Get the element of the given key and remove it from the dictionary
  65991. * @param key defines the key to search
  65992. * @returns the value associated with the key or null if not found
  65993. */
  65994. StringDictionary.prototype.getAndRemove = function (key) {
  65995. var val = this.get(key);
  65996. if (val !== undefined) {
  65997. delete this._data[key];
  65998. --this._count;
  65999. return val;
  66000. }
  66001. return null;
  66002. };
  66003. /**
  66004. * Remove a key/value from the dictionary.
  66005. * @param key the key to remove
  66006. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66007. */
  66008. StringDictionary.prototype.remove = function (key) {
  66009. if (this.contains(key)) {
  66010. delete this._data[key];
  66011. --this._count;
  66012. return true;
  66013. }
  66014. return false;
  66015. };
  66016. /**
  66017. * Clear the whole content of the dictionary
  66018. */
  66019. StringDictionary.prototype.clear = function () {
  66020. this._data = {};
  66021. this._count = 0;
  66022. };
  66023. Object.defineProperty(StringDictionary.prototype, "count", {
  66024. /**
  66025. * Gets the current count
  66026. */
  66027. get: function () {
  66028. return this._count;
  66029. },
  66030. enumerable: true,
  66031. configurable: true
  66032. });
  66033. /**
  66034. * Execute a callback on each key/val of the dictionary.
  66035. * Note that you can remove any element in this dictionary in the callback implementation
  66036. * @param callback the callback to execute on a given key/value pair
  66037. */
  66038. StringDictionary.prototype.forEach = function (callback) {
  66039. for (var cur in this._data) {
  66040. var val = this._data[cur];
  66041. callback(cur, val);
  66042. }
  66043. };
  66044. /**
  66045. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66046. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66047. * Note that you can remove any element in this dictionary in the callback implementation
  66048. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66049. * @returns the first item
  66050. */
  66051. StringDictionary.prototype.first = function (callback) {
  66052. for (var cur in this._data) {
  66053. var val = this._data[cur];
  66054. var res = callback(cur, val);
  66055. if (res) {
  66056. return res;
  66057. }
  66058. }
  66059. return null;
  66060. };
  66061. return StringDictionary;
  66062. }());
  66063. BABYLON.StringDictionary = StringDictionary;
  66064. })(BABYLON || (BABYLON = {}));
  66065. //# sourceMappingURL=babylon.stringDictionary.js.map
  66066. var BABYLON;
  66067. (function (BABYLON) {
  66068. var Debug;
  66069. (function (Debug) {
  66070. /**
  66071. * Class used to render a debug view of a given skeleton
  66072. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  66073. */
  66074. var SkeletonViewer = /** @class */ (function () {
  66075. /**
  66076. * Creates a new SkeletonViewer
  66077. * @param skeleton defines the skeleton to render
  66078. * @param mesh defines the mesh attached to the skeleton
  66079. * @param scene defines the hosting scene
  66080. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  66081. * @param renderingGroupId defines the rendering group id to use with the viewer
  66082. */
  66083. function SkeletonViewer(
  66084. /** defines the skeleton to render */
  66085. skeleton,
  66086. /** defines the mesh attached to the skeleton */
  66087. mesh, scene,
  66088. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  66089. autoUpdateBonesMatrices,
  66090. /** defines the rendering group id to use with the viewer */
  66091. renderingGroupId) {
  66092. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  66093. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  66094. this.skeleton = skeleton;
  66095. this.mesh = mesh;
  66096. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  66097. this.renderingGroupId = renderingGroupId;
  66098. /** Gets or sets the color used to render the skeleton */
  66099. this.color = BABYLON.Color3.White();
  66100. this._debugLines = new Array();
  66101. this._isEnabled = false;
  66102. this._scene = scene;
  66103. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66104. this._utilityLayer.pickUtilitySceneFirst = false;
  66105. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66106. this.update();
  66107. this._renderFunction = this.update.bind(this);
  66108. }
  66109. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  66110. /**
  66111. * Returns the mesh used to render the bones
  66112. */
  66113. get: function () {
  66114. return this._debugMesh;
  66115. },
  66116. enumerable: true,
  66117. configurable: true
  66118. });
  66119. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  66120. get: function () {
  66121. return this._isEnabled;
  66122. },
  66123. /** Gets or sets a boolean indicating if the viewer is enabled */
  66124. set: function (value) {
  66125. if (this._isEnabled === value) {
  66126. return;
  66127. }
  66128. this._isEnabled = value;
  66129. if (value) {
  66130. this._scene.registerBeforeRender(this._renderFunction);
  66131. }
  66132. else {
  66133. this._scene.unregisterBeforeRender(this._renderFunction);
  66134. }
  66135. },
  66136. enumerable: true,
  66137. configurable: true
  66138. });
  66139. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  66140. if (x === void 0) { x = 0; }
  66141. if (y === void 0) { y = 0; }
  66142. if (z === void 0) { z = 0; }
  66143. var tmat = BABYLON.Tmp.Matrix[0];
  66144. var parentBone = bone.getParent();
  66145. tmat.copyFrom(bone.getLocalMatrix());
  66146. if (x !== 0 || y !== 0 || z !== 0) {
  66147. var tmat2 = BABYLON.Tmp.Matrix[1];
  66148. BABYLON.Matrix.IdentityToRef(tmat2);
  66149. tmat2.setTranslationFromFloats(x, y, z);
  66150. tmat2.multiplyToRef(tmat, tmat);
  66151. }
  66152. if (parentBone) {
  66153. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66154. }
  66155. tmat.multiplyToRef(meshMat, tmat);
  66156. position.x = tmat.m[12];
  66157. position.y = tmat.m[13];
  66158. position.z = tmat.m[14];
  66159. };
  66160. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66161. var len = bones.length;
  66162. var meshPos = this.mesh.position;
  66163. for (var i = 0; i < len; i++) {
  66164. var bone = bones[i];
  66165. var points = this._debugLines[i];
  66166. if (!points) {
  66167. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66168. this._debugLines[i] = points;
  66169. }
  66170. this._getBonePosition(points[0], bone, meshMat);
  66171. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66172. points[0].subtractInPlace(meshPos);
  66173. points[1].subtractInPlace(meshPos);
  66174. }
  66175. };
  66176. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66177. var len = bones.length;
  66178. var boneNum = 0;
  66179. var meshPos = this.mesh.position;
  66180. for (var i = len - 1; i >= 0; i--) {
  66181. var childBone = bones[i];
  66182. var parentBone = childBone.getParent();
  66183. if (!parentBone) {
  66184. continue;
  66185. }
  66186. var points = this._debugLines[boneNum];
  66187. if (!points) {
  66188. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66189. this._debugLines[boneNum] = points;
  66190. }
  66191. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66192. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66193. points[0].subtractInPlace(meshPos);
  66194. points[1].subtractInPlace(meshPos);
  66195. boneNum++;
  66196. }
  66197. };
  66198. /** Update the viewer to sync with current skeleton state */
  66199. SkeletonViewer.prototype.update = function () {
  66200. if (!this._utilityLayer) {
  66201. return;
  66202. }
  66203. if (this.autoUpdateBonesMatrices) {
  66204. this.skeleton.computeAbsoluteTransforms();
  66205. }
  66206. if (this.skeleton.bones[0].length === undefined) {
  66207. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66208. }
  66209. else {
  66210. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66211. }
  66212. var targetScene = this._utilityLayer.utilityLayerScene;
  66213. if (!this._debugMesh) {
  66214. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66215. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66216. }
  66217. else {
  66218. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66219. }
  66220. this._debugMesh.position.copyFrom(this.mesh.position);
  66221. this._debugMesh.color = this.color;
  66222. };
  66223. /** Release associated resources */
  66224. SkeletonViewer.prototype.dispose = function () {
  66225. this.isEnabled = false;
  66226. if (this._debugMesh) {
  66227. this.isEnabled = false;
  66228. this._debugMesh.dispose();
  66229. this._debugMesh = null;
  66230. }
  66231. if (this._utilityLayer) {
  66232. this._utilityLayer.dispose();
  66233. this._utilityLayer = null;
  66234. }
  66235. };
  66236. return SkeletonViewer;
  66237. }());
  66238. Debug.SkeletonViewer = SkeletonViewer;
  66239. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66240. })(BABYLON || (BABYLON = {}));
  66241. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66242. /**
  66243. * Module Debug contains the (visual) components to debug a scene correctly
  66244. */
  66245. var BABYLON;
  66246. (function (BABYLON) {
  66247. var Debug;
  66248. (function (Debug) {
  66249. /**
  66250. * The Axes viewer will show 3 axes in a specific point in space
  66251. */
  66252. var AxesViewer = /** @class */ (function () {
  66253. /**
  66254. * Creates a new AxesViewer
  66255. * @param scene defines the hosting scene
  66256. * @param scaleLines defines a number used to scale line length (1 by default)
  66257. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  66258. * @param xAxis defines the node hierarchy used to render the x-axis
  66259. * @param yAxis defines the node hierarchy used to render the y-axis
  66260. * @param zAxis defines the node hierarchy used to render the z-axis
  66261. */
  66262. function AxesViewer(scene, scaleLines, renderingGroupId, xAxis, yAxis, zAxis) {
  66263. if (scaleLines === void 0) { scaleLines = 1; }
  66264. if (renderingGroupId === void 0) { renderingGroupId = 2; }
  66265. this._tmpVector = new BABYLON.Vector3();
  66266. this._scaleLinesFactor = 4;
  66267. this._instanced = false;
  66268. /**
  66269. * Gets or sets a number used to scale line length
  66270. */
  66271. this.scaleLines = 1;
  66272. this.scaleLines = scaleLines;
  66273. if (!xAxis) {
  66274. var redColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66275. redColoredMaterial.disableLighting = true;
  66276. redColoredMaterial.emissiveColor = BABYLON.Color3.Red().scale(0.5);
  66277. xAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, redColoredMaterial);
  66278. }
  66279. if (!yAxis) {
  66280. var greenColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66281. greenColoredMaterial.disableLighting = true;
  66282. greenColoredMaterial.emissiveColor = BABYLON.Color3.Green().scale(0.5);
  66283. yAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, greenColoredMaterial);
  66284. }
  66285. if (!zAxis) {
  66286. var blueColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66287. blueColoredMaterial.disableLighting = true;
  66288. blueColoredMaterial.emissiveColor = BABYLON.Color3.Blue().scale(0.5);
  66289. zAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, blueColoredMaterial);
  66290. }
  66291. this._xAxis = xAxis;
  66292. this._xAxis.rotationQuaternion = new BABYLON.Quaternion();
  66293. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66294. this._yAxis = yAxis;
  66295. this._yAxis.rotationQuaternion = new BABYLON.Quaternion();
  66296. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66297. this._zAxis = zAxis;
  66298. this._zAxis.rotationQuaternion = new BABYLON.Quaternion();
  66299. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66300. if (renderingGroupId != null) {
  66301. AxesViewer._SetRenderingGroupId(this._xAxis, renderingGroupId);
  66302. AxesViewer._SetRenderingGroupId(this._yAxis, renderingGroupId);
  66303. AxesViewer._SetRenderingGroupId(this._zAxis, renderingGroupId);
  66304. }
  66305. this.scene = scene;
  66306. this.update(new BABYLON.Vector3(), BABYLON.Vector3.Right(), BABYLON.Vector3.Up(), BABYLON.Vector3.Forward());
  66307. }
  66308. Object.defineProperty(AxesViewer.prototype, "xAxis", {
  66309. /** Gets the node hierarchy used to render x-axis */
  66310. get: function () {
  66311. return this._xAxis;
  66312. },
  66313. enumerable: true,
  66314. configurable: true
  66315. });
  66316. Object.defineProperty(AxesViewer.prototype, "yAxis", {
  66317. /** Gets the node hierarchy used to render y-axis */
  66318. get: function () {
  66319. return this._yAxis;
  66320. },
  66321. enumerable: true,
  66322. configurable: true
  66323. });
  66324. Object.defineProperty(AxesViewer.prototype, "zAxis", {
  66325. /** Gets the node hierarchy used to render z-axis */
  66326. get: function () {
  66327. return this._zAxis;
  66328. },
  66329. enumerable: true,
  66330. configurable: true
  66331. });
  66332. /**
  66333. * Force the viewer to update
  66334. * @param position defines the position of the viewer
  66335. * @param xaxis defines the x axis of the viewer
  66336. * @param yaxis defines the y axis of the viewer
  66337. * @param zaxis defines the z axis of the viewer
  66338. */
  66339. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66340. this._xAxis.position.copyFrom(position);
  66341. xaxis.scaleToRef(-1, this._tmpVector);
  66342. this._xAxis.setDirection(this._tmpVector);
  66343. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66344. this._yAxis.position.copyFrom(position);
  66345. yaxis.scaleToRef(-1, this._tmpVector);
  66346. this._yAxis.setDirection(this._tmpVector);
  66347. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66348. this._zAxis.position.copyFrom(position);
  66349. zaxis.scaleToRef(-1, this._tmpVector);
  66350. this._zAxis.setDirection(this._tmpVector);
  66351. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66352. };
  66353. /**
  66354. * Creates an instance of this axes viewer.
  66355. * @returns a new axes viewer with instanced meshes
  66356. */
  66357. AxesViewer.prototype.createInstance = function () {
  66358. var xAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._xAxis);
  66359. var yAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._yAxis);
  66360. var zAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._zAxis);
  66361. var axesViewer = new AxesViewer(this.scene, this.scaleLines, null, xAxis, yAxis, zAxis);
  66362. axesViewer._instanced = true;
  66363. return axesViewer;
  66364. };
  66365. /** Releases resources */
  66366. AxesViewer.prototype.dispose = function () {
  66367. if (this._xAxis) {
  66368. this._xAxis.dispose(false, !this._instanced);
  66369. delete this._xAxis;
  66370. }
  66371. if (this._yAxis) {
  66372. this._yAxis.dispose(false, !this._instanced);
  66373. delete this._yAxis;
  66374. }
  66375. if (this._zAxis) {
  66376. this._zAxis.dispose(false, !this._instanced);
  66377. delete this._zAxis;
  66378. }
  66379. delete this.scene;
  66380. };
  66381. AxesViewer._SetRenderingGroupId = function (node, id) {
  66382. node.getChildMeshes().forEach(function (mesh) {
  66383. mesh.renderingGroupId = id;
  66384. });
  66385. };
  66386. return AxesViewer;
  66387. }());
  66388. Debug.AxesViewer = AxesViewer;
  66389. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66390. })(BABYLON || (BABYLON = {}));
  66391. //# sourceMappingURL=babylon.axesViewer.js.map
  66392. var BABYLON;
  66393. (function (BABYLON) {
  66394. var Debug;
  66395. (function (Debug) {
  66396. /**
  66397. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66398. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66399. */
  66400. var BoneAxesViewer = /** @class */ (function (_super) {
  66401. __extends(BoneAxesViewer, _super);
  66402. /**
  66403. * Creates a new BoneAxesViewer
  66404. * @param scene defines the hosting scene
  66405. * @param bone defines the target bone
  66406. * @param mesh defines the target mesh
  66407. * @param scaleLines defines a scaling factor for line length (1 by default)
  66408. */
  66409. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66410. if (scaleLines === void 0) { scaleLines = 1; }
  66411. var _this = _super.call(this, scene, scaleLines) || this;
  66412. /** Gets current position */
  66413. _this.pos = BABYLON.Vector3.Zero();
  66414. /** Gets direction of X axis */
  66415. _this.xaxis = BABYLON.Vector3.Zero();
  66416. /** Gets direction of Y axis */
  66417. _this.yaxis = BABYLON.Vector3.Zero();
  66418. /** Gets direction of Z axis */
  66419. _this.zaxis = BABYLON.Vector3.Zero();
  66420. _this.mesh = mesh;
  66421. _this.bone = bone;
  66422. return _this;
  66423. }
  66424. /**
  66425. * Force the viewer to update
  66426. */
  66427. BoneAxesViewer.prototype.update = function () {
  66428. if (!this.mesh || !this.bone) {
  66429. return;
  66430. }
  66431. var bone = this.bone;
  66432. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66433. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66434. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66435. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66436. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66437. };
  66438. /** Releases resources */
  66439. BoneAxesViewer.prototype.dispose = function () {
  66440. if (this.mesh) {
  66441. this.mesh = null;
  66442. this.bone = null;
  66443. _super.prototype.dispose.call(this);
  66444. }
  66445. };
  66446. return BoneAxesViewer;
  66447. }(Debug.AxesViewer));
  66448. Debug.BoneAxesViewer = BoneAxesViewer;
  66449. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66450. })(BABYLON || (BABYLON = {}));
  66451. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66452. var BABYLON;
  66453. (function (BABYLON) {
  66454. /**
  66455. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66456. * in order to better appreciate the issue one might have.
  66457. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66458. */
  66459. var RayHelper = /** @class */ (function () {
  66460. /**
  66461. * Instantiate a new ray helper.
  66462. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66463. * in order to better appreciate the issue one might have.
  66464. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66465. * @param ray Defines the ray we are currently tryin to visualize
  66466. */
  66467. function RayHelper(ray) {
  66468. this.ray = ray;
  66469. }
  66470. /**
  66471. * Helper function to create a colored helper in a scene in one line.
  66472. * @param ray Defines the ray we are currently tryin to visualize
  66473. * @param scene Defines the scene the ray is used in
  66474. * @param color Defines the color we want to see the ray in
  66475. * @returns The newly created ray helper.
  66476. */
  66477. RayHelper.CreateAndShow = function (ray, scene, color) {
  66478. var helper = new RayHelper(ray);
  66479. helper.show(scene, color);
  66480. return helper;
  66481. };
  66482. /**
  66483. * Shows the ray we are willing to debug.
  66484. * @param scene Defines the scene the ray needs to be rendered in
  66485. * @param color Defines the color the ray needs to be rendered in
  66486. */
  66487. RayHelper.prototype.show = function (scene, color) {
  66488. if (!this._renderFunction && this.ray) {
  66489. var ray = this.ray;
  66490. this._renderFunction = this._render.bind(this);
  66491. this._scene = scene;
  66492. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66493. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66494. if (this._renderFunction) {
  66495. this._scene.registerBeforeRender(this._renderFunction);
  66496. }
  66497. }
  66498. if (color && this._renderLine) {
  66499. this._renderLine.color.copyFrom(color);
  66500. }
  66501. };
  66502. /**
  66503. * Hides the ray we are debugging.
  66504. */
  66505. RayHelper.prototype.hide = function () {
  66506. if (this._renderFunction && this._scene) {
  66507. this._scene.unregisterBeforeRender(this._renderFunction);
  66508. this._scene = null;
  66509. this._renderFunction = null;
  66510. if (this._renderLine) {
  66511. this._renderLine.dispose();
  66512. this._renderLine = null;
  66513. }
  66514. this._renderPoints = [];
  66515. }
  66516. };
  66517. RayHelper.prototype._render = function () {
  66518. var ray = this.ray;
  66519. if (!ray) {
  66520. return;
  66521. }
  66522. var point = this._renderPoints[1];
  66523. var len = Math.min(ray.length, 1000000);
  66524. point.copyFrom(ray.direction);
  66525. point.scaleInPlace(len);
  66526. point.addInPlace(ray.origin);
  66527. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66528. };
  66529. /**
  66530. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66531. * @param mesh Defines the mesh we want the helper attached to
  66532. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66533. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66534. * @param length Defines the length of the ray
  66535. */
  66536. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66537. this._attachedToMesh = mesh;
  66538. var ray = this.ray;
  66539. if (!ray) {
  66540. return;
  66541. }
  66542. if (!ray.direction) {
  66543. ray.direction = BABYLON.Vector3.Zero();
  66544. }
  66545. if (!ray.origin) {
  66546. ray.origin = BABYLON.Vector3.Zero();
  66547. }
  66548. if (length) {
  66549. ray.length = length;
  66550. }
  66551. if (!meshSpaceOrigin) {
  66552. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66553. }
  66554. if (!meshSpaceDirection) {
  66555. // -1 so that this will work with Mesh.lookAt
  66556. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66557. }
  66558. if (!this._meshSpaceDirection) {
  66559. this._meshSpaceDirection = meshSpaceDirection.clone();
  66560. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66561. }
  66562. else {
  66563. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66564. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66565. }
  66566. if (!this._updateToMeshFunction) {
  66567. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66568. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66569. }
  66570. this._updateToMesh();
  66571. };
  66572. /**
  66573. * Detach the ray helper from the mesh it has previously been attached to.
  66574. */
  66575. RayHelper.prototype.detachFromMesh = function () {
  66576. if (this._attachedToMesh) {
  66577. if (this._updateToMeshFunction) {
  66578. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66579. }
  66580. this._attachedToMesh = null;
  66581. this._updateToMeshFunction = null;
  66582. }
  66583. };
  66584. RayHelper.prototype._updateToMesh = function () {
  66585. var ray = this.ray;
  66586. if (!this._attachedToMesh || !ray) {
  66587. return;
  66588. }
  66589. if (this._attachedToMesh._isDisposed) {
  66590. this.detachFromMesh();
  66591. return;
  66592. }
  66593. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66594. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66595. };
  66596. /**
  66597. * Dispose the helper and release its associated resources.
  66598. */
  66599. RayHelper.prototype.dispose = function () {
  66600. this.hide();
  66601. this.detachFromMesh();
  66602. this.ray = null;
  66603. };
  66604. return RayHelper;
  66605. }());
  66606. BABYLON.RayHelper = RayHelper;
  66607. })(BABYLON || (BABYLON = {}));
  66608. //# sourceMappingURL=babylon.rayHelper.js.map
  66609. var __assign = (this && this.__assign) || function () {
  66610. __assign = Object.assign || function(t) {
  66611. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66612. s = arguments[i];
  66613. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66614. t[p] = s[p];
  66615. }
  66616. return t;
  66617. };
  66618. return __assign.apply(this, arguments);
  66619. };
  66620. var BABYLON;
  66621. (function (BABYLON) {
  66622. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66623. get: function () {
  66624. if (!this._debugLayer) {
  66625. this._debugLayer = new DebugLayer(this);
  66626. }
  66627. return this._debugLayer;
  66628. },
  66629. enumerable: true,
  66630. configurable: true
  66631. });
  66632. /**
  66633. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66634. * what is happening in your scene
  66635. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66636. */
  66637. var DebugLayer = /** @class */ (function () {
  66638. /**
  66639. * Instantiates a new debug layer.
  66640. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66641. * what is happening in your scene
  66642. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66643. * @param scene Defines the scene to inspect
  66644. */
  66645. function DebugLayer(scene) {
  66646. var _this = this;
  66647. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66648. /**
  66649. * Observable triggered when a property is changed through the inspector.
  66650. */
  66651. this.onPropertyChangedObservable = new BABYLON.Observable();
  66652. this._scene = scene;
  66653. this._scene.onDisposeObservable.add(function () {
  66654. // Debug layer
  66655. if (_this._scene._debugLayer) {
  66656. _this._scene._debugLayer.hide();
  66657. }
  66658. });
  66659. }
  66660. /** Creates the inspector window. */
  66661. DebugLayer.prototype._createInspector = function (config) {
  66662. if (this.isVisible()) {
  66663. return;
  66664. }
  66665. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66666. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66667. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66668. };
  66669. /**
  66670. * Get if the inspector is visible or not.
  66671. * @returns true if visible otherwise, false
  66672. */
  66673. DebugLayer.prototype.isVisible = function () {
  66674. return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;
  66675. };
  66676. /**
  66677. * Hide the inspector and close its window.
  66678. */
  66679. DebugLayer.prototype.hide = function () {
  66680. this.BJSINSPECTOR.Inspector.Hide();
  66681. };
  66682. /**
  66683. * Launch the debugLayer.
  66684. * @param config Define the configuration of the inspector
  66685. */
  66686. DebugLayer.prototype.show = function (config) {
  66687. if (typeof this.BJSINSPECTOR == 'undefined') {
  66688. // Load inspector and add it to the DOM
  66689. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66690. }
  66691. else {
  66692. // Otherwise creates the inspector
  66693. this._createInspector(config);
  66694. }
  66695. };
  66696. /**
  66697. * Define the url to get the inspector script from.
  66698. * By default it uses the babylonjs CDN.
  66699. * @ignoreNaming
  66700. */
  66701. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66702. return DebugLayer;
  66703. }());
  66704. BABYLON.DebugLayer = DebugLayer;
  66705. })(BABYLON || (BABYLON = {}));
  66706. //# sourceMappingURL=babylon.debugLayer.js.map
  66707. var BABYLON;
  66708. (function (BABYLON) {
  66709. var Debug;
  66710. (function (Debug) {
  66711. /**
  66712. * Used to show the physics impostor around the specific mesh
  66713. */
  66714. var PhysicsViewer = /** @class */ (function () {
  66715. /**
  66716. * Creates a new PhysicsViewer
  66717. * @param scene defines the hosting scene
  66718. */
  66719. function PhysicsViewer(scene) {
  66720. /** @hidden */
  66721. this._impostors = [];
  66722. /** @hidden */
  66723. this._meshes = [];
  66724. /** @hidden */
  66725. this._numMeshes = 0;
  66726. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66727. var physicEngine = this._scene.getPhysicsEngine();
  66728. if (physicEngine) {
  66729. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66730. }
  66731. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66732. this._utilityLayer.pickUtilitySceneFirst = false;
  66733. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66734. }
  66735. /** @hidden */
  66736. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66737. var plugin = this._physicsEnginePlugin;
  66738. for (var i = 0; i < this._numMeshes; i++) {
  66739. var impostor = this._impostors[i];
  66740. if (!impostor) {
  66741. continue;
  66742. }
  66743. if (impostor.isDisposed) {
  66744. this.hideImpostor(this._impostors[i--]);
  66745. }
  66746. else {
  66747. var mesh = this._meshes[i];
  66748. if (mesh && plugin) {
  66749. plugin.syncMeshWithImpostor(mesh, impostor);
  66750. }
  66751. }
  66752. }
  66753. };
  66754. /**
  66755. * Renders a specified physic impostor
  66756. * @param impostor defines the impostor to render
  66757. * @returns the new debug mesh used to render the impostor
  66758. */
  66759. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66760. if (!this._scene) {
  66761. return null;
  66762. }
  66763. for (var i = 0; i < this._numMeshes; i++) {
  66764. if (this._impostors[i] == impostor) {
  66765. return null;
  66766. }
  66767. }
  66768. var debugMesh = this._getDebugMesh(impostor);
  66769. if (debugMesh) {
  66770. this._impostors[this._numMeshes] = impostor;
  66771. this._meshes[this._numMeshes] = debugMesh;
  66772. if (this._numMeshes === 0) {
  66773. this._renderFunction = this._updateDebugMeshes.bind(this);
  66774. this._scene.registerBeforeRender(this._renderFunction);
  66775. }
  66776. this._numMeshes++;
  66777. }
  66778. return debugMesh;
  66779. };
  66780. /**
  66781. * Hides a specified physic impostor
  66782. * @param impostor defines the impostor to hide
  66783. */
  66784. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66785. if (!impostor || !this._scene || !this._utilityLayer) {
  66786. return;
  66787. }
  66788. var removed = false;
  66789. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66790. for (var i = 0; i < this._numMeshes; i++) {
  66791. if (this._impostors[i] == impostor) {
  66792. var mesh = this._meshes[i];
  66793. if (!mesh) {
  66794. continue;
  66795. }
  66796. utilityLayerScene.removeMesh(mesh);
  66797. mesh.dispose();
  66798. this._numMeshes--;
  66799. if (this._numMeshes > 0) {
  66800. this._meshes[i] = this._meshes[this._numMeshes];
  66801. this._impostors[i] = this._impostors[this._numMeshes];
  66802. this._meshes[this._numMeshes] = null;
  66803. this._impostors[this._numMeshes] = null;
  66804. }
  66805. else {
  66806. this._meshes[0] = null;
  66807. this._impostors[0] = null;
  66808. }
  66809. removed = true;
  66810. break;
  66811. }
  66812. }
  66813. if (removed && this._numMeshes === 0) {
  66814. this._scene.unregisterBeforeRender(this._renderFunction);
  66815. }
  66816. };
  66817. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66818. if (!this._debugMaterial) {
  66819. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66820. this._debugMaterial.wireframe = true;
  66821. this._debugMaterial.emissiveColor = BABYLON.Color3.White();
  66822. this._debugMaterial.disableLighting = true;
  66823. }
  66824. return this._debugMaterial;
  66825. };
  66826. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66827. if (!this._debugBoxMesh) {
  66828. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66829. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66830. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66831. }
  66832. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66833. };
  66834. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66835. if (!this._debugSphereMesh) {
  66836. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66837. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66838. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66839. }
  66840. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66841. };
  66842. PhysicsViewer.prototype._getDebugMesh = function (impostor) {
  66843. if (!this._utilityLayer) {
  66844. return null;
  66845. }
  66846. var mesh = null;
  66847. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66848. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66849. mesh = this._getDebugBoxMesh(utilityLayerScene);
  66850. impostor.getBoxSizeToRef(mesh.scaling);
  66851. }
  66852. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66853. mesh = this._getDebugSphereMesh(utilityLayerScene);
  66854. var radius = impostor.getRadius();
  66855. mesh.scaling.x = radius * 2;
  66856. mesh.scaling.y = radius * 2;
  66857. mesh.scaling.z = radius * 2;
  66858. }
  66859. return mesh;
  66860. };
  66861. /** Releases all resources */
  66862. PhysicsViewer.prototype.dispose = function () {
  66863. for (var i = 0; i < this._numMeshes; i++) {
  66864. this.hideImpostor(this._impostors[i]);
  66865. }
  66866. if (this._debugBoxMesh) {
  66867. this._debugBoxMesh.dispose();
  66868. }
  66869. if (this._debugSphereMesh) {
  66870. this._debugSphereMesh.dispose();
  66871. }
  66872. if (this._debugMaterial) {
  66873. this._debugMaterial.dispose();
  66874. }
  66875. this._impostors.length = 0;
  66876. this._scene = null;
  66877. this._physicsEnginePlugin = null;
  66878. if (this._utilityLayer) {
  66879. this._utilityLayer.dispose();
  66880. this._utilityLayer = null;
  66881. }
  66882. };
  66883. return PhysicsViewer;
  66884. }());
  66885. Debug.PhysicsViewer = PhysicsViewer;
  66886. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66887. })(BABYLON || (BABYLON = {}));
  66888. //# sourceMappingURL=babylon.physicsViewer.js.map
  66889. var BABYLON;
  66890. (function (BABYLON) {
  66891. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66892. get: function () {
  66893. return this._forceShowBoundingBoxes || false;
  66894. },
  66895. set: function (value) {
  66896. this._forceShowBoundingBoxes = value;
  66897. // Lazyly creates a BB renderer if needed.
  66898. if (value) {
  66899. this.getBoundingBoxRenderer();
  66900. }
  66901. },
  66902. enumerable: true,
  66903. configurable: true
  66904. });
  66905. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66906. if (!this._boundingBoxRenderer) {
  66907. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66908. }
  66909. return this._boundingBoxRenderer;
  66910. };
  66911. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66912. get: function () {
  66913. return this._showBoundingBox || false;
  66914. },
  66915. set: function (value) {
  66916. this._showBoundingBox = value;
  66917. // Lazyly creates a BB renderer if needed.
  66918. if (value) {
  66919. this.getScene().getBoundingBoxRenderer();
  66920. }
  66921. },
  66922. enumerable: true,
  66923. configurable: true
  66924. });
  66925. /**
  66926. * Component responsible of rendering the bounding box of the meshes in a scene.
  66927. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66928. */
  66929. var BoundingBoxRenderer = /** @class */ (function () {
  66930. /**
  66931. * Instantiates a new bounding box renderer in a scene.
  66932. * @param scene the scene the renderer renders in
  66933. */
  66934. function BoundingBoxRenderer(scene) {
  66935. /**
  66936. * The component name helpfull to identify the component in the list of scene components.
  66937. */
  66938. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66939. /**
  66940. * Color of the bounding box lines placed in front of an object
  66941. */
  66942. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66943. /**
  66944. * Color of the bounding box lines placed behind an object
  66945. */
  66946. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66947. /**
  66948. * Defines if the renderer should show the back lines or not
  66949. */
  66950. this.showBackLines = true;
  66951. /**
  66952. * @hidden
  66953. */
  66954. this.renderList = new BABYLON.SmartArray(32);
  66955. this._vertexBuffers = {};
  66956. this.scene = scene;
  66957. scene._addComponent(this);
  66958. }
  66959. /**
  66960. * Registers the component in a given scene
  66961. */
  66962. BoundingBoxRenderer.prototype.register = function () {
  66963. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66964. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66965. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66966. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66967. };
  66968. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66969. if (mesh.showSubMeshesBoundingBox) {
  66970. var boundingInfo = subMesh.getBoundingInfo();
  66971. if (boundingInfo !== null && boundingInfo !== undefined) {
  66972. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66973. this.renderList.push(boundingInfo.boundingBox);
  66974. }
  66975. }
  66976. };
  66977. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66978. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66979. var boundingInfo = sourceMesh.getBoundingInfo();
  66980. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66981. this.renderList.push(boundingInfo.boundingBox);
  66982. }
  66983. };
  66984. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66985. if (this._colorShader) {
  66986. return;
  66987. }
  66988. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66989. attributes: [BABYLON.VertexBuffer.PositionKind],
  66990. uniforms: ["world", "viewProjection", "color"]
  66991. });
  66992. var engine = this.scene.getEngine();
  66993. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66994. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66995. this._createIndexBuffer();
  66996. };
  66997. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66998. var engine = this.scene.getEngine();
  66999. 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]);
  67000. };
  67001. /**
  67002. * Rebuilds the elements related to this component in case of
  67003. * context lost for instance.
  67004. */
  67005. BoundingBoxRenderer.prototype.rebuild = function () {
  67006. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67007. if (vb) {
  67008. vb._rebuild();
  67009. }
  67010. this._createIndexBuffer();
  67011. };
  67012. /**
  67013. * @hidden
  67014. */
  67015. BoundingBoxRenderer.prototype.reset = function () {
  67016. this.renderList.reset();
  67017. };
  67018. /**
  67019. * Render the bounding boxes of a specific rendering group
  67020. * @param renderingGroupId defines the rendering group to render
  67021. */
  67022. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  67023. if (this.renderList.length === 0) {
  67024. return;
  67025. }
  67026. this._prepareRessources();
  67027. if (!this._colorShader.isReady()) {
  67028. return;
  67029. }
  67030. var engine = this.scene.getEngine();
  67031. engine.setDepthWrite(false);
  67032. this._colorShader._preBind();
  67033. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  67034. var boundingBox = this.renderList.data[boundingBoxIndex];
  67035. if (boundingBox._tag !== renderingGroupId) {
  67036. continue;
  67037. }
  67038. var min = boundingBox.minimum;
  67039. var max = boundingBox.maximum;
  67040. var diff = max.subtract(min);
  67041. var median = min.add(diff.scale(0.5));
  67042. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67043. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67044. .multiply(boundingBox.getWorldMatrix());
  67045. // VBOs
  67046. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67047. if (this.showBackLines) {
  67048. // Back
  67049. engine.setDepthFunctionToGreaterOrEqual();
  67050. this.scene.resetCachedMaterial();
  67051. this._colorShader.setColor4("color", this.backColor.toColor4());
  67052. this._colorShader.bind(worldMatrix);
  67053. // Draw order
  67054. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67055. }
  67056. // Front
  67057. engine.setDepthFunctionToLess();
  67058. this.scene.resetCachedMaterial();
  67059. this._colorShader.setColor4("color", this.frontColor.toColor4());
  67060. this._colorShader.bind(worldMatrix);
  67061. // Draw order
  67062. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67063. }
  67064. this._colorShader.unbind();
  67065. engine.setDepthFunctionToLessOrEqual();
  67066. engine.setDepthWrite(true);
  67067. };
  67068. /**
  67069. * In case of occlusion queries, we can render the occlusion bounding box through this method
  67070. * @param mesh Define the mesh to render the occlusion bounding box for
  67071. */
  67072. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  67073. this._prepareRessources();
  67074. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  67075. return;
  67076. }
  67077. var engine = this.scene.getEngine();
  67078. engine.setDepthWrite(false);
  67079. engine.setColorWrite(false);
  67080. this._colorShader._preBind();
  67081. var boundingBox = mesh._boundingInfo.boundingBox;
  67082. var min = boundingBox.minimum;
  67083. var max = boundingBox.maximum;
  67084. var diff = max.subtract(min);
  67085. var median = min.add(diff.scale(0.5));
  67086. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67087. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67088. .multiply(boundingBox.getWorldMatrix());
  67089. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67090. engine.setDepthFunctionToLess();
  67091. this.scene.resetCachedMaterial();
  67092. this._colorShader.bind(worldMatrix);
  67093. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67094. this._colorShader.unbind();
  67095. engine.setDepthFunctionToLessOrEqual();
  67096. engine.setDepthWrite(true);
  67097. engine.setColorWrite(true);
  67098. };
  67099. /**
  67100. * Dispose and release the resources attached to this renderer.
  67101. */
  67102. BoundingBoxRenderer.prototype.dispose = function () {
  67103. if (!this._colorShader) {
  67104. return;
  67105. }
  67106. this.renderList.dispose();
  67107. this._colorShader.dispose();
  67108. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67109. if (buffer) {
  67110. buffer.dispose();
  67111. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  67112. }
  67113. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  67114. };
  67115. return BoundingBoxRenderer;
  67116. }());
  67117. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  67118. })(BABYLON || (BABYLON = {}));
  67119. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  67120. var BABYLON;
  67121. (function (BABYLON) {
  67122. BABYLON.Engine.prototype.createTransformFeedback = function () {
  67123. return this._gl.createTransformFeedback();
  67124. };
  67125. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  67126. this._gl.deleteTransformFeedback(value);
  67127. };
  67128. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  67129. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  67130. };
  67131. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  67132. if (usePoints === void 0) { usePoints = true; }
  67133. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  67134. };
  67135. BABYLON.Engine.prototype.endTransformFeedback = function () {
  67136. this._gl.endTransformFeedback();
  67137. };
  67138. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  67139. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  67140. };
  67141. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  67142. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  67143. };
  67144. })(BABYLON || (BABYLON = {}));
  67145. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  67146. var BABYLON;
  67147. (function (BABYLON) {
  67148. /**
  67149. * This represents a GPU particle system in Babylon
  67150. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  67151. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  67152. */
  67153. var GPUParticleSystem = /** @class */ (function (_super) {
  67154. __extends(GPUParticleSystem, _super);
  67155. /**
  67156. * Instantiates a GPU particle system.
  67157. * 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.
  67158. * @param name The name of the particle system
  67159. * @param options The options used to create the system
  67160. * @param scene The scene the particle system belongs to
  67161. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  67162. */
  67163. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  67164. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  67165. var _this = _super.call(this, name) || this;
  67166. /**
  67167. * The layer mask we are rendering the particles through.
  67168. */
  67169. _this.layerMask = 0x0FFFFFFF;
  67170. _this._accumulatedCount = 0;
  67171. _this._targetIndex = 0;
  67172. _this._currentRenderId = -1;
  67173. _this._started = false;
  67174. _this._stopped = false;
  67175. _this._timeDelta = 0;
  67176. _this._actualFrame = 0;
  67177. _this._rawTextureWidth = 256;
  67178. /**
  67179. * An event triggered when the system is disposed.
  67180. */
  67181. _this.onDisposeObservable = new BABYLON.Observable();
  67182. /**
  67183. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  67184. * to override the particles.
  67185. */
  67186. _this.forceDepthWrite = false;
  67187. _this._preWarmDone = false;
  67188. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67189. // Setup the default processing configuration to the scene.
  67190. _this._attachImageProcessingConfiguration(null);
  67191. _this._engine = _this._scene.getEngine();
  67192. if (!options.randomTextureSize) {
  67193. delete options.randomTextureSize;
  67194. }
  67195. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  67196. var optionsAsNumber = options;
  67197. if (isFinite(optionsAsNumber)) {
  67198. fullOptions.capacity = optionsAsNumber;
  67199. }
  67200. _this._capacity = fullOptions.capacity;
  67201. _this._activeCount = fullOptions.capacity;
  67202. _this._currentActiveCount = 0;
  67203. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  67204. _this._scene.particleSystems.push(_this);
  67205. _this._updateEffectOptions = {
  67206. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  67207. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  67208. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  67209. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  67210. uniformBuffersNames: [],
  67211. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  67212. defines: "",
  67213. fallbacks: null,
  67214. onCompiled: null,
  67215. onError: null,
  67216. indexParameters: null,
  67217. maxSimultaneousLights: 0,
  67218. transformFeedbackVaryings: []
  67219. };
  67220. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67221. // Random data
  67222. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67223. var d = [];
  67224. for (var i = 0; i < maxTextureSize; ++i) {
  67225. d.push(Math.random());
  67226. d.push(Math.random());
  67227. d.push(Math.random());
  67228. d.push(Math.random());
  67229. }
  67230. _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);
  67231. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67232. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67233. d = [];
  67234. for (var i = 0; i < maxTextureSize; ++i) {
  67235. d.push(Math.random());
  67236. d.push(Math.random());
  67237. d.push(Math.random());
  67238. d.push(Math.random());
  67239. }
  67240. _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);
  67241. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67242. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67243. _this._randomTextureSize = maxTextureSize;
  67244. return _this;
  67245. }
  67246. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67247. /**
  67248. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67249. */
  67250. get: function () {
  67251. if (!BABYLON.Engine.LastCreatedEngine) {
  67252. return false;
  67253. }
  67254. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67255. },
  67256. enumerable: true,
  67257. configurable: true
  67258. });
  67259. /**
  67260. * Gets the maximum number of particles active at the same time.
  67261. * @returns The max number of active particles.
  67262. */
  67263. GPUParticleSystem.prototype.getCapacity = function () {
  67264. return this._capacity;
  67265. };
  67266. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67267. /**
  67268. * Gets or set the number of active particles
  67269. */
  67270. get: function () {
  67271. return this._activeCount;
  67272. },
  67273. set: function (value) {
  67274. this._activeCount = Math.min(value, this._capacity);
  67275. },
  67276. enumerable: true,
  67277. configurable: true
  67278. });
  67279. /**
  67280. * Is this system ready to be used/rendered
  67281. * @return true if the system is ready
  67282. */
  67283. GPUParticleSystem.prototype.isReady = function () {
  67284. if (!this._updateEffect) {
  67285. this._recreateUpdateEffect();
  67286. this._recreateRenderEffect();
  67287. return false;
  67288. }
  67289. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67290. return false;
  67291. }
  67292. return true;
  67293. };
  67294. /**
  67295. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67296. * @returns True if it has been started, otherwise false.
  67297. */
  67298. GPUParticleSystem.prototype.isStarted = function () {
  67299. return this._started;
  67300. };
  67301. /**
  67302. * Starts the particle system and begins to emit
  67303. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67304. */
  67305. GPUParticleSystem.prototype.start = function (delay) {
  67306. var _this = this;
  67307. if (delay === void 0) { delay = this.startDelay; }
  67308. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67309. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67310. }
  67311. if (delay) {
  67312. setTimeout(function () {
  67313. _this.start(0);
  67314. }, delay);
  67315. return;
  67316. }
  67317. this._started = true;
  67318. this._stopped = false;
  67319. this._preWarmDone = false;
  67320. // Animations
  67321. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67322. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67323. }
  67324. };
  67325. /**
  67326. * Stops the particle system.
  67327. */
  67328. GPUParticleSystem.prototype.stop = function () {
  67329. this._stopped = true;
  67330. };
  67331. /**
  67332. * Remove all active particles
  67333. */
  67334. GPUParticleSystem.prototype.reset = function () {
  67335. this._releaseBuffers();
  67336. this._releaseVAOs();
  67337. this._currentActiveCount = 0;
  67338. this._targetIndex = 0;
  67339. };
  67340. /**
  67341. * Returns the string "GPUParticleSystem"
  67342. * @returns a string containing the class name
  67343. */
  67344. GPUParticleSystem.prototype.getClassName = function () {
  67345. return "GPUParticleSystem";
  67346. };
  67347. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67348. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67349. this._releaseBuffers();
  67350. return this;
  67351. };
  67352. /**
  67353. * Adds a new color gradient
  67354. * @param gradient defines the gradient to use (between 0 and 1)
  67355. * @param color1 defines the color to affect to the specified gradient
  67356. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67357. * @returns the current particle system
  67358. */
  67359. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67360. if (!this._colorGradients) {
  67361. this._colorGradients = [];
  67362. }
  67363. var colorGradient = new BABYLON.ColorGradient();
  67364. colorGradient.gradient = gradient;
  67365. colorGradient.color1 = color1;
  67366. this._colorGradients.push(colorGradient);
  67367. this._colorGradients.sort(function (a, b) {
  67368. if (a.gradient < b.gradient) {
  67369. return -1;
  67370. }
  67371. else if (a.gradient > b.gradient) {
  67372. return 1;
  67373. }
  67374. return 0;
  67375. });
  67376. if (this._colorGradientsTexture) {
  67377. this._colorGradientsTexture.dispose();
  67378. this._colorGradientsTexture = null;
  67379. }
  67380. this._releaseBuffers();
  67381. return this;
  67382. };
  67383. /**
  67384. * Remove a specific color gradient
  67385. * @param gradient defines the gradient to remove
  67386. * @returns the current particle system
  67387. */
  67388. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67389. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67390. this._colorGradientsTexture = null;
  67391. return this;
  67392. };
  67393. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67394. var valueGradient = new BABYLON.FactorGradient();
  67395. valueGradient.gradient = gradient;
  67396. valueGradient.factor1 = factor;
  67397. factorGradients.push(valueGradient);
  67398. factorGradients.sort(function (a, b) {
  67399. if (a.gradient < b.gradient) {
  67400. return -1;
  67401. }
  67402. else if (a.gradient > b.gradient) {
  67403. return 1;
  67404. }
  67405. return 0;
  67406. });
  67407. this._releaseBuffers();
  67408. };
  67409. /**
  67410. * Adds a new size gradient
  67411. * @param gradient defines the gradient to use (between 0 and 1)
  67412. * @param factor defines the size factor to affect to the specified gradient
  67413. * @returns the current particle system
  67414. */
  67415. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67416. if (!this._sizeGradients) {
  67417. this._sizeGradients = [];
  67418. }
  67419. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67420. if (this._sizeGradientsTexture) {
  67421. this._sizeGradientsTexture.dispose();
  67422. this._sizeGradientsTexture = null;
  67423. }
  67424. this._releaseBuffers();
  67425. return this;
  67426. };
  67427. /**
  67428. * Remove a specific size gradient
  67429. * @param gradient defines the gradient to remove
  67430. * @returns the current particle system
  67431. */
  67432. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67433. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67434. this._sizeGradientsTexture = null;
  67435. return this;
  67436. };
  67437. /**
  67438. * Adds a new angular speed gradient
  67439. * @param gradient defines the gradient to use (between 0 and 1)
  67440. * @param factor defines the angular speed to affect to the specified gradient
  67441. * @returns the current particle system
  67442. */
  67443. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67444. if (!this._angularSpeedGradients) {
  67445. this._angularSpeedGradients = [];
  67446. }
  67447. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67448. if (this._angularSpeedGradientsTexture) {
  67449. this._angularSpeedGradientsTexture.dispose();
  67450. this._angularSpeedGradientsTexture = null;
  67451. }
  67452. this._releaseBuffers();
  67453. return this;
  67454. };
  67455. /**
  67456. * Remove a specific angular speed gradient
  67457. * @param gradient defines the gradient to remove
  67458. * @returns the current particle system
  67459. */
  67460. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67461. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67462. this._angularSpeedGradientsTexture = null;
  67463. return this;
  67464. };
  67465. /**
  67466. * Adds a new velocity gradient
  67467. * @param gradient defines the gradient to use (between 0 and 1)
  67468. * @param factor defines the velocity to affect to the specified gradient
  67469. * @returns the current particle system
  67470. */
  67471. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67472. if (!this._velocityGradients) {
  67473. this._velocityGradients = [];
  67474. }
  67475. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67476. if (this._velocityGradientsTexture) {
  67477. this._velocityGradientsTexture.dispose();
  67478. this._velocityGradientsTexture = null;
  67479. }
  67480. this._releaseBuffers();
  67481. return this;
  67482. };
  67483. /**
  67484. * Remove a specific velocity gradient
  67485. * @param gradient defines the gradient to remove
  67486. * @returns the current particle system
  67487. */
  67488. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67489. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67490. this._velocityGradientsTexture = null;
  67491. return this;
  67492. };
  67493. /**
  67494. * Adds a new limit velocity gradient
  67495. * @param gradient defines the gradient to use (between 0 and 1)
  67496. * @param factor defines the limit velocity value to affect to the specified gradient
  67497. * @returns the current particle system
  67498. */
  67499. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67500. if (!this._limitVelocityGradients) {
  67501. this._limitVelocityGradients = [];
  67502. }
  67503. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67504. if (this._limitVelocityGradientsTexture) {
  67505. this._limitVelocityGradientsTexture.dispose();
  67506. this._limitVelocityGradientsTexture = null;
  67507. }
  67508. this._releaseBuffers();
  67509. return this;
  67510. };
  67511. /**
  67512. * Remove a specific limit velocity gradient
  67513. * @param gradient defines the gradient to remove
  67514. * @returns the current particle system
  67515. */
  67516. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67517. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67518. this._limitVelocityGradientsTexture = null;
  67519. return this;
  67520. };
  67521. /**
  67522. * Adds a new drag gradient
  67523. * @param gradient defines the gradient to use (between 0 and 1)
  67524. * @param factor defines the drag value to affect to the specified gradient
  67525. * @returns the current particle system
  67526. */
  67527. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67528. if (!this._dragGradients) {
  67529. this._dragGradients = [];
  67530. }
  67531. this._addFactorGradient(this._dragGradients, gradient, factor);
  67532. if (this._dragGradientsTexture) {
  67533. this._dragGradientsTexture.dispose();
  67534. this._dragGradientsTexture = null;
  67535. }
  67536. this._releaseBuffers();
  67537. return this;
  67538. };
  67539. /**
  67540. * Remove a specific drag gradient
  67541. * @param gradient defines the gradient to remove
  67542. * @returns the current particle system
  67543. */
  67544. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67545. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67546. this._dragGradientsTexture = null;
  67547. return this;
  67548. };
  67549. /**
  67550. * Not supported by GPUParticleSystem
  67551. * @param gradient defines the gradient to use (between 0 and 1)
  67552. * @param factor defines the emit rate value to affect to the specified gradient
  67553. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67554. * @returns the current particle system
  67555. */
  67556. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67557. // Do nothing as emit rate is not supported by GPUParticleSystem
  67558. return this;
  67559. };
  67560. /**
  67561. * Not supported by GPUParticleSystem
  67562. * @param gradient defines the gradient to remove
  67563. * @returns the current particle system
  67564. */
  67565. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67566. // Do nothing as emit rate is not supported by GPUParticleSystem
  67567. return this;
  67568. };
  67569. /**
  67570. * Not supported by GPUParticleSystem
  67571. * @param gradient defines the gradient to use (between 0 and 1)
  67572. * @param factor defines the start size value to affect to the specified gradient
  67573. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67574. * @returns the current particle system
  67575. */
  67576. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67577. // Do nothing as start size is not supported by GPUParticleSystem
  67578. return this;
  67579. };
  67580. /**
  67581. * Not supported by GPUParticleSystem
  67582. * @param gradient defines the gradient to remove
  67583. * @returns the current particle system
  67584. */
  67585. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67586. // Do nothing as start size is not supported by GPUParticleSystem
  67587. return this;
  67588. };
  67589. /**
  67590. * Not supported by GPUParticleSystem
  67591. * @param gradient defines the gradient to use (between 0 and 1)
  67592. * @param min defines the color remap minimal range
  67593. * @param max defines the color remap maximal range
  67594. * @returns the current particle system
  67595. */
  67596. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67597. // Do nothing as start size is not supported by GPUParticleSystem
  67598. return this;
  67599. };
  67600. /**
  67601. * Not supported by GPUParticleSystem
  67602. * @param gradient defines the gradient to remove
  67603. * @returns the current particle system
  67604. */
  67605. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67606. // Do nothing as start size is not supported by GPUParticleSystem
  67607. return this;
  67608. };
  67609. /**
  67610. * Not supported by GPUParticleSystem
  67611. * @param gradient defines the gradient to use (between 0 and 1)
  67612. * @param min defines the alpha remap minimal range
  67613. * @param max defines the alpha remap maximal range
  67614. * @returns the current particle system
  67615. */
  67616. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67617. // Do nothing as start size is not supported by GPUParticleSystem
  67618. return this;
  67619. };
  67620. /**
  67621. * Not supported by GPUParticleSystem
  67622. * @param gradient defines the gradient to remove
  67623. * @returns the current particle system
  67624. */
  67625. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67626. // Do nothing as start size is not supported by GPUParticleSystem
  67627. return this;
  67628. };
  67629. /**
  67630. * Not supported by GPUParticleSystem
  67631. * @param gradient defines the gradient to use (between 0 and 1)
  67632. * @param color defines the color to affect to the specified gradient
  67633. * @returns the current particle system
  67634. */
  67635. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67636. //Not supported by GPUParticleSystem
  67637. return this;
  67638. };
  67639. /**
  67640. * Not supported by GPUParticleSystem
  67641. * @param gradient defines the gradient to remove
  67642. * @returns the current particle system
  67643. */
  67644. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67645. //Not supported by GPUParticleSystem
  67646. return this;
  67647. };
  67648. /**
  67649. * Not supported by GPUParticleSystem
  67650. * @returns the list of ramp gradients
  67651. */
  67652. GPUParticleSystem.prototype.getRampGradients = function () {
  67653. return null;
  67654. };
  67655. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67656. /**
  67657. * Not supported by GPUParticleSystem
  67658. * Gets or sets a boolean indicating that ramp gradients must be used
  67659. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67660. */
  67661. get: function () {
  67662. //Not supported by GPUParticleSystem
  67663. return false;
  67664. },
  67665. set: function (value) {
  67666. //Not supported by GPUParticleSystem
  67667. },
  67668. enumerable: true,
  67669. configurable: true
  67670. });
  67671. /**
  67672. * Not supported by GPUParticleSystem
  67673. * @param gradient defines the gradient to use (between 0 and 1)
  67674. * @param factor defines the life time factor to affect to the specified gradient
  67675. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67676. * @returns the current particle system
  67677. */
  67678. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67679. //Not supported by GPUParticleSystem
  67680. return this;
  67681. };
  67682. /**
  67683. * Not supported by GPUParticleSystem
  67684. * @param gradient defines the gradient to remove
  67685. * @returns the current particle system
  67686. */
  67687. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67688. //Not supported by GPUParticleSystem
  67689. return this;
  67690. };
  67691. GPUParticleSystem.prototype._reset = function () {
  67692. this._releaseBuffers();
  67693. };
  67694. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67695. var updateVertexBuffers = {};
  67696. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67697. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67698. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67699. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67700. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67701. var offset = 12;
  67702. if (!this._colorGradientsTexture) {
  67703. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67704. offset += 4;
  67705. }
  67706. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67707. offset += 3;
  67708. if (!this._isBillboardBased) {
  67709. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67710. offset += 3;
  67711. }
  67712. if (this._angularSpeedGradientsTexture) {
  67713. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67714. offset += 1;
  67715. }
  67716. else {
  67717. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67718. offset += 2;
  67719. }
  67720. if (this._isAnimationSheetEnabled) {
  67721. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67722. offset += 1;
  67723. if (this.spriteRandomStartCell) {
  67724. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67725. offset += 1;
  67726. }
  67727. }
  67728. if (this.noiseTexture) {
  67729. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67730. offset += 3;
  67731. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67732. offset += 3;
  67733. }
  67734. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67735. this._engine.bindArrayBuffer(null);
  67736. return vao;
  67737. };
  67738. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67739. var renderVertexBuffers = {};
  67740. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67741. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67742. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67743. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67744. var offset = 12;
  67745. if (!this._colorGradientsTexture) {
  67746. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67747. offset += 4;
  67748. }
  67749. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67750. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67751. }
  67752. offset += 3; // Direction
  67753. if (!this._isBillboardBased) {
  67754. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67755. offset += 3;
  67756. }
  67757. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67758. if (this._angularSpeedGradientsTexture) {
  67759. offset++;
  67760. }
  67761. else {
  67762. offset += 2;
  67763. }
  67764. if (this._isAnimationSheetEnabled) {
  67765. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67766. offset += 1;
  67767. if (this.spriteRandomStartCell) {
  67768. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67769. offset += 1;
  67770. }
  67771. }
  67772. if (this.noiseTexture) {
  67773. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67774. offset += 3;
  67775. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67776. offset += 3;
  67777. }
  67778. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67779. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67780. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67781. this._engine.bindArrayBuffer(null);
  67782. return vao;
  67783. };
  67784. GPUParticleSystem.prototype._initialize = function (force) {
  67785. if (force === void 0) { force = false; }
  67786. if (this._buffer0 && !force) {
  67787. return;
  67788. }
  67789. var engine = this._scene.getEngine();
  67790. var data = new Array();
  67791. this._attributesStrideSize = 21;
  67792. this._targetIndex = 0;
  67793. if (!this.isBillboardBased) {
  67794. this._attributesStrideSize += 3;
  67795. }
  67796. if (this._colorGradientsTexture) {
  67797. this._attributesStrideSize -= 4;
  67798. }
  67799. if (this._angularSpeedGradientsTexture) {
  67800. this._attributesStrideSize -= 1;
  67801. }
  67802. if (this._isAnimationSheetEnabled) {
  67803. this._attributesStrideSize += 1;
  67804. if (this.spriteRandomStartCell) {
  67805. this._attributesStrideSize += 1;
  67806. }
  67807. }
  67808. if (this.noiseTexture) {
  67809. this._attributesStrideSize += 6;
  67810. }
  67811. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67812. // position
  67813. data.push(0.0);
  67814. data.push(0.0);
  67815. data.push(0.0);
  67816. // Age and life
  67817. data.push(0.0); // create the particle as a dead one to create a new one at start
  67818. data.push(0.0);
  67819. // Seed
  67820. data.push(Math.random());
  67821. data.push(Math.random());
  67822. data.push(Math.random());
  67823. data.push(Math.random());
  67824. // Size
  67825. data.push(0.0);
  67826. data.push(0.0);
  67827. data.push(0.0);
  67828. if (!this._colorGradientsTexture) {
  67829. // color
  67830. data.push(0.0);
  67831. data.push(0.0);
  67832. data.push(0.0);
  67833. data.push(0.0);
  67834. }
  67835. // direction
  67836. data.push(0.0);
  67837. data.push(0.0);
  67838. data.push(0.0);
  67839. if (!this.isBillboardBased) {
  67840. // initialDirection
  67841. data.push(0.0);
  67842. data.push(0.0);
  67843. data.push(0.0);
  67844. }
  67845. // angle
  67846. data.push(0.0);
  67847. if (!this._angularSpeedGradientsTexture) {
  67848. data.push(0.0);
  67849. }
  67850. if (this._isAnimationSheetEnabled) {
  67851. data.push(0.0);
  67852. if (this.spriteRandomStartCell) {
  67853. data.push(0.0);
  67854. }
  67855. }
  67856. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67857. data.push(Math.random());
  67858. data.push(Math.random());
  67859. data.push(Math.random());
  67860. data.push(Math.random());
  67861. data.push(Math.random());
  67862. data.push(Math.random());
  67863. }
  67864. }
  67865. // Sprite data
  67866. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67867. -0.5, 0.5, 0, 1,
  67868. -0.5, -0.5, 0, 0,
  67869. 0.5, -0.5, 1, 0]);
  67870. // Buffers
  67871. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67872. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67873. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67874. // Update VAO
  67875. this._updateVAO = [];
  67876. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67877. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67878. // Render VAO
  67879. this._renderVAO = [];
  67880. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67881. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67882. // Links
  67883. this._sourceBuffer = this._buffer0;
  67884. this._targetBuffer = this._buffer1;
  67885. };
  67886. /** @hidden */
  67887. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67888. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67889. if (this._isBillboardBased) {
  67890. defines += "\n#define BILLBOARD";
  67891. }
  67892. if (this._colorGradientsTexture) {
  67893. defines += "\n#define COLORGRADIENTS";
  67894. }
  67895. if (this._sizeGradientsTexture) {
  67896. defines += "\n#define SIZEGRADIENTS";
  67897. }
  67898. if (this._angularSpeedGradientsTexture) {
  67899. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67900. }
  67901. if (this._velocityGradientsTexture) {
  67902. defines += "\n#define VELOCITYGRADIENTS";
  67903. }
  67904. if (this._limitVelocityGradientsTexture) {
  67905. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67906. }
  67907. if (this._dragGradientsTexture) {
  67908. defines += "\n#define DRAGGRADIENTS";
  67909. }
  67910. if (this.isAnimationSheetEnabled) {
  67911. defines += "\n#define ANIMATESHEET";
  67912. if (this.spriteRandomStartCell) {
  67913. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67914. }
  67915. }
  67916. if (this.noiseTexture) {
  67917. defines += "\n#define NOISE";
  67918. }
  67919. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67920. return;
  67921. }
  67922. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67923. if (!this._colorGradientsTexture) {
  67924. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67925. }
  67926. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67927. if (!this._isBillboardBased) {
  67928. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67929. }
  67930. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67931. if (this.isAnimationSheetEnabled) {
  67932. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67933. if (this.spriteRandomStartCell) {
  67934. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67935. }
  67936. }
  67937. if (this.noiseTexture) {
  67938. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67939. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67940. }
  67941. this._updateEffectOptions.defines = defines;
  67942. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67943. };
  67944. /** @hidden */
  67945. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67946. var defines = "";
  67947. if (this._scene.clipPlane) {
  67948. defines = "\n#define CLIPPLANE";
  67949. }
  67950. if (this._scene.clipPlane2) {
  67951. defines = "\n#define CLIPPLANE2";
  67952. }
  67953. if (this._scene.clipPlane3) {
  67954. defines = "\n#define CLIPPLANE3";
  67955. }
  67956. if (this._scene.clipPlane4) {
  67957. defines = "\n#define CLIPPLANE4";
  67958. }
  67959. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67960. defines = "\n#define BLENDMULTIPLYMODE";
  67961. }
  67962. if (this._isBillboardBased) {
  67963. defines += "\n#define BILLBOARD";
  67964. switch (this.billboardMode) {
  67965. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67966. defines += "\n#define BILLBOARDY";
  67967. break;
  67968. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67969. defines += "\n#define BILLBOARDSTRETCHED";
  67970. break;
  67971. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67972. default:
  67973. break;
  67974. }
  67975. }
  67976. if (this._colorGradientsTexture) {
  67977. defines += "\n#define COLORGRADIENTS";
  67978. }
  67979. if (this.isAnimationSheetEnabled) {
  67980. defines += "\n#define ANIMATESHEET";
  67981. }
  67982. if (this._imageProcessingConfiguration) {
  67983. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67984. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67985. }
  67986. if (this._renderEffect && this._renderEffect.defines === defines) {
  67987. return;
  67988. }
  67989. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67990. var samplers = ["textureSampler", "colorGradientSampler"];
  67991. if (BABYLON.ImageProcessingConfiguration) {
  67992. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67993. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67994. }
  67995. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67996. };
  67997. /**
  67998. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67999. * @param preWarm defines if we are in the pre-warmimg phase
  68000. */
  68001. GPUParticleSystem.prototype.animate = function (preWarm) {
  68002. if (preWarm === void 0) { preWarm = false; }
  68003. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  68004. this._actualFrame += this._timeDelta;
  68005. if (!this._stopped) {
  68006. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  68007. this.stop();
  68008. }
  68009. }
  68010. };
  68011. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  68012. var texture = this[textureName];
  68013. if (!factorGradients || !factorGradients.length || texture) {
  68014. return;
  68015. }
  68016. var data = new Float32Array(this._rawTextureWidth);
  68017. for (var x = 0; x < this._rawTextureWidth; x++) {
  68018. var ratio = x / this._rawTextureWidth;
  68019. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  68020. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  68021. });
  68022. }
  68023. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68024. };
  68025. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  68026. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  68027. };
  68028. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  68029. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  68030. };
  68031. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  68032. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  68033. };
  68034. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  68035. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  68036. };
  68037. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  68038. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  68039. };
  68040. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  68041. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  68042. return;
  68043. }
  68044. var data = new Uint8Array(this._rawTextureWidth * 4);
  68045. var tmpColor = BABYLON.Tmp.Color4[0];
  68046. for (var x = 0; x < this._rawTextureWidth; x++) {
  68047. var ratio = x / this._rawTextureWidth;
  68048. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  68049. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  68050. data[x * 4] = tmpColor.r * 255;
  68051. data[x * 4 + 1] = tmpColor.g * 255;
  68052. data[x * 4 + 2] = tmpColor.b * 255;
  68053. data[x * 4 + 3] = tmpColor.a * 255;
  68054. });
  68055. }
  68056. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68057. };
  68058. /**
  68059. * Renders the particle system in its current state
  68060. * @param preWarm defines if the system should only update the particles but not render them
  68061. * @returns the current number of particles
  68062. */
  68063. GPUParticleSystem.prototype.render = function (preWarm) {
  68064. if (preWarm === void 0) { preWarm = false; }
  68065. if (!this._started) {
  68066. return 0;
  68067. }
  68068. this._createColorGradientTexture();
  68069. this._createSizeGradientTexture();
  68070. this._createAngularSpeedGradientTexture();
  68071. this._createVelocityGradientTexture();
  68072. this._createLimitVelocityGradientTexture();
  68073. this._createDragGradientTexture();
  68074. this._recreateUpdateEffect();
  68075. this._recreateRenderEffect();
  68076. if (!this.isReady()) {
  68077. return 0;
  68078. }
  68079. if (!preWarm) {
  68080. if (!this._preWarmDone && this.preWarmCycles) {
  68081. for (var index = 0; index < this.preWarmCycles; index++) {
  68082. this.animate(true);
  68083. this.render(true);
  68084. }
  68085. this._preWarmDone = true;
  68086. }
  68087. if (this._currentRenderId === this._scene.getFrameId()) {
  68088. return 0;
  68089. }
  68090. this._currentRenderId = this._scene.getFrameId();
  68091. }
  68092. // Get everything ready to render
  68093. this._initialize();
  68094. this._accumulatedCount += this.emitRate * this._timeDelta;
  68095. if (this._accumulatedCount > 1) {
  68096. var intPart = this._accumulatedCount | 0;
  68097. this._accumulatedCount -= intPart;
  68098. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  68099. }
  68100. if (!this._currentActiveCount) {
  68101. return 0;
  68102. }
  68103. // Enable update effect
  68104. this._engine.enableEffect(this._updateEffect);
  68105. this._engine.setState(false);
  68106. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  68107. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  68108. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  68109. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  68110. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  68111. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  68112. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  68113. if (!this._colorGradientsTexture) {
  68114. this._updateEffect.setDirectColor4("color1", this.color1);
  68115. this._updateEffect.setDirectColor4("color2", this.color2);
  68116. }
  68117. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  68118. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  68119. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  68120. this._updateEffect.setVector3("gravity", this.gravity);
  68121. if (this._sizeGradientsTexture) {
  68122. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  68123. }
  68124. if (this._angularSpeedGradientsTexture) {
  68125. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  68126. }
  68127. if (this._velocityGradientsTexture) {
  68128. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  68129. }
  68130. if (this._limitVelocityGradientsTexture) {
  68131. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  68132. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  68133. }
  68134. if (this._dragGradientsTexture) {
  68135. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  68136. }
  68137. if (this.particleEmitterType) {
  68138. this.particleEmitterType.applyToShader(this._updateEffect);
  68139. }
  68140. if (this._isAnimationSheetEnabled) {
  68141. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  68142. }
  68143. if (this.noiseTexture) {
  68144. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  68145. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  68146. }
  68147. var emitterWM;
  68148. if (this.emitter.position) {
  68149. var emitterMesh = this.emitter;
  68150. emitterWM = emitterMesh.getWorldMatrix();
  68151. }
  68152. else {
  68153. var emitterPosition = this.emitter;
  68154. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  68155. }
  68156. this._updateEffect.setMatrix("emitterWM", emitterWM);
  68157. // Bind source VAO
  68158. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  68159. // Update
  68160. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  68161. this._engine.setRasterizerState(false);
  68162. this._engine.beginTransformFeedback(true);
  68163. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  68164. this._engine.endTransformFeedback();
  68165. this._engine.setRasterizerState(true);
  68166. this._engine.bindTransformFeedbackBuffer(null);
  68167. if (!preWarm) {
  68168. // Enable render effect
  68169. this._engine.enableEffect(this._renderEffect);
  68170. var viewMatrix = this._scene.getViewMatrix();
  68171. this._renderEffect.setMatrix("view", viewMatrix);
  68172. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  68173. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  68174. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  68175. if (this._colorGradientsTexture) {
  68176. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  68177. }
  68178. else {
  68179. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  68180. }
  68181. if (this._isAnimationSheetEnabled && this.particleTexture) {
  68182. var baseSize = this.particleTexture.getBaseSize();
  68183. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  68184. }
  68185. if (this._isBillboardBased) {
  68186. var camera = this._scene.activeCamera;
  68187. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  68188. }
  68189. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  68190. var invView = viewMatrix.clone();
  68191. invView.invert();
  68192. this._renderEffect.setMatrix("invView", invView);
  68193. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  68194. }
  68195. // image processing
  68196. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  68197. this._imageProcessingConfiguration.bind(this._renderEffect);
  68198. }
  68199. // Draw order
  68200. switch (this.blendMode) {
  68201. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  68202. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  68203. break;
  68204. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  68205. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  68206. break;
  68207. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  68208. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  68209. break;
  68210. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  68211. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  68212. break;
  68213. }
  68214. if (this.forceDepthWrite) {
  68215. this._engine.setDepthWrite(true);
  68216. }
  68217. // Bind source VAO
  68218. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68219. // Render
  68220. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68221. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68222. }
  68223. // Switch VAOs
  68224. this._targetIndex++;
  68225. if (this._targetIndex === 2) {
  68226. this._targetIndex = 0;
  68227. }
  68228. // Switch buffers
  68229. var tmpBuffer = this._sourceBuffer;
  68230. this._sourceBuffer = this._targetBuffer;
  68231. this._targetBuffer = tmpBuffer;
  68232. return this._currentActiveCount;
  68233. };
  68234. /**
  68235. * Rebuilds the particle system
  68236. */
  68237. GPUParticleSystem.prototype.rebuild = function () {
  68238. this._initialize(true);
  68239. };
  68240. GPUParticleSystem.prototype._releaseBuffers = function () {
  68241. if (this._buffer0) {
  68242. this._buffer0.dispose();
  68243. this._buffer0 = null;
  68244. }
  68245. if (this._buffer1) {
  68246. this._buffer1.dispose();
  68247. this._buffer1 = null;
  68248. }
  68249. if (this._spriteBuffer) {
  68250. this._spriteBuffer.dispose();
  68251. this._spriteBuffer = null;
  68252. }
  68253. };
  68254. GPUParticleSystem.prototype._releaseVAOs = function () {
  68255. if (!this._updateVAO) {
  68256. return;
  68257. }
  68258. for (var index = 0; index < this._updateVAO.length; index++) {
  68259. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68260. }
  68261. this._updateVAO = [];
  68262. for (var index = 0; index < this._renderVAO.length; index++) {
  68263. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68264. }
  68265. this._renderVAO = [];
  68266. };
  68267. /**
  68268. * Disposes the particle system and free the associated resources
  68269. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68270. */
  68271. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68272. if (disposeTexture === void 0) { disposeTexture = true; }
  68273. var index = this._scene.particleSystems.indexOf(this);
  68274. if (index > -1) {
  68275. this._scene.particleSystems.splice(index, 1);
  68276. }
  68277. this._releaseBuffers();
  68278. this._releaseVAOs();
  68279. if (this._colorGradientsTexture) {
  68280. this._colorGradientsTexture.dispose();
  68281. this._colorGradientsTexture = null;
  68282. }
  68283. if (this._sizeGradientsTexture) {
  68284. this._sizeGradientsTexture.dispose();
  68285. this._sizeGradientsTexture = null;
  68286. }
  68287. if (this._angularSpeedGradientsTexture) {
  68288. this._angularSpeedGradientsTexture.dispose();
  68289. this._angularSpeedGradientsTexture = null;
  68290. }
  68291. if (this._velocityGradientsTexture) {
  68292. this._velocityGradientsTexture.dispose();
  68293. this._velocityGradientsTexture = null;
  68294. }
  68295. if (this._limitVelocityGradientsTexture) {
  68296. this._limitVelocityGradientsTexture.dispose();
  68297. this._limitVelocityGradientsTexture = null;
  68298. }
  68299. if (this._dragGradientsTexture) {
  68300. this._dragGradientsTexture.dispose();
  68301. this._dragGradientsTexture = null;
  68302. }
  68303. if (this._randomTexture) {
  68304. this._randomTexture.dispose();
  68305. this._randomTexture = null;
  68306. }
  68307. if (this._randomTexture2) {
  68308. this._randomTexture2.dispose();
  68309. this._randomTexture2 = null;
  68310. }
  68311. if (disposeTexture && this.particleTexture) {
  68312. this.particleTexture.dispose();
  68313. this.particleTexture = null;
  68314. }
  68315. if (disposeTexture && this.noiseTexture) {
  68316. this.noiseTexture.dispose();
  68317. this.noiseTexture = null;
  68318. }
  68319. // Callback
  68320. this.onDisposeObservable.notifyObservers(this);
  68321. this.onDisposeObservable.clear();
  68322. };
  68323. /**
  68324. * Clones the particle system.
  68325. * @param name The name of the cloned object
  68326. * @param newEmitter The new emitter to use
  68327. * @returns the cloned particle system
  68328. */
  68329. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68330. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68331. BABYLON.Tools.DeepCopy(this, result);
  68332. if (newEmitter === undefined) {
  68333. newEmitter = this.emitter;
  68334. }
  68335. result.emitter = newEmitter;
  68336. if (this.particleTexture) {
  68337. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68338. }
  68339. return result;
  68340. };
  68341. /**
  68342. * Serializes the particle system to a JSON object.
  68343. * @returns the JSON object
  68344. */
  68345. GPUParticleSystem.prototype.serialize = function () {
  68346. var serializationObject = {};
  68347. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68348. serializationObject.activeParticleCount = this.activeParticleCount;
  68349. return serializationObject;
  68350. };
  68351. /**
  68352. * Parses a JSON object to create a GPU particle system.
  68353. * @param parsedParticleSystem The JSON object to parse
  68354. * @param scene The scene to create the particle system in
  68355. * @param rootUrl The root url to use to load external dependencies like texture
  68356. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68357. * @returns the parsed GPU particle system
  68358. */
  68359. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68360. if (doNotStart === void 0) { doNotStart = false; }
  68361. var name = parsedParticleSystem.name;
  68362. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68363. if (parsedParticleSystem.activeParticleCount) {
  68364. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68365. }
  68366. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68367. // Auto start
  68368. if (parsedParticleSystem.preventAutoStart) {
  68369. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68370. }
  68371. if (!doNotStart && !particleSystem.preventAutoStart) {
  68372. particleSystem.start();
  68373. }
  68374. return particleSystem;
  68375. };
  68376. return GPUParticleSystem;
  68377. }(BABYLON.BaseParticleSystem));
  68378. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68379. })(BABYLON || (BABYLON = {}));
  68380. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68381. var BABYLON;
  68382. (function (BABYLON) {
  68383. /**
  68384. * Represents one particle of a solid particle system.
  68385. */
  68386. var SolidParticle = /** @class */ (function () {
  68387. /**
  68388. * Creates a Solid Particle object.
  68389. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68390. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68391. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68392. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68393. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68394. * @param shapeId (integer) is the model shape identifier in the SPS.
  68395. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68396. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68397. */
  68398. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68399. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68400. /**
  68401. * particle global index
  68402. */
  68403. this.idx = 0;
  68404. /**
  68405. * The color of the particle
  68406. */
  68407. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68408. /**
  68409. * The world space position of the particle.
  68410. */
  68411. this.position = BABYLON.Vector3.Zero();
  68412. /**
  68413. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68414. */
  68415. this.rotation = BABYLON.Vector3.Zero();
  68416. /**
  68417. * The scaling of the particle.
  68418. */
  68419. this.scaling = BABYLON.Vector3.One();
  68420. /**
  68421. * The uvs of the particle.
  68422. */
  68423. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68424. /**
  68425. * The current speed of the particle.
  68426. */
  68427. this.velocity = BABYLON.Vector3.Zero();
  68428. /**
  68429. * The pivot point in the particle local space.
  68430. */
  68431. this.pivot = BABYLON.Vector3.Zero();
  68432. /**
  68433. * Must the particle be translated from its pivot point in its local space ?
  68434. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68435. * Default : false
  68436. */
  68437. this.translateFromPivot = false;
  68438. /**
  68439. * Is the particle active or not ?
  68440. */
  68441. this.alive = true;
  68442. /**
  68443. * Is the particle visible or not ?
  68444. */
  68445. this.isVisible = true;
  68446. /**
  68447. * Index of this particle in the global "positions" array (Internal use)
  68448. * @hidden
  68449. */
  68450. this._pos = 0;
  68451. /**
  68452. * @hidden Index of this particle in the global "indices" array (Internal use)
  68453. */
  68454. this._ind = 0;
  68455. /**
  68456. * ModelShape id of this particle
  68457. */
  68458. this.shapeId = 0;
  68459. /**
  68460. * Index of the particle in its shape id (Internal use)
  68461. */
  68462. this.idxInShape = 0;
  68463. /**
  68464. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68465. */
  68466. this._stillInvisible = false;
  68467. /**
  68468. * @hidden Last computed particle rotation matrix
  68469. */
  68470. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68471. /**
  68472. * Parent particle Id, if any.
  68473. * Default null.
  68474. */
  68475. this.parentId = null;
  68476. /**
  68477. * @hidden Internal global position in the SPS.
  68478. */
  68479. this._globalPosition = BABYLON.Vector3.Zero();
  68480. this.idx = particleIndex;
  68481. this._pos = positionIndex;
  68482. this._ind = indiceIndex;
  68483. this._model = model;
  68484. this.shapeId = shapeId;
  68485. this.idxInShape = idxInShape;
  68486. this._sps = sps;
  68487. if (modelBoundingInfo) {
  68488. this._modelBoundingInfo = modelBoundingInfo;
  68489. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68490. }
  68491. }
  68492. Object.defineProperty(SolidParticle.prototype, "scale", {
  68493. /**
  68494. * Legacy support, changed scale to scaling
  68495. */
  68496. get: function () {
  68497. return this.scaling;
  68498. },
  68499. /**
  68500. * Legacy support, changed scale to scaling
  68501. */
  68502. set: function (scale) {
  68503. this.scaling = scale;
  68504. },
  68505. enumerable: true,
  68506. configurable: true
  68507. });
  68508. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68509. /**
  68510. * Legacy support, changed quaternion to rotationQuaternion
  68511. */
  68512. get: function () {
  68513. return this.rotationQuaternion;
  68514. },
  68515. /**
  68516. * Legacy support, changed quaternion to rotationQuaternion
  68517. */
  68518. set: function (q) {
  68519. this.rotationQuaternion = q;
  68520. },
  68521. enumerable: true,
  68522. configurable: true
  68523. });
  68524. /**
  68525. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68526. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68527. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68528. * @returns true if it intersects
  68529. */
  68530. SolidParticle.prototype.intersectsMesh = function (target) {
  68531. if (!this._boundingInfo || !target._boundingInfo) {
  68532. return false;
  68533. }
  68534. if (this._sps._bSphereOnly) {
  68535. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68536. }
  68537. return this._boundingInfo.intersects(target._boundingInfo, false);
  68538. };
  68539. /**
  68540. * get the rotation matrix of the particle
  68541. * @hidden
  68542. */
  68543. SolidParticle.prototype.getRotationMatrix = function (m) {
  68544. var quaternion;
  68545. if (this.rotationQuaternion) {
  68546. quaternion = this.rotationQuaternion;
  68547. }
  68548. else {
  68549. quaternion = BABYLON.Tmp.Quaternion[0];
  68550. var rotation = this.rotation;
  68551. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68552. }
  68553. quaternion.toRotationMatrix(m);
  68554. };
  68555. return SolidParticle;
  68556. }());
  68557. BABYLON.SolidParticle = SolidParticle;
  68558. /**
  68559. * Represents the shape of the model used by one particle of a solid particle system.
  68560. * SPS internal tool, don't use it manually.
  68561. */
  68562. var ModelShape = /** @class */ (function () {
  68563. /**
  68564. * 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.
  68565. * SPS internal tool, don't use it manually.
  68566. * @hidden
  68567. */
  68568. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68569. /**
  68570. * length of the shape in the model indices array (internal use)
  68571. * @hidden
  68572. */
  68573. this._indicesLength = 0;
  68574. this.shapeID = id;
  68575. this._shape = shape;
  68576. this._indicesLength = indicesLength;
  68577. this._shapeUV = shapeUV;
  68578. this._positionFunction = posFunction;
  68579. this._vertexFunction = vtxFunction;
  68580. }
  68581. return ModelShape;
  68582. }());
  68583. BABYLON.ModelShape = ModelShape;
  68584. /**
  68585. * Represents a Depth Sorted Particle in the solid particle system.
  68586. */
  68587. var DepthSortedParticle = /** @class */ (function () {
  68588. function DepthSortedParticle() {
  68589. /**
  68590. * Index of the particle in the "indices" array
  68591. */
  68592. this.ind = 0;
  68593. /**
  68594. * Length of the particle shape in the "indices" array
  68595. */
  68596. this.indicesLength = 0;
  68597. /**
  68598. * Squared distance from the particle to the camera
  68599. */
  68600. this.sqDistance = 0.0;
  68601. }
  68602. return DepthSortedParticle;
  68603. }());
  68604. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68605. })(BABYLON || (BABYLON = {}));
  68606. //# sourceMappingURL=babylon.solidParticle.js.map
  68607. var BABYLON;
  68608. (function (BABYLON) {
  68609. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68610. /**
  68611. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68612. *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.
  68613. * The SPS is also a particle system. It provides some methods to manage the particles.
  68614. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68615. *
  68616. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68617. */
  68618. var SolidParticleSystem = /** @class */ (function () {
  68619. /**
  68620. * Creates a SPS (Solid Particle System) object.
  68621. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68622. * @param scene (Scene) is the scene in which the SPS is added.
  68623. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68624. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68625. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68626. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68627. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68628. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68629. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68630. */
  68631. function SolidParticleSystem(name, scene, options) {
  68632. /**
  68633. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68634. * Example : var p = SPS.particles[i];
  68635. */
  68636. this.particles = new Array();
  68637. /**
  68638. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68639. */
  68640. this.nbParticles = 0;
  68641. /**
  68642. * If the particles must ever face the camera (default false). Useful for planar particles.
  68643. */
  68644. this.billboard = false;
  68645. /**
  68646. * Recompute normals when adding a shape
  68647. */
  68648. this.recomputeNormals = true;
  68649. /**
  68650. * This a counter ofr your own usage. It's not set by any SPS functions.
  68651. */
  68652. this.counter = 0;
  68653. /**
  68654. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68655. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68656. */
  68657. this.vars = {};
  68658. /**
  68659. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68660. * @hidden
  68661. */
  68662. this._bSphereOnly = false;
  68663. /**
  68664. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68665. * @hidden
  68666. */
  68667. this._bSphereRadiusFactor = 1.0;
  68668. this._positions = new Array();
  68669. this._indices = new Array();
  68670. this._normals = new Array();
  68671. this._colors = new Array();
  68672. this._uvs = new Array();
  68673. this._index = 0; // indices index
  68674. this._updatable = true;
  68675. this._pickable = false;
  68676. this._isVisibilityBoxLocked = false;
  68677. this._alwaysVisible = false;
  68678. this._depthSort = false;
  68679. this._shapeCounter = 0;
  68680. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68681. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68682. this._computeParticleColor = true;
  68683. this._computeParticleTexture = true;
  68684. this._computeParticleRotation = true;
  68685. this._computeParticleVertex = false;
  68686. this._computeBoundingBox = false;
  68687. this._depthSortParticles = true;
  68688. this._mustUnrotateFixedNormals = false;
  68689. this._particlesIntersect = false;
  68690. this._needs32Bits = false;
  68691. this.name = name;
  68692. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68693. this._camera = scene.activeCamera;
  68694. this._pickable = options ? options.isPickable : false;
  68695. this._depthSort = options ? options.enableDepthSort : false;
  68696. this._particlesIntersect = options ? options.particleIntersection : false;
  68697. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68698. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68699. if (options && options.updatable !== undefined) {
  68700. this._updatable = options.updatable;
  68701. }
  68702. else {
  68703. this._updatable = true;
  68704. }
  68705. if (this._pickable) {
  68706. this.pickedParticles = [];
  68707. }
  68708. if (this._depthSort) {
  68709. this.depthSortedParticles = [];
  68710. }
  68711. }
  68712. /**
  68713. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68714. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68715. * @returns the created mesh
  68716. */
  68717. SolidParticleSystem.prototype.buildMesh = function () {
  68718. if (this.nbParticles === 0) {
  68719. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68720. this.addShape(triangle, 1);
  68721. triangle.dispose();
  68722. }
  68723. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68724. this._positions32 = new Float32Array(this._positions);
  68725. this._uvs32 = new Float32Array(this._uvs);
  68726. this._colors32 = new Float32Array(this._colors);
  68727. if (this.recomputeNormals) {
  68728. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68729. }
  68730. this._normals32 = new Float32Array(this._normals);
  68731. this._fixedNormal32 = new Float32Array(this._normals);
  68732. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68733. this._unrotateFixedNormals();
  68734. }
  68735. var vertexData = new BABYLON.VertexData();
  68736. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68737. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68738. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68739. if (this._uvs32.length > 0) {
  68740. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68741. }
  68742. if (this._colors32.length > 0) {
  68743. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68744. }
  68745. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68746. vertexData.applyToMesh(mesh, this._updatable);
  68747. this.mesh = mesh;
  68748. this.mesh.isPickable = this._pickable;
  68749. // free memory
  68750. if (!this._depthSort) {
  68751. this._indices = null;
  68752. }
  68753. this._positions = null;
  68754. this._normals = null;
  68755. this._uvs = null;
  68756. this._colors = null;
  68757. if (!this._updatable) {
  68758. this.particles.length = 0;
  68759. }
  68760. return mesh;
  68761. };
  68762. /**
  68763. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68764. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68765. * Thus the particles generated from `digest()` have their property `position` set yet.
  68766. * @param mesh ( Mesh ) is the mesh to be digested
  68767. * @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
  68768. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68769. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68770. * @returns the current SPS
  68771. */
  68772. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68773. var size = (options && options.facetNb) || 1;
  68774. var number = (options && options.number) || 0;
  68775. var delta = (options && options.delta) || 0;
  68776. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68777. var meshInd = mesh.getIndices();
  68778. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68779. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68780. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68781. var f = 0; // facet counter
  68782. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68783. // compute size from number
  68784. if (number) {
  68785. number = (number > totalFacets) ? totalFacets : number;
  68786. size = Math.round(totalFacets / number);
  68787. delta = 0;
  68788. }
  68789. else {
  68790. size = (size > totalFacets) ? totalFacets : size;
  68791. }
  68792. var facetPos = []; // submesh positions
  68793. var facetInd = []; // submesh indices
  68794. var facetUV = []; // submesh UV
  68795. var facetCol = []; // submesh colors
  68796. var barycenter = BABYLON.Vector3.Zero();
  68797. var sizeO = size;
  68798. while (f < totalFacets) {
  68799. size = sizeO + Math.floor((1 + delta) * Math.random());
  68800. if (f > totalFacets - size) {
  68801. size = totalFacets - f;
  68802. }
  68803. // reset temp arrays
  68804. facetPos.length = 0;
  68805. facetInd.length = 0;
  68806. facetUV.length = 0;
  68807. facetCol.length = 0;
  68808. // iterate over "size" facets
  68809. var fi = 0;
  68810. for (var j = f * 3; j < (f + size) * 3; j++) {
  68811. facetInd.push(fi);
  68812. var i = meshInd[j];
  68813. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68814. if (meshUV) {
  68815. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68816. }
  68817. if (meshCol) {
  68818. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68819. }
  68820. fi++;
  68821. }
  68822. // create a model shape for each single particle
  68823. var idx = this.nbParticles;
  68824. var shape = this._posToShape(facetPos);
  68825. var shapeUV = this._uvsToShapeUV(facetUV);
  68826. // compute the barycenter of the shape
  68827. var v;
  68828. for (v = 0; v < shape.length; v++) {
  68829. barycenter.addInPlace(shape[v]);
  68830. }
  68831. barycenter.scaleInPlace(1 / shape.length);
  68832. // shift the shape from its barycenter to the origin
  68833. for (v = 0; v < shape.length; v++) {
  68834. shape[v].subtractInPlace(barycenter);
  68835. }
  68836. var bInfo;
  68837. if (this._particlesIntersect) {
  68838. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68839. }
  68840. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68841. // add the particle in the SPS
  68842. var currentPos = this._positions.length;
  68843. var currentInd = this._indices.length;
  68844. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68845. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68846. // initialize the particle position
  68847. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68848. this._index += shape.length;
  68849. idx++;
  68850. this.nbParticles++;
  68851. this._shapeCounter++;
  68852. f += size;
  68853. }
  68854. return this;
  68855. };
  68856. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68857. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68858. var index = 0;
  68859. var idx = 0;
  68860. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68861. var quaternion = BABYLON.Tmp.Quaternion[0];
  68862. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68863. for (var p = 0; p < this.particles.length; p++) {
  68864. var particle = this.particles[p];
  68865. var shape = particle._model._shape;
  68866. // computing the inverse of the rotation matrix from the quaternion
  68867. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68868. if (particle.rotationQuaternion) {
  68869. particle.rotationQuaternion.conjugateToRef(quaternion);
  68870. }
  68871. else {
  68872. var rotation = particle.rotation;
  68873. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68874. quaternion.conjugateInPlace();
  68875. }
  68876. quaternion.toRotationMatrix(invertedRotMatrix);
  68877. for (var pt = 0; pt < shape.length; pt++) {
  68878. idx = index + pt * 3;
  68879. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68880. tmpNormal.toArray(this._fixedNormal32, idx);
  68881. }
  68882. index = idx + 3;
  68883. }
  68884. };
  68885. //reset copy
  68886. SolidParticleSystem.prototype._resetCopy = function () {
  68887. var copy = this._copy;
  68888. copy.position.setAll(0);
  68889. copy.rotation.setAll(0);
  68890. copy.rotationQuaternion = null;
  68891. copy.scaling.setAll(1);
  68892. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68893. copy.color = null;
  68894. copy.translateFromPivot = false;
  68895. };
  68896. // _meshBuilder : inserts the shape model in the global SPS mesh
  68897. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68898. var i;
  68899. var u = 0;
  68900. var c = 0;
  68901. var n = 0;
  68902. this._resetCopy();
  68903. var copy = this._copy;
  68904. if (options && options.positionFunction) { // call to custom positionFunction
  68905. options.positionFunction(copy, idx, idxInShape);
  68906. this._mustUnrotateFixedNormals = true;
  68907. }
  68908. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68909. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68910. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68911. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68912. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68913. copy.getRotationMatrix(rotMatrix);
  68914. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68915. if (copy.translateFromPivot) {
  68916. pivotBackTranslation.setAll(0.0);
  68917. }
  68918. else {
  68919. pivotBackTranslation.copyFrom(scaledPivot);
  68920. }
  68921. for (i = 0; i < shape.length; i++) {
  68922. tmpVertex.copyFrom(shape[i]);
  68923. if (options && options.vertexFunction) {
  68924. options.vertexFunction(copy, tmpVertex, i);
  68925. }
  68926. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68927. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68928. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68929. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68930. if (meshUV) {
  68931. var copyUvs = copy.uvs;
  68932. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68933. u += 2;
  68934. }
  68935. if (copy.color) {
  68936. this._color = copy.color;
  68937. }
  68938. else {
  68939. var color = this._color;
  68940. if (meshCol && meshCol[c] !== undefined) {
  68941. color.r = meshCol[c];
  68942. color.g = meshCol[c + 1];
  68943. color.b = meshCol[c + 2];
  68944. color.a = meshCol[c + 3];
  68945. }
  68946. else {
  68947. color.r = 1.0;
  68948. color.g = 1.0;
  68949. color.b = 1.0;
  68950. color.a = 1.0;
  68951. }
  68952. }
  68953. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68954. c += 4;
  68955. if (!this.recomputeNormals && meshNor) {
  68956. tmpVertex.x = meshNor[n];
  68957. tmpVertex.y = meshNor[n + 1];
  68958. tmpVertex.z = meshNor[n + 2];
  68959. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68960. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68961. n += 3;
  68962. }
  68963. }
  68964. for (i = 0; i < meshInd.length; i++) {
  68965. var current_ind = p + meshInd[i];
  68966. indices.push(current_ind);
  68967. if (current_ind > 65535) {
  68968. this._needs32Bits = true;
  68969. }
  68970. }
  68971. if (this._pickable) {
  68972. var nbfaces = meshInd.length / 3;
  68973. for (i = 0; i < nbfaces; i++) {
  68974. this.pickedParticles.push({ idx: idx, faceId: i });
  68975. }
  68976. }
  68977. if (this._depthSort) {
  68978. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68979. }
  68980. return copy;
  68981. };
  68982. // returns a shape array from positions array
  68983. SolidParticleSystem.prototype._posToShape = function (positions) {
  68984. var shape = [];
  68985. for (var i = 0; i < positions.length; i += 3) {
  68986. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68987. }
  68988. return shape;
  68989. };
  68990. // returns a shapeUV array from a Vector4 uvs
  68991. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68992. var shapeUV = [];
  68993. if (uvs) {
  68994. for (var i = 0; i < uvs.length; i++) {
  68995. shapeUV.push(uvs[i]);
  68996. }
  68997. }
  68998. return shapeUV;
  68999. };
  69000. // adds a new particle object in the particles array
  69001. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  69002. if (bInfo === void 0) { bInfo = null; }
  69003. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  69004. this.particles.push(sp);
  69005. return sp;
  69006. };
  69007. /**
  69008. * Adds some particles to the SPS from the model shape. Returns the shape id.
  69009. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  69010. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  69011. * @param nb (positive integer) the number of particles to be created from this model
  69012. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  69013. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  69014. * @returns the number of shapes in the system
  69015. */
  69016. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  69017. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69018. var meshInd = mesh.getIndices();
  69019. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69020. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69021. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69022. var bbInfo;
  69023. if (this._particlesIntersect) {
  69024. bbInfo = mesh.getBoundingInfo();
  69025. }
  69026. var shape = this._posToShape(meshPos);
  69027. var shapeUV = this._uvsToShapeUV(meshUV);
  69028. var posfunc = options ? options.positionFunction : null;
  69029. var vtxfunc = options ? options.vertexFunction : null;
  69030. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  69031. // particles
  69032. var sp;
  69033. var currentCopy;
  69034. var idx = this.nbParticles;
  69035. for (var i = 0; i < nb; i++) {
  69036. var currentPos = this._positions.length;
  69037. var currentInd = this._indices.length;
  69038. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  69039. if (this._updatable) {
  69040. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  69041. sp.position.copyFrom(currentCopy.position);
  69042. sp.rotation.copyFrom(currentCopy.rotation);
  69043. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  69044. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  69045. }
  69046. if (currentCopy.color && sp.color) {
  69047. sp.color.copyFrom(currentCopy.color);
  69048. }
  69049. sp.scaling.copyFrom(currentCopy.scaling);
  69050. sp.uvs.copyFrom(currentCopy.uvs);
  69051. }
  69052. this._index += shape.length;
  69053. idx++;
  69054. }
  69055. this.nbParticles += nb;
  69056. this._shapeCounter++;
  69057. return this._shapeCounter - 1;
  69058. };
  69059. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  69060. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  69061. this._resetCopy();
  69062. var copy = this._copy;
  69063. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  69064. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  69065. }
  69066. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69067. var tmpVertex = BABYLON.Tmp.Vector3[0];
  69068. var tmpRotated = BABYLON.Tmp.Vector3[1];
  69069. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  69070. var scaledPivot = BABYLON.Tmp.Vector3[3];
  69071. copy.getRotationMatrix(rotMatrix);
  69072. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  69073. if (copy.translateFromPivot) {
  69074. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  69075. }
  69076. else {
  69077. pivotBackTranslation.copyFrom(scaledPivot);
  69078. }
  69079. var shape = particle._model._shape;
  69080. for (var pt = 0; pt < shape.length; pt++) {
  69081. tmpVertex.copyFrom(shape[pt]);
  69082. if (particle._model._vertexFunction) {
  69083. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  69084. }
  69085. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  69086. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  69087. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  69088. }
  69089. particle.position.setAll(0.0);
  69090. particle.rotation.setAll(0.0);
  69091. particle.rotationQuaternion = null;
  69092. particle.scaling.setAll(1.0);
  69093. particle.uvs.setAll(0.0);
  69094. particle.pivot.setAll(0.0);
  69095. particle.translateFromPivot = false;
  69096. particle.parentId = null;
  69097. };
  69098. /**
  69099. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  69100. * @returns the SPS.
  69101. */
  69102. SolidParticleSystem.prototype.rebuildMesh = function () {
  69103. for (var p = 0; p < this.particles.length; p++) {
  69104. this._rebuildParticle(this.particles[p]);
  69105. }
  69106. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  69107. return this;
  69108. };
  69109. /**
  69110. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  69111. * This method calls `updateParticle()` for each particle of the SPS.
  69112. * For an animated SPS, it is usually called within the render loop.
  69113. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  69114. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  69115. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  69116. * @returns the SPS.
  69117. */
  69118. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  69119. if (start === void 0) { start = 0; }
  69120. if (end === void 0) { end = this.nbParticles - 1; }
  69121. if (update === void 0) { update = true; }
  69122. if (!this._updatable) {
  69123. return this;
  69124. }
  69125. // custom beforeUpdate
  69126. this.beforeUpdateParticles(start, end, update);
  69127. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69128. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  69129. var mesh = this.mesh;
  69130. var colors32 = this._colors32;
  69131. var positions32 = this._positions32;
  69132. var normals32 = this._normals32;
  69133. var uvs32 = this._uvs32;
  69134. var indices32 = this._indices32;
  69135. var indices = this._indices;
  69136. var fixedNormal32 = this._fixedNormal32;
  69137. var tempVectors = BABYLON.Tmp.Vector3;
  69138. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  69139. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  69140. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  69141. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  69142. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  69143. var camInvertedPosition = tempVectors[10].setAll(0);
  69144. // cases when the World Matrix is to be computed first
  69145. if (this.billboard || this._depthSort) {
  69146. this.mesh.computeWorldMatrix(true);
  69147. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  69148. }
  69149. // if the particles will always face the camera
  69150. if (this.billboard) {
  69151. // compute the camera position and un-rotate it by the current mesh rotation
  69152. var tmpVertex = tempVectors[0];
  69153. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  69154. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  69155. camAxisZ.normalize();
  69156. // same for camera up vector extracted from the cam view matrix
  69157. var view = this._camera.getViewMatrix(true);
  69158. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  69159. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  69160. camAxisY.normalize();
  69161. camAxisX.normalize();
  69162. }
  69163. // if depthSort, compute the camera global position in the mesh local system
  69164. if (this._depthSort) {
  69165. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  69166. }
  69167. BABYLON.Matrix.IdentityToRef(rotMatrix);
  69168. var idx = 0; // current position index in the global array positions32
  69169. var index = 0; // position start index in the global array positions32 of the current particle
  69170. var colidx = 0; // current color index in the global array colors32
  69171. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  69172. var uvidx = 0; // current uv index in the global array uvs32
  69173. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  69174. var pt = 0; // current index in the particle model shape
  69175. if (this.mesh.isFacetDataEnabled) {
  69176. this._computeBoundingBox = true;
  69177. }
  69178. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  69179. if (this._computeBoundingBox) {
  69180. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  69181. var boundingInfo = this.mesh._boundingInfo;
  69182. if (boundingInfo) {
  69183. minimum.copyFrom(boundingInfo.minimum);
  69184. maximum.copyFrom(boundingInfo.maximum);
  69185. }
  69186. }
  69187. }
  69188. // particle loop
  69189. index = this.particles[start]._pos;
  69190. var vpos = (index / 3) | 0;
  69191. colorIndex = vpos * 4;
  69192. uvIndex = vpos * 2;
  69193. for (var p = start; p <= end; p++) {
  69194. var particle = this.particles[p];
  69195. // call to custom user function to update the particle properties
  69196. this.updateParticle(particle);
  69197. var shape = particle._model._shape;
  69198. var shapeUV = particle._model._shapeUV;
  69199. var particleRotationMatrix = particle._rotationMatrix;
  69200. var particlePosition = particle.position;
  69201. var particleRotation = particle.rotation;
  69202. var particleScaling = particle.scaling;
  69203. var particleGlobalPosition = particle._globalPosition;
  69204. // camera-particle distance for depth sorting
  69205. if (this._depthSort && this._depthSortParticles) {
  69206. var dsp = this.depthSortedParticles[p];
  69207. dsp.ind = particle._ind;
  69208. dsp.indicesLength = particle._model._indicesLength;
  69209. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  69210. }
  69211. // skip the computations for inactive or already invisible particles
  69212. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  69213. // increment indexes for the next particle
  69214. pt = shape.length;
  69215. index += pt * 3;
  69216. colorIndex += pt * 4;
  69217. uvIndex += pt * 2;
  69218. continue;
  69219. }
  69220. if (particle.isVisible) {
  69221. particle._stillInvisible = false; // un-mark permanent invisibility
  69222. var scaledPivot = tempVectors[12];
  69223. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69224. // particle rotation matrix
  69225. if (this.billboard) {
  69226. particleRotation.x = 0.0;
  69227. particleRotation.y = 0.0;
  69228. }
  69229. if (this._computeParticleRotation || this.billboard) {
  69230. particle.getRotationMatrix(rotMatrix);
  69231. }
  69232. var particleHasParent = (particle.parentId !== null);
  69233. if (particleHasParent) {
  69234. var parent_1 = this.particles[particle.parentId];
  69235. var parentRotationMatrix = parent_1._rotationMatrix;
  69236. var parentGlobalPosition = parent_1._globalPosition;
  69237. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69238. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69239. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69240. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69241. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69242. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69243. if (this._computeParticleRotation || this.billboard) {
  69244. var rotMatrixValues = rotMatrix.m;
  69245. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69246. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69247. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69248. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69249. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69250. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69251. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69252. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69253. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69254. }
  69255. }
  69256. else {
  69257. particleGlobalPosition.x = particlePosition.x;
  69258. particleGlobalPosition.y = particlePosition.y;
  69259. particleGlobalPosition.z = particlePosition.z;
  69260. if (this._computeParticleRotation || this.billboard) {
  69261. var rotMatrixValues = rotMatrix.m;
  69262. particleRotationMatrix[0] = rotMatrixValues[0];
  69263. particleRotationMatrix[1] = rotMatrixValues[1];
  69264. particleRotationMatrix[2] = rotMatrixValues[2];
  69265. particleRotationMatrix[3] = rotMatrixValues[4];
  69266. particleRotationMatrix[4] = rotMatrixValues[5];
  69267. particleRotationMatrix[5] = rotMatrixValues[6];
  69268. particleRotationMatrix[6] = rotMatrixValues[8];
  69269. particleRotationMatrix[7] = rotMatrixValues[9];
  69270. particleRotationMatrix[8] = rotMatrixValues[10];
  69271. }
  69272. }
  69273. var pivotBackTranslation = tempVectors[11];
  69274. if (particle.translateFromPivot) {
  69275. pivotBackTranslation.setAll(0.0);
  69276. }
  69277. else {
  69278. pivotBackTranslation.copyFrom(scaledPivot);
  69279. }
  69280. // particle vertex loop
  69281. for (pt = 0; pt < shape.length; pt++) {
  69282. idx = index + pt * 3;
  69283. colidx = colorIndex + pt * 4;
  69284. uvidx = uvIndex + pt * 2;
  69285. var tmpVertex = tempVectors[0];
  69286. tmpVertex.copyFrom(shape[pt]);
  69287. if (this._computeParticleVertex) {
  69288. this.updateParticleVertex(particle, tmpVertex, pt);
  69289. }
  69290. // positions
  69291. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69292. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69293. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69294. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69295. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69296. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69297. rotatedX += pivotBackTranslation.x;
  69298. rotatedY += pivotBackTranslation.y;
  69299. rotatedZ += pivotBackTranslation.z;
  69300. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69301. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69302. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69303. if (this._computeBoundingBox) {
  69304. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69305. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69306. }
  69307. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69308. if (!this._computeParticleVertex) {
  69309. var normalx = fixedNormal32[idx];
  69310. var normaly = fixedNormal32[idx + 1];
  69311. var normalz = fixedNormal32[idx + 2];
  69312. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69313. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69314. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69315. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69316. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69317. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69318. }
  69319. if (this._computeParticleColor && particle.color) {
  69320. var color = particle.color;
  69321. var colors32_1 = this._colors32;
  69322. colors32_1[colidx] = color.r;
  69323. colors32_1[colidx + 1] = color.g;
  69324. colors32_1[colidx + 2] = color.b;
  69325. colors32_1[colidx + 3] = color.a;
  69326. }
  69327. if (this._computeParticleTexture) {
  69328. var uvs = particle.uvs;
  69329. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69330. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69331. }
  69332. }
  69333. }
  69334. // particle just set invisible : scaled to zero and positioned at the origin
  69335. else {
  69336. particle._stillInvisible = true; // mark the particle as invisible
  69337. for (pt = 0; pt < shape.length; pt++) {
  69338. idx = index + pt * 3;
  69339. colidx = colorIndex + pt * 4;
  69340. uvidx = uvIndex + pt * 2;
  69341. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69342. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69343. if (this._computeParticleColor && particle.color) {
  69344. var color = particle.color;
  69345. colors32[colidx] = color.r;
  69346. colors32[colidx + 1] = color.g;
  69347. colors32[colidx + 2] = color.b;
  69348. colors32[colidx + 3] = color.a;
  69349. }
  69350. if (this._computeParticleTexture) {
  69351. var uvs = particle.uvs;
  69352. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69353. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69354. }
  69355. }
  69356. }
  69357. // if the particle intersections must be computed : update the bbInfo
  69358. if (this._particlesIntersect) {
  69359. var bInfo = particle._boundingInfo;
  69360. var bBox = bInfo.boundingBox;
  69361. var bSphere = bInfo.boundingSphere;
  69362. var modelBoundingInfo = particle._modelBoundingInfo;
  69363. if (!this._bSphereOnly) {
  69364. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69365. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69366. var tempMin = tempVectors[1];
  69367. var tempMax = tempVectors[2];
  69368. tempMin.setAll(Number.MAX_VALUE);
  69369. tempMax.setAll(-Number.MAX_VALUE);
  69370. for (var b = 0; b < 8; b++) {
  69371. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69372. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69373. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69374. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69375. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69376. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69377. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69378. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69379. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69380. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69381. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69382. }
  69383. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69384. }
  69385. // place and scale the particle bouding sphere in the SPS local system, then update it
  69386. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69387. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69388. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5).addInPlace(particleGlobalPosition);
  69389. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69390. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69391. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69392. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69393. }
  69394. // increment indexes for the next particle
  69395. index = idx + 3;
  69396. colorIndex = colidx + 4;
  69397. uvIndex = uvidx + 2;
  69398. }
  69399. // if the VBO must be updated
  69400. if (update) {
  69401. if (this._computeParticleColor) {
  69402. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69403. }
  69404. if (this._computeParticleTexture) {
  69405. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69406. }
  69407. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69408. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69409. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69410. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69411. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69412. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69413. for (var i = 0; i < normals32.length; i++) {
  69414. fixedNormal32[i] = normals32[i];
  69415. }
  69416. }
  69417. if (!mesh.areNormalsFrozen) {
  69418. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69419. }
  69420. }
  69421. if (this._depthSort && this._depthSortParticles) {
  69422. var depthSortedParticles = this.depthSortedParticles;
  69423. depthSortedParticles.sort(depthSortFunction);
  69424. var dspl = depthSortedParticles.length;
  69425. var sid = 0;
  69426. for (var sorted = 0; sorted < dspl; sorted++) {
  69427. var lind = depthSortedParticles[sorted].indicesLength;
  69428. var sind = depthSortedParticles[sorted].ind;
  69429. for (var i = 0; i < lind; i++) {
  69430. indices32[sid] = indices[sind + i];
  69431. sid++;
  69432. }
  69433. }
  69434. mesh.updateIndices(indices32);
  69435. }
  69436. }
  69437. if (this._computeBoundingBox) {
  69438. if (mesh._boundingInfo) {
  69439. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69440. }
  69441. else {
  69442. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69443. }
  69444. }
  69445. this.afterUpdateParticles(start, end, update);
  69446. return this;
  69447. };
  69448. /**
  69449. * Disposes the SPS.
  69450. */
  69451. SolidParticleSystem.prototype.dispose = function () {
  69452. this.mesh.dispose();
  69453. this.vars = null;
  69454. // drop references to internal big arrays for the GC
  69455. this._positions = null;
  69456. this._indices = null;
  69457. this._normals = null;
  69458. this._uvs = null;
  69459. this._colors = null;
  69460. this._indices32 = null;
  69461. this._positions32 = null;
  69462. this._normals32 = null;
  69463. this._fixedNormal32 = null;
  69464. this._uvs32 = null;
  69465. this._colors32 = null;
  69466. this.pickedParticles = null;
  69467. };
  69468. /**
  69469. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69470. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69471. * @returns the SPS.
  69472. */
  69473. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69474. if (!this._isVisibilityBoxLocked) {
  69475. this.mesh.refreshBoundingInfo();
  69476. }
  69477. return this;
  69478. };
  69479. /**
  69480. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69481. * @param size the size (float) of the visibility box
  69482. * note : this doesn't lock the SPS mesh bounding box.
  69483. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69484. */
  69485. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69486. var vis = size / 2;
  69487. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69488. };
  69489. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69490. /**
  69491. * Gets whether the SPS as always visible or not
  69492. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69493. */
  69494. get: function () {
  69495. return this._alwaysVisible;
  69496. },
  69497. /**
  69498. * Sets the SPS as always visible or not
  69499. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69500. */
  69501. set: function (val) {
  69502. this._alwaysVisible = val;
  69503. this.mesh.alwaysSelectAsActiveMesh = val;
  69504. },
  69505. enumerable: true,
  69506. configurable: true
  69507. });
  69508. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69509. /**
  69510. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69511. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69512. */
  69513. get: function () {
  69514. return this._isVisibilityBoxLocked;
  69515. },
  69516. /**
  69517. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69518. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69519. */
  69520. set: function (val) {
  69521. this._isVisibilityBoxLocked = val;
  69522. var boundingInfo = this.mesh.getBoundingInfo();
  69523. boundingInfo.isLocked = val;
  69524. },
  69525. enumerable: true,
  69526. configurable: true
  69527. });
  69528. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69529. /**
  69530. * Gets if `setParticles()` computes the particle rotations or not.
  69531. * Default value : true. The SPS is faster when it's set to false.
  69532. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69533. */
  69534. get: function () {
  69535. return this._computeParticleRotation;
  69536. },
  69537. /**
  69538. * Tells to `setParticles()` to compute the particle rotations or not.
  69539. * Default value : true. The SPS is faster when it's set to false.
  69540. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69541. */
  69542. set: function (val) {
  69543. this._computeParticleRotation = val;
  69544. },
  69545. enumerable: true,
  69546. configurable: true
  69547. });
  69548. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69549. /**
  69550. * Gets if `setParticles()` computes the particle colors or not.
  69551. * Default value : true. The SPS is faster when it's set to false.
  69552. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69553. */
  69554. get: function () {
  69555. return this._computeParticleColor;
  69556. },
  69557. /**
  69558. * Tells to `setParticles()` to compute the particle colors or not.
  69559. * Default value : true. The SPS is faster when it's set to false.
  69560. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69561. */
  69562. set: function (val) {
  69563. this._computeParticleColor = val;
  69564. },
  69565. enumerable: true,
  69566. configurable: true
  69567. });
  69568. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69569. /**
  69570. * Gets if `setParticles()` computes the particle textures or not.
  69571. * Default value : true. The SPS is faster when it's set to false.
  69572. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69573. */
  69574. get: function () {
  69575. return this._computeParticleTexture;
  69576. },
  69577. set: function (val) {
  69578. this._computeParticleTexture = val;
  69579. },
  69580. enumerable: true,
  69581. configurable: true
  69582. });
  69583. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69584. /**
  69585. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69586. * Default value : false. The SPS is faster when it's set to false.
  69587. * Note : the particle custom vertex positions aren't stored values.
  69588. */
  69589. get: function () {
  69590. return this._computeParticleVertex;
  69591. },
  69592. /**
  69593. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69594. * Default value : false. The SPS is faster when it's set to false.
  69595. * Note : the particle custom vertex positions aren't stored values.
  69596. */
  69597. set: function (val) {
  69598. this._computeParticleVertex = val;
  69599. },
  69600. enumerable: true,
  69601. configurable: true
  69602. });
  69603. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69604. /**
  69605. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69606. */
  69607. get: function () {
  69608. return this._computeBoundingBox;
  69609. },
  69610. /**
  69611. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69612. */
  69613. set: function (val) {
  69614. this._computeBoundingBox = val;
  69615. },
  69616. enumerable: true,
  69617. configurable: true
  69618. });
  69619. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69620. /**
  69621. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69622. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69623. * Default : `true`
  69624. */
  69625. get: function () {
  69626. return this._depthSortParticles;
  69627. },
  69628. /**
  69629. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69630. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69631. * Default : `true`
  69632. */
  69633. set: function (val) {
  69634. this._depthSortParticles = val;
  69635. },
  69636. enumerable: true,
  69637. configurable: true
  69638. });
  69639. // =======================================================================
  69640. // Particle behavior logic
  69641. // these following methods may be overwritten by the user to fit his needs
  69642. /**
  69643. * This function does nothing. It may be overwritten to set all the particle first values.
  69644. * The SPS doesn't call this function, you may have to call it by your own.
  69645. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69646. */
  69647. SolidParticleSystem.prototype.initParticles = function () {
  69648. };
  69649. /**
  69650. * This function does nothing. It may be overwritten to recycle a particle.
  69651. * The SPS doesn't call this function, you may have to call it by your own.
  69652. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69653. * @param particle The particle to recycle
  69654. * @returns the recycled particle
  69655. */
  69656. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69657. return particle;
  69658. };
  69659. /**
  69660. * Updates a particle : this function should be overwritten by the user.
  69661. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69662. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69663. * @example : just set a particle position or velocity and recycle conditions
  69664. * @param particle The particle to update
  69665. * @returns the updated particle
  69666. */
  69667. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69668. return particle;
  69669. };
  69670. /**
  69671. * Updates a vertex of a particle : it can be overwritten by the user.
  69672. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69673. * @param particle the current particle
  69674. * @param vertex the current index of the current particle
  69675. * @param pt the index of the current vertex in the particle shape
  69676. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69677. * @example : just set a vertex particle position
  69678. * @returns the updated vertex
  69679. */
  69680. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69681. return vertex;
  69682. };
  69683. /**
  69684. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69685. * This does nothing and may be overwritten by the user.
  69686. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69687. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69688. * @param update the boolean update value actually passed to setParticles()
  69689. */
  69690. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69691. };
  69692. /**
  69693. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69694. * This will be passed three parameters.
  69695. * This does nothing and may be overwritten by the user.
  69696. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69697. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69698. * @param update the boolean update value actually passed to setParticles()
  69699. */
  69700. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69701. };
  69702. return SolidParticleSystem;
  69703. }());
  69704. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69705. })(BABYLON || (BABYLON = {}));
  69706. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69707. var BABYLON;
  69708. (function (BABYLON) {
  69709. /**
  69710. * Class containing static functions to help procedurally build meshes
  69711. */
  69712. var MeshBuilder = /** @class */ (function () {
  69713. function MeshBuilder() {
  69714. }
  69715. MeshBuilder.updateSideOrientation = function (orientation) {
  69716. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69717. return BABYLON.Mesh.DOUBLESIDE;
  69718. }
  69719. if (orientation === undefined || orientation === null) {
  69720. return BABYLON.Mesh.FRONTSIDE;
  69721. }
  69722. return orientation;
  69723. };
  69724. /**
  69725. * Creates a box mesh
  69726. * * The parameter `size` sets the size (float) of each box side (default 1)
  69727. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69728. * * 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)
  69729. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69730. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69731. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69732. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69733. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69734. * @param name defines the name of the mesh
  69735. * @param options defines the options used to create the mesh
  69736. * @param scene defines the hosting scene
  69737. * @returns the box mesh
  69738. */
  69739. MeshBuilder.CreateBox = function (name, options, scene) {
  69740. if (scene === void 0) { scene = null; }
  69741. var box = new BABYLON.Mesh(name, scene);
  69742. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69743. box._originalBuilderSideOrientation = options.sideOrientation;
  69744. var vertexData = BABYLON.VertexData.CreateBox(options);
  69745. vertexData.applyToMesh(box, options.updatable);
  69746. return box;
  69747. };
  69748. /**
  69749. * Creates a sphere mesh
  69750. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69751. * * 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`)
  69752. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69753. * * 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
  69754. * * 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)
  69755. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69756. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69757. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69758. * @param name defines the name of the mesh
  69759. * @param options defines the options used to create the mesh
  69760. * @param scene defines the hosting scene
  69761. * @returns the sphere mesh
  69762. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69763. */
  69764. MeshBuilder.CreateSphere = function (name, options, scene) {
  69765. var sphere = new BABYLON.Mesh(name, scene);
  69766. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69767. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69768. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69769. vertexData.applyToMesh(sphere, options.updatable);
  69770. return sphere;
  69771. };
  69772. /**
  69773. * Creates a plane polygonal mesh. By default, this is a disc
  69774. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69775. * * 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
  69776. * * 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
  69777. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69778. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69779. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69780. * @param name defines the name of the mesh
  69781. * @param options defines the options used to create the mesh
  69782. * @param scene defines the hosting scene
  69783. * @returns the plane polygonal mesh
  69784. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69785. */
  69786. MeshBuilder.CreateDisc = function (name, options, scene) {
  69787. if (scene === void 0) { scene = null; }
  69788. var disc = new BABYLON.Mesh(name, scene);
  69789. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69790. disc._originalBuilderSideOrientation = options.sideOrientation;
  69791. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69792. vertexData.applyToMesh(disc, options.updatable);
  69793. return disc;
  69794. };
  69795. /**
  69796. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69797. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69798. * * 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`)
  69799. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69800. * * 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
  69801. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69802. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69803. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69804. * @param name defines the name of the mesh
  69805. * @param options defines the options used to create the mesh
  69806. * @param scene defines the hosting scene
  69807. * @returns the icosahedron mesh
  69808. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69809. */
  69810. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69811. var sphere = new BABYLON.Mesh(name, scene);
  69812. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69813. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69814. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69815. vertexData.applyToMesh(sphere, options.updatable);
  69816. return sphere;
  69817. };
  69818. /**
  69819. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69820. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69821. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69822. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69823. * * 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
  69824. * * 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
  69825. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  69826. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69827. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69828. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69829. * * 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
  69830. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69831. * * 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
  69832. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69833. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69834. * @param name defines the name of the mesh
  69835. * @param options defines the options used to create the mesh
  69836. * @param scene defines the hosting scene
  69837. * @returns the ribbon mesh
  69838. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69839. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69840. */
  69841. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69842. if (scene === void 0) { scene = null; }
  69843. var pathArray = options.pathArray;
  69844. var closeArray = options.closeArray;
  69845. var closePath = options.closePath;
  69846. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69847. var instance = options.instance;
  69848. var updatable = options.updatable;
  69849. if (instance) { // existing ribbon instance update
  69850. // positionFunction : ribbon case
  69851. // only pathArray and sideOrientation parameters are taken into account for positions update
  69852. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69853. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69854. var positionFunction = function (positions) {
  69855. var minlg = pathArray[0].length;
  69856. var mesh = instance;
  69857. var i = 0;
  69858. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69859. for (var si = 1; si <= ns; ++si) {
  69860. for (var p = 0; p < pathArray.length; ++p) {
  69861. var path = pathArray[p];
  69862. var l = path.length;
  69863. minlg = (minlg < l) ? minlg : l;
  69864. for (var j = 0; j < minlg; ++j) {
  69865. var pathPoint = path[j];
  69866. positions[i] = pathPoint.x;
  69867. positions[i + 1] = pathPoint.y;
  69868. positions[i + 2] = pathPoint.z;
  69869. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69870. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69871. i += 3;
  69872. }
  69873. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69874. var pathPoint = path[0];
  69875. positions[i] = pathPoint.x;
  69876. positions[i + 1] = pathPoint.y;
  69877. positions[i + 2] = pathPoint.z;
  69878. i += 3;
  69879. }
  69880. }
  69881. }
  69882. };
  69883. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69884. positionFunction(positions);
  69885. if (instance._boundingInfo) {
  69886. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69887. }
  69888. else {
  69889. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69890. }
  69891. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69892. if (options.colors) {
  69893. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69894. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69895. var color = options.colors[c];
  69896. colors[colorIndex] = color.r;
  69897. colors[colorIndex + 1] = color.g;
  69898. colors[colorIndex + 2] = color.b;
  69899. colors[colorIndex + 3] = color.a;
  69900. }
  69901. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69902. }
  69903. if (options.uvs) {
  69904. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69905. for (var i = 0; i < options.uvs.length; i++) {
  69906. uvs[i * 2] = options.uvs[i].x;
  69907. uvs[i * 2 + 1] = options.uvs[i].y;
  69908. }
  69909. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69910. }
  69911. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69912. var indices = instance.getIndices();
  69913. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69914. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69915. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69916. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69917. var indexFirst = 0;
  69918. var indexLast = 0;
  69919. for (var p = 0; p < pathArray.length; p++) {
  69920. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69921. if (p + 1 < pathArray.length) {
  69922. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69923. }
  69924. else {
  69925. indexLast = normals.length - 3;
  69926. }
  69927. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69928. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69929. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69930. normals[indexLast] = normals[indexFirst];
  69931. normals[indexLast + 1] = normals[indexFirst + 1];
  69932. normals[indexLast + 2] = normals[indexFirst + 2];
  69933. }
  69934. }
  69935. if (!(instance.areNormalsFrozen)) {
  69936. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69937. }
  69938. }
  69939. return instance;
  69940. }
  69941. else { // new ribbon creation
  69942. var ribbon = new BABYLON.Mesh(name, scene);
  69943. ribbon._originalBuilderSideOrientation = sideOrientation;
  69944. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69945. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69946. if (closePath) {
  69947. ribbon._creationDataStorage.idx = vertexData._idx;
  69948. }
  69949. ribbon._creationDataStorage.closePath = closePath;
  69950. ribbon._creationDataStorage.closeArray = closeArray;
  69951. vertexData.applyToMesh(ribbon, updatable);
  69952. return ribbon;
  69953. }
  69954. };
  69955. /**
  69956. * Creates a cylinder or a cone mesh
  69957. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69958. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69959. * * 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.
  69960. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69961. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69962. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69963. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69964. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69965. * * 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).
  69966. * * 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
  69967. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69968. * * 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
  69969. * * 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.
  69970. * * If `enclose` is false, a ring surface is one element.
  69971. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69972. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69973. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69974. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69975. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69976. * @param name defines the name of the mesh
  69977. * @param options defines the options used to create the mesh
  69978. * @param scene defines the hosting scene
  69979. * @returns the cylinder mesh
  69980. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  69981. */
  69982. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69983. var cylinder = new BABYLON.Mesh(name, scene);
  69984. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69985. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69986. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69987. vertexData.applyToMesh(cylinder, options.updatable);
  69988. return cylinder;
  69989. };
  69990. /**
  69991. * Creates a torus mesh
  69992. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69993. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69994. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69995. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69996. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69997. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69998. * @param name defines the name of the mesh
  69999. * @param options defines the options used to create the mesh
  70000. * @param scene defines the hosting scene
  70001. * @returns the torus mesh
  70002. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  70003. */
  70004. MeshBuilder.CreateTorus = function (name, options, scene) {
  70005. var torus = new BABYLON.Mesh(name, scene);
  70006. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70007. torus._originalBuilderSideOrientation = options.sideOrientation;
  70008. var vertexData = BABYLON.VertexData.CreateTorus(options);
  70009. vertexData.applyToMesh(torus, options.updatable);
  70010. return torus;
  70011. };
  70012. /**
  70013. * Creates a torus knot mesh
  70014. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  70015. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  70016. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  70017. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  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 : https://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 torus knot mesh
  70025. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  70026. */
  70027. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  70028. var torusKnot = new BABYLON.Mesh(name, scene);
  70029. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70030. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  70031. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  70032. vertexData.applyToMesh(torusKnot, options.updatable);
  70033. return torusKnot;
  70034. };
  70035. /**
  70036. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  70037. * * 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
  70038. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  70039. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  70040. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  70041. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  70042. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  70043. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70044. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  70045. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70046. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  70047. * @param name defines the name of the new line system
  70048. * @param options defines the options used to create the line system
  70049. * @param scene defines the hosting scene
  70050. * @returns a new line system mesh
  70051. */
  70052. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  70053. var instance = options.instance;
  70054. var lines = options.lines;
  70055. var colors = options.colors;
  70056. if (instance) { // lines update
  70057. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70058. var vertexColor;
  70059. var lineColors;
  70060. if (colors) {
  70061. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  70062. }
  70063. var i = 0;
  70064. var c = 0;
  70065. for (var l = 0; l < lines.length; l++) {
  70066. var points = lines[l];
  70067. for (var p = 0; p < points.length; p++) {
  70068. positions[i] = points[p].x;
  70069. positions[i + 1] = points[p].y;
  70070. positions[i + 2] = points[p].z;
  70071. if (colors && vertexColor) {
  70072. lineColors = colors[l];
  70073. vertexColor[c] = lineColors[p].r;
  70074. vertexColor[c + 1] = lineColors[p].g;
  70075. vertexColor[c + 2] = lineColors[p].b;
  70076. vertexColor[c + 3] = lineColors[p].a;
  70077. c += 4;
  70078. }
  70079. i += 3;
  70080. }
  70081. }
  70082. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  70083. if (colors && vertexColor) {
  70084. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  70085. }
  70086. return instance;
  70087. }
  70088. // line system creation
  70089. var useVertexColor = (colors) ? true : false;
  70090. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  70091. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  70092. vertexData.applyToMesh(lineSystem, options.updatable);
  70093. return lineSystem;
  70094. };
  70095. /**
  70096. * Creates a line mesh
  70097. * 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
  70098. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70099. * * The parameter `points` is an array successive Vector3
  70100. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70101. * * The optional parameter `colors` is an array of successive Color4, one per line point
  70102. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  70103. * * When updating an instance, remember that only point positions can change, not the number of points
  70104. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70105. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  70106. * @param name defines the name of the new line system
  70107. * @param options defines the options used to create the line system
  70108. * @param scene defines the hosting scene
  70109. * @returns a new line mesh
  70110. */
  70111. MeshBuilder.CreateLines = function (name, options, scene) {
  70112. if (scene === void 0) { scene = null; }
  70113. var colors = (options.colors) ? [options.colors] : null;
  70114. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  70115. return lines;
  70116. };
  70117. /**
  70118. * Creates a dashed line mesh
  70119. * * 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
  70120. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70121. * * The parameter `points` is an array successive Vector3
  70122. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  70123. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  70124. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  70125. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70126. * * When updating an instance, remember that only point positions can change, not the number of points
  70127. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70128. * @param name defines the name of the mesh
  70129. * @param options defines the options used to create the mesh
  70130. * @param scene defines the hosting scene
  70131. * @returns the dashed line mesh
  70132. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  70133. */
  70134. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  70135. if (scene === void 0) { scene = null; }
  70136. var points = options.points;
  70137. var instance = options.instance;
  70138. var gapSize = options.gapSize || 1;
  70139. var dashSize = options.dashSize || 3;
  70140. if (instance) { // dashed lines update
  70141. var positionFunction = function (positions) {
  70142. var curvect = BABYLON.Vector3.Zero();
  70143. var nbSeg = positions.length / 6;
  70144. var lg = 0;
  70145. var nb = 0;
  70146. var shft = 0;
  70147. var dashshft = 0;
  70148. var curshft = 0;
  70149. var p = 0;
  70150. var i = 0;
  70151. var j = 0;
  70152. for (i = 0; i < points.length - 1; i++) {
  70153. points[i + 1].subtractToRef(points[i], curvect);
  70154. lg += curvect.length();
  70155. }
  70156. shft = lg / nbSeg;
  70157. var dashSize = instance._creationDataStorage.dashSize;
  70158. var gapSize = instance._creationDataStorage.gapSize;
  70159. dashshft = dashSize * shft / (dashSize + gapSize);
  70160. for (i = 0; i < points.length - 1; i++) {
  70161. points[i + 1].subtractToRef(points[i], curvect);
  70162. nb = Math.floor(curvect.length() / shft);
  70163. curvect.normalize();
  70164. j = 0;
  70165. while (j < nb && p < positions.length) {
  70166. curshft = shft * j;
  70167. positions[p] = points[i].x + curshft * curvect.x;
  70168. positions[p + 1] = points[i].y + curshft * curvect.y;
  70169. positions[p + 2] = points[i].z + curshft * curvect.z;
  70170. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  70171. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  70172. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  70173. p += 6;
  70174. j++;
  70175. }
  70176. }
  70177. while (p < positions.length) {
  70178. positions[p] = points[i].x;
  70179. positions[p + 1] = points[i].y;
  70180. positions[p + 2] = points[i].z;
  70181. p += 3;
  70182. }
  70183. };
  70184. instance.updateMeshPositions(positionFunction, false);
  70185. return instance;
  70186. }
  70187. // dashed lines creation
  70188. var dashedLines = new BABYLON.LinesMesh(name, scene);
  70189. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  70190. vertexData.applyToMesh(dashedLines, options.updatable);
  70191. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  70192. dashedLines._creationDataStorage.dashSize = dashSize;
  70193. dashedLines._creationDataStorage.gapSize = gapSize;
  70194. return dashedLines;
  70195. };
  70196. /**
  70197. * 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.
  70198. * * 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.
  70199. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70200. * * 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.
  70201. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  70202. * * 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
  70203. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70204. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  70205. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70206. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70207. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  70208. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70209. * @param name defines the name of the mesh
  70210. * @param options defines the options used to create the mesh
  70211. * @param scene defines the hosting scene
  70212. * @returns the extruded shape mesh
  70213. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70214. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70215. */
  70216. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70217. if (scene === void 0) { scene = null; }
  70218. var path = options.path;
  70219. var shape = options.shape;
  70220. var scale = options.scale || 1;
  70221. var rotation = options.rotation || 0;
  70222. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70223. var updatable = options.updatable;
  70224. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70225. var instance = options.instance || null;
  70226. var invertUV = options.invertUV || false;
  70227. 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);
  70228. };
  70229. /**
  70230. * Creates an custom extruded shape mesh.
  70231. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70232. * * 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.
  70233. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70234. * * 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
  70235. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70236. * * 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
  70237. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70238. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70239. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70240. * * 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
  70241. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70242. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70243. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70244. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70245. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70246. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70247. * @param name defines the name of the mesh
  70248. * @param options defines the options used to create the mesh
  70249. * @param scene defines the hosting scene
  70250. * @returns the custom extruded shape mesh
  70251. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70252. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70253. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70254. */
  70255. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70256. var path = options.path;
  70257. var shape = options.shape;
  70258. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70259. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70260. var ribbonCloseArray = options.ribbonCloseArray || false;
  70261. var ribbonClosePath = options.ribbonClosePath || false;
  70262. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70263. var updatable = options.updatable;
  70264. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70265. var instance = options.instance;
  70266. var invertUV = options.invertUV || false;
  70267. 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);
  70268. };
  70269. /**
  70270. * Creates lathe mesh.
  70271. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70272. * * 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
  70273. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70274. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70275. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70276. * * 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
  70277. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70278. * * 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
  70279. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70280. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70281. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70282. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70283. * @param name defines the name of the mesh
  70284. * @param options defines the options used to create the mesh
  70285. * @param scene defines the hosting scene
  70286. * @returns the lathe mesh
  70287. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70288. */
  70289. MeshBuilder.CreateLathe = function (name, options, scene) {
  70290. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70291. var closed = (options.closed === undefined) ? true : options.closed;
  70292. var shape = options.shape;
  70293. var radius = options.radius || 1;
  70294. var tessellation = options.tessellation || 64;
  70295. var clip = options.clip || 0;
  70296. var updatable = options.updatable;
  70297. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70298. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70299. var pi2 = Math.PI * 2;
  70300. var paths = new Array();
  70301. var invertUV = options.invertUV || false;
  70302. var i = 0;
  70303. var p = 0;
  70304. var step = pi2 / tessellation * arc;
  70305. var rotated;
  70306. var path = new Array();
  70307. for (i = 0; i <= tessellation - clip; i++) {
  70308. var path = [];
  70309. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70310. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70311. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70312. }
  70313. for (p = 0; p < shape.length; p++) {
  70314. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70315. path.push(rotated);
  70316. }
  70317. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70318. 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));
  70319. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70320. }
  70321. paths.push(path);
  70322. }
  70323. // lathe ribbon
  70324. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70325. return lathe;
  70326. };
  70327. /**
  70328. * Creates a plane mesh
  70329. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70330. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70331. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70332. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70333. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70334. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70335. * @param name defines the name of the mesh
  70336. * @param options defines the options used to create the mesh
  70337. * @param scene defines the hosting scene
  70338. * @returns the plane mesh
  70339. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70340. */
  70341. MeshBuilder.CreatePlane = function (name, options, scene) {
  70342. var plane = new BABYLON.Mesh(name, scene);
  70343. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70344. plane._originalBuilderSideOrientation = options.sideOrientation;
  70345. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70346. vertexData.applyToMesh(plane, options.updatable);
  70347. if (options.sourcePlane) {
  70348. plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);
  70349. plane.setDirection(options.sourcePlane.normal);
  70350. }
  70351. return plane;
  70352. };
  70353. /**
  70354. * Creates a ground mesh
  70355. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70356. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70357. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70358. * @param name defines the name of the mesh
  70359. * @param options defines the options used to create the mesh
  70360. * @param scene defines the hosting scene
  70361. * @returns the ground mesh
  70362. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70363. */
  70364. MeshBuilder.CreateGround = function (name, options, scene) {
  70365. var ground = new BABYLON.GroundMesh(name, scene);
  70366. ground._setReady(false);
  70367. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70368. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70369. ground._width = options.width || 1;
  70370. ground._height = options.height || 1;
  70371. ground._maxX = ground._width / 2;
  70372. ground._maxZ = ground._height / 2;
  70373. ground._minX = -ground._maxX;
  70374. ground._minZ = -ground._maxZ;
  70375. var vertexData = BABYLON.VertexData.CreateGround(options);
  70376. vertexData.applyToMesh(ground, options.updatable);
  70377. ground._setReady(true);
  70378. return ground;
  70379. };
  70380. /**
  70381. * Creates a tiled ground mesh
  70382. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70383. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70384. * * 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
  70385. * * 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
  70386. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70387. * @param name defines the name of the mesh
  70388. * @param options defines the options used to create the mesh
  70389. * @param scene defines the hosting scene
  70390. * @returns the tiled ground mesh
  70391. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70392. */
  70393. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70394. var tiledGround = new BABYLON.Mesh(name, scene);
  70395. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70396. vertexData.applyToMesh(tiledGround, options.updatable);
  70397. return tiledGround;
  70398. };
  70399. /**
  70400. * Creates a ground mesh from a height map
  70401. * * The parameter `url` sets the URL of the height map image resource.
  70402. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70403. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70404. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70405. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70406. * * 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.
  70407. * * 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).
  70408. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70409. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70410. * @param name defines the name of the mesh
  70411. * @param url defines the url to the height map
  70412. * @param options defines the options used to create the mesh
  70413. * @param scene defines the hosting scene
  70414. * @returns the ground mesh
  70415. * @see https://doc.babylonjs.com/babylon101/height_map
  70416. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70417. */
  70418. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70419. var width = options.width || 10.0;
  70420. var height = options.height || 10.0;
  70421. var subdivisions = options.subdivisions || 1 | 0;
  70422. var minHeight = options.minHeight || 0.0;
  70423. var maxHeight = options.maxHeight || 1.0;
  70424. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70425. var alphaFilter = options.alphaFilter || 0.0;
  70426. var updatable = options.updatable;
  70427. var onReady = options.onReady;
  70428. var ground = new BABYLON.GroundMesh(name, scene);
  70429. ground._subdivisionsX = subdivisions;
  70430. ground._subdivisionsY = subdivisions;
  70431. ground._width = width;
  70432. ground._height = height;
  70433. ground._maxX = ground._width / 2.0;
  70434. ground._maxZ = ground._height / 2.0;
  70435. ground._minX = -ground._maxX;
  70436. ground._minZ = -ground._maxZ;
  70437. ground._setReady(false);
  70438. var onload = function (img) {
  70439. // Getting height map data
  70440. var canvas = document.createElement("canvas");
  70441. var context = canvas.getContext("2d");
  70442. if (!context) {
  70443. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70444. }
  70445. if (scene.isDisposed) {
  70446. return;
  70447. }
  70448. var bufferWidth = img.width;
  70449. var bufferHeight = img.height;
  70450. canvas.width = bufferWidth;
  70451. canvas.height = bufferHeight;
  70452. context.drawImage(img, 0, 0);
  70453. // Create VertexData from map data
  70454. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70455. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70456. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70457. width: width, height: height,
  70458. subdivisions: subdivisions,
  70459. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70460. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70461. alphaFilter: alphaFilter
  70462. });
  70463. vertexData.applyToMesh(ground, updatable);
  70464. //execute ready callback, if set
  70465. if (onReady) {
  70466. onReady(ground);
  70467. }
  70468. ground._setReady(true);
  70469. };
  70470. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70471. return ground;
  70472. };
  70473. /**
  70474. * Creates a polygon mesh
  70475. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70476. * * 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
  70477. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70478. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70479. * * 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)
  70480. * * Remember you can only change the shape positions, not their number when updating a polygon
  70481. * @param name defines the name of the mesh
  70482. * @param options defines the options used to create the mesh
  70483. * @param scene defines the hosting scene
  70484. * @returns the polygon mesh
  70485. */
  70486. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70487. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70488. var shape = options.shape;
  70489. var holes = options.holes || [];
  70490. var depth = options.depth || 0;
  70491. var contours = [];
  70492. var hole = [];
  70493. for (var i = 0; i < shape.length; i++) {
  70494. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70495. }
  70496. var epsilon = 0.00000001;
  70497. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70498. contours.pop();
  70499. }
  70500. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70501. for (var hNb = 0; hNb < holes.length; hNb++) {
  70502. hole = [];
  70503. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70504. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70505. }
  70506. polygonTriangulation.addHole(hole);
  70507. }
  70508. var polygon = polygonTriangulation.build(options.updatable, depth);
  70509. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70510. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70511. vertexData.applyToMesh(polygon, options.updatable);
  70512. return polygon;
  70513. };
  70514. /**
  70515. * Creates an extruded polygon mesh, with depth in the Y direction.
  70516. * * 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)
  70517. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70518. * @param name defines the name of the mesh
  70519. * @param options defines the options used to create the mesh
  70520. * @param scene defines the hosting scene
  70521. * @returns the polygon mesh
  70522. */
  70523. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70524. return MeshBuilder.CreatePolygon(name, options, scene);
  70525. };
  70526. /**
  70527. * Creates a tube mesh.
  70528. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70529. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70530. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70531. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70532. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70533. * * 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)
  70534. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70535. * * 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
  70536. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  70537. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70538. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70539. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70540. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70541. * @param name defines the name of the mesh
  70542. * @param options defines the options used to create the mesh
  70543. * @param scene defines the hosting scene
  70544. * @returns the tube mesh
  70545. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70546. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70547. */
  70548. MeshBuilder.CreateTube = function (name, options, scene) {
  70549. var path = options.path;
  70550. var instance = options.instance;
  70551. var radius = 1.0;
  70552. if (options.radius !== undefined) {
  70553. radius = options.radius;
  70554. }
  70555. else if (instance) {
  70556. radius = instance._creationDataStorage.radius;
  70557. }
  70558. var tessellation = options.tessellation || 64 | 0;
  70559. var radiusFunction = options.radiusFunction || null;
  70560. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70561. var invertUV = options.invertUV || false;
  70562. var updatable = options.updatable;
  70563. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70564. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70565. // tube geometry
  70566. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70567. var tangents = path3D.getTangents();
  70568. var normals = path3D.getNormals();
  70569. var distances = path3D.getDistances();
  70570. var pi2 = Math.PI * 2;
  70571. var step = pi2 / tessellation * arc;
  70572. var returnRadius = function () { return radius; };
  70573. var radiusFunctionFinal = radiusFunction || returnRadius;
  70574. var circlePath;
  70575. var rad;
  70576. var normal;
  70577. var rotated;
  70578. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70579. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70580. for (var i = 0; i < path.length; i++) {
  70581. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70582. circlePath = Array(); // current circle array
  70583. normal = normals[i]; // current normal
  70584. for (var t = 0; t < tessellation; t++) {
  70585. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70586. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70587. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70588. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70589. circlePath[t] = rotated;
  70590. }
  70591. circlePaths[index] = circlePath;
  70592. index++;
  70593. }
  70594. // cap
  70595. var capPath = function (nbPoints, pathIndex) {
  70596. var pointCap = Array();
  70597. for (var i = 0; i < nbPoints; i++) {
  70598. pointCap.push(path[pathIndex]);
  70599. }
  70600. return pointCap;
  70601. };
  70602. switch (cap) {
  70603. case BABYLON.Mesh.NO_CAP:
  70604. break;
  70605. case BABYLON.Mesh.CAP_START:
  70606. circlePaths[0] = capPath(tessellation, 0);
  70607. circlePaths[1] = circlePaths[2].slice(0);
  70608. break;
  70609. case BABYLON.Mesh.CAP_END:
  70610. circlePaths[index] = circlePaths[index - 1].slice(0);
  70611. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70612. break;
  70613. case BABYLON.Mesh.CAP_ALL:
  70614. circlePaths[0] = capPath(tessellation, 0);
  70615. circlePaths[1] = circlePaths[2].slice(0);
  70616. circlePaths[index] = circlePaths[index - 1].slice(0);
  70617. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70618. break;
  70619. default:
  70620. break;
  70621. }
  70622. return circlePaths;
  70623. };
  70624. var path3D;
  70625. var pathArray;
  70626. if (instance) { // tube update
  70627. var storage = instance._creationDataStorage;
  70628. var arc = options.arc || storage.arc;
  70629. path3D = storage.path3D.update(path);
  70630. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70631. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70632. // Update mode, no need to recreate the storage.
  70633. storage.path3D = path3D;
  70634. storage.pathArray = pathArray;
  70635. storage.arc = arc;
  70636. storage.radius = radius;
  70637. return instance;
  70638. }
  70639. // tube creation
  70640. path3D = new BABYLON.Path3D(path);
  70641. var newPathArray = new Array();
  70642. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70643. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70644. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70645. tube._creationDataStorage.pathArray = pathArray;
  70646. tube._creationDataStorage.path3D = path3D;
  70647. tube._creationDataStorage.tessellation = tessellation;
  70648. tube._creationDataStorage.cap = cap;
  70649. tube._creationDataStorage.arc = options.arc;
  70650. tube._creationDataStorage.radius = radius;
  70651. return tube;
  70652. };
  70653. /**
  70654. * Creates a polyhedron mesh
  70655. * * 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
  70656. * * The parameter `size` (positive float, default 1) sets the polygon size
  70657. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70658. * * 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`
  70659. * * 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
  70660. * * 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)`)
  70661. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70662. * * 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
  70663. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70664. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70665. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70666. * @param name defines the name of the mesh
  70667. * @param options defines the options used to create the mesh
  70668. * @param scene defines the hosting scene
  70669. * @returns the polyhedron mesh
  70670. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70671. */
  70672. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70673. var polyhedron = new BABYLON.Mesh(name, scene);
  70674. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70675. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70676. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70677. vertexData.applyToMesh(polyhedron, options.updatable);
  70678. return polyhedron;
  70679. };
  70680. /**
  70681. * Creates a decal mesh.
  70682. * 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
  70683. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70684. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70685. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70686. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70687. * @param name defines the name of the mesh
  70688. * @param sourceMesh defines the mesh where the decal must be applied
  70689. * @param options defines the options used to create the mesh
  70690. * @param scene defines the hosting scene
  70691. * @returns the decal mesh
  70692. * @see https://doc.babylonjs.com/how_to/decals
  70693. */
  70694. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70695. var indices = sourceMesh.getIndices();
  70696. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70697. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70698. var position = options.position || BABYLON.Vector3.Zero();
  70699. var normal = options.normal || BABYLON.Vector3.Up();
  70700. var size = options.size || BABYLON.Vector3.One();
  70701. var angle = options.angle || 0;
  70702. // Getting correct rotation
  70703. if (!normal) {
  70704. var target = new BABYLON.Vector3(0, 0, 1);
  70705. var camera = sourceMesh.getScene().activeCamera;
  70706. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70707. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70708. }
  70709. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70710. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70711. var pitch = Math.atan2(normal.y, len);
  70712. // Matrix
  70713. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70714. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70715. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70716. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70717. var vertexData = new BABYLON.VertexData();
  70718. vertexData.indices = [];
  70719. vertexData.positions = [];
  70720. vertexData.normals = [];
  70721. vertexData.uvs = [];
  70722. var currentVertexDataIndex = 0;
  70723. var extractDecalVector3 = function (indexId) {
  70724. var result = new BABYLON.PositionNormalVertex();
  70725. if (!indices || !positions || !normals) {
  70726. return result;
  70727. }
  70728. var vertexId = indices[indexId];
  70729. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70730. // Send vector to decal local world
  70731. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70732. // Get normal
  70733. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70734. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70735. return result;
  70736. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70737. var clip = function (vertices, axis) {
  70738. if (vertices.length === 0) {
  70739. return vertices;
  70740. }
  70741. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70742. var clipVertices = function (v0, v1) {
  70743. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70744. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70745. };
  70746. var result = new Array();
  70747. for (var index = 0; index < vertices.length; index += 3) {
  70748. var v1Out;
  70749. var v2Out;
  70750. var v3Out;
  70751. var total = 0;
  70752. var nV1 = null;
  70753. var nV2 = null;
  70754. var nV3 = null;
  70755. var nV4 = null;
  70756. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70757. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70758. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70759. v1Out = d1 > 0;
  70760. v2Out = d2 > 0;
  70761. v3Out = d3 > 0;
  70762. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70763. switch (total) {
  70764. case 0:
  70765. result.push(vertices[index]);
  70766. result.push(vertices[index + 1]);
  70767. result.push(vertices[index + 2]);
  70768. break;
  70769. case 1:
  70770. if (v1Out) {
  70771. nV1 = vertices[index + 1];
  70772. nV2 = vertices[index + 2];
  70773. nV3 = clipVertices(vertices[index], nV1);
  70774. nV4 = clipVertices(vertices[index], nV2);
  70775. }
  70776. if (v2Out) {
  70777. nV1 = vertices[index];
  70778. nV2 = vertices[index + 2];
  70779. nV3 = clipVertices(vertices[index + 1], nV1);
  70780. nV4 = clipVertices(vertices[index + 1], nV2);
  70781. result.push(nV3);
  70782. result.push(nV2.clone());
  70783. result.push(nV1.clone());
  70784. result.push(nV2.clone());
  70785. result.push(nV3.clone());
  70786. result.push(nV4);
  70787. break;
  70788. }
  70789. if (v3Out) {
  70790. nV1 = vertices[index];
  70791. nV2 = vertices[index + 1];
  70792. nV3 = clipVertices(vertices[index + 2], nV1);
  70793. nV4 = clipVertices(vertices[index + 2], nV2);
  70794. }
  70795. if (nV1 && nV2 && nV3 && nV4) {
  70796. result.push(nV1.clone());
  70797. result.push(nV2.clone());
  70798. result.push(nV3);
  70799. result.push(nV4);
  70800. result.push(nV3.clone());
  70801. result.push(nV2.clone());
  70802. }
  70803. break;
  70804. case 2:
  70805. if (!v1Out) {
  70806. nV1 = vertices[index].clone();
  70807. nV2 = clipVertices(nV1, vertices[index + 1]);
  70808. nV3 = clipVertices(nV1, vertices[index + 2]);
  70809. result.push(nV1);
  70810. result.push(nV2);
  70811. result.push(nV3);
  70812. }
  70813. if (!v2Out) {
  70814. nV1 = vertices[index + 1].clone();
  70815. nV2 = clipVertices(nV1, vertices[index + 2]);
  70816. nV3 = clipVertices(nV1, vertices[index]);
  70817. result.push(nV1);
  70818. result.push(nV2);
  70819. result.push(nV3);
  70820. }
  70821. if (!v3Out) {
  70822. nV1 = vertices[index + 2].clone();
  70823. nV2 = clipVertices(nV1, vertices[index]);
  70824. nV3 = clipVertices(nV1, vertices[index + 1]);
  70825. result.push(nV1);
  70826. result.push(nV2);
  70827. result.push(nV3);
  70828. }
  70829. break;
  70830. case 3:
  70831. break;
  70832. }
  70833. }
  70834. return result;
  70835. };
  70836. for (var index = 0; index < indices.length; index += 3) {
  70837. var faceVertices = new Array();
  70838. faceVertices.push(extractDecalVector3(index));
  70839. faceVertices.push(extractDecalVector3(index + 1));
  70840. faceVertices.push(extractDecalVector3(index + 2));
  70841. // Clip
  70842. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70843. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70844. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70845. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70846. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70847. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70848. if (faceVertices.length === 0) {
  70849. continue;
  70850. }
  70851. // Add UVs and get back to world
  70852. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70853. var vertex = faceVertices[vIndex];
  70854. //TODO check for Int32Array | Uint32Array | Uint16Array
  70855. vertexData.indices.push(currentVertexDataIndex);
  70856. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70857. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70858. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70859. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70860. currentVertexDataIndex++;
  70861. }
  70862. }
  70863. // Return mesh
  70864. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70865. vertexData.applyToMesh(decal);
  70866. decal.position = position.clone();
  70867. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70868. return decal;
  70869. };
  70870. // Privates
  70871. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70872. // extrusion geometry
  70873. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70874. var tangents = path3D.getTangents();
  70875. var normals = path3D.getNormals();
  70876. var binormals = path3D.getBinormals();
  70877. var distances = path3D.getDistances();
  70878. var angle = 0;
  70879. var returnScale = function () { return scale !== null ? scale : 1; };
  70880. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70881. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70882. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70883. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70884. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70885. for (var i = 0; i < curve.length; i++) {
  70886. var shapePath = new Array();
  70887. var angleStep = rotate(i, distances[i]);
  70888. var scaleRatio = scl(i, distances[i]);
  70889. for (var p = 0; p < shape.length; p++) {
  70890. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70891. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70892. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70893. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70894. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70895. shapePath[p] = rotated;
  70896. }
  70897. shapePaths[index] = shapePath;
  70898. angle += angleStep;
  70899. index++;
  70900. }
  70901. // cap
  70902. var capPath = function (shapePath) {
  70903. var pointCap = Array();
  70904. var barycenter = BABYLON.Vector3.Zero();
  70905. var i;
  70906. for (i = 0; i < shapePath.length; i++) {
  70907. barycenter.addInPlace(shapePath[i]);
  70908. }
  70909. barycenter.scaleInPlace(1.0 / shapePath.length);
  70910. for (i = 0; i < shapePath.length; i++) {
  70911. pointCap.push(barycenter);
  70912. }
  70913. return pointCap;
  70914. };
  70915. switch (cap) {
  70916. case BABYLON.Mesh.NO_CAP:
  70917. break;
  70918. case BABYLON.Mesh.CAP_START:
  70919. shapePaths[0] = capPath(shapePaths[2]);
  70920. shapePaths[1] = shapePaths[2];
  70921. break;
  70922. case BABYLON.Mesh.CAP_END:
  70923. shapePaths[index] = shapePaths[index - 1];
  70924. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70925. break;
  70926. case BABYLON.Mesh.CAP_ALL:
  70927. shapePaths[0] = capPath(shapePaths[2]);
  70928. shapePaths[1] = shapePaths[2];
  70929. shapePaths[index] = shapePaths[index - 1];
  70930. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70931. break;
  70932. default:
  70933. break;
  70934. }
  70935. return shapePaths;
  70936. };
  70937. var path3D;
  70938. var pathArray;
  70939. if (instance) { // instance update
  70940. var storage = instance._creationDataStorage;
  70941. path3D = storage.path3D.update(curve);
  70942. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70943. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70944. return instance;
  70945. }
  70946. // extruded shape creation
  70947. path3D = new BABYLON.Path3D(curve);
  70948. var newShapePaths = new Array();
  70949. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70950. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70951. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70952. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70953. extrudedGeneric._creationDataStorage.path3D = path3D;
  70954. extrudedGeneric._creationDataStorage.cap = cap;
  70955. return extrudedGeneric;
  70956. };
  70957. return MeshBuilder;
  70958. }());
  70959. BABYLON.MeshBuilder = MeshBuilder;
  70960. })(BABYLON || (BABYLON = {}));
  70961. //# sourceMappingURL=babylon.meshBuilder.js.map
  70962. var BABYLON;
  70963. (function (BABYLON) {
  70964. /**
  70965. * Draco compression (https://google.github.io/draco/)
  70966. *
  70967. * This class wraps the Draco module.
  70968. *
  70969. * **Encoder**
  70970. *
  70971. * The encoder is not currently implemented.
  70972. *
  70973. * **Decoder**
  70974. *
  70975. * 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.
  70976. *
  70977. * To update the configuration, use the following code:
  70978. * ```javascript
  70979. * BABYLON.DracoCompression.Configuration = {
  70980. * decoder: {
  70981. * wasmUrl: "<url to the WebAssembly library>",
  70982. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70983. * fallbackUrl: "<url to the fallback JavaScript library>",
  70984. * }
  70985. * };
  70986. * ```
  70987. *
  70988. * 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.
  70989. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70990. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70991. *
  70992. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70993. * ```javascript
  70994. * var dracoCompression = new BABYLON.DracoCompression();
  70995. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70996. * [BABYLON.VertexBuffer.PositionKind]: 0
  70997. * });
  70998. * ```
  70999. *
  71000. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  71001. */
  71002. var DracoCompression = /** @class */ (function () {
  71003. /**
  71004. * Constructor
  71005. */
  71006. function DracoCompression() {
  71007. }
  71008. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  71009. /**
  71010. * Returns true if the decoder is available.
  71011. */
  71012. get: function () {
  71013. if (typeof DracoDecoderModule !== "undefined") {
  71014. return true;
  71015. }
  71016. var decoder = DracoCompression.Configuration.decoder;
  71017. if (decoder) {
  71018. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71019. return true;
  71020. }
  71021. if (decoder.fallbackUrl) {
  71022. return true;
  71023. }
  71024. }
  71025. return false;
  71026. },
  71027. enumerable: true,
  71028. configurable: true
  71029. });
  71030. /**
  71031. * Stop all async operations and release resources.
  71032. */
  71033. DracoCompression.prototype.dispose = function () {
  71034. };
  71035. /**
  71036. * Decode Draco compressed mesh data to vertex data.
  71037. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  71038. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  71039. * @returns A promise that resolves with the decoded vertex data
  71040. */
  71041. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  71042. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  71043. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  71044. var module = wrappedModule.module;
  71045. var vertexData = new BABYLON.VertexData();
  71046. var buffer = new module.DecoderBuffer();
  71047. buffer.Init(dataView, dataView.byteLength);
  71048. var decoder = new module.Decoder();
  71049. var geometry;
  71050. var status;
  71051. try {
  71052. var type = decoder.GetEncodedGeometryType(buffer);
  71053. switch (type) {
  71054. case module.TRIANGULAR_MESH:
  71055. geometry = new module.Mesh();
  71056. status = decoder.DecodeBufferToMesh(buffer, geometry);
  71057. break;
  71058. case module.POINT_CLOUD:
  71059. geometry = new module.PointCloud();
  71060. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  71061. break;
  71062. default:
  71063. throw new Error("Invalid geometry type " + type);
  71064. }
  71065. if (!status.ok() || !geometry.ptr) {
  71066. throw new Error(status.error_msg());
  71067. }
  71068. var numPoints = geometry.num_points();
  71069. if (type === module.TRIANGULAR_MESH) {
  71070. var numFaces = geometry.num_faces();
  71071. var faceIndices = new module.DracoInt32Array();
  71072. try {
  71073. var indices = new Uint32Array(numFaces * 3);
  71074. for (var i = 0; i < numFaces; i++) {
  71075. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  71076. var offset = i * 3;
  71077. indices[offset + 0] = faceIndices.GetValue(0);
  71078. indices[offset + 1] = faceIndices.GetValue(1);
  71079. indices[offset + 2] = faceIndices.GetValue(2);
  71080. }
  71081. vertexData.indices = indices;
  71082. }
  71083. finally {
  71084. module.destroy(faceIndices);
  71085. }
  71086. }
  71087. for (var kind in attributes) {
  71088. var uniqueId = attributes[kind];
  71089. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  71090. var dracoData = new module.DracoFloat32Array();
  71091. try {
  71092. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  71093. var babylonData = new Float32Array(numPoints * attribute.num_components());
  71094. for (var i = 0; i < babylonData.length; i++) {
  71095. babylonData[i] = dracoData.GetValue(i);
  71096. }
  71097. vertexData.set(babylonData, kind);
  71098. }
  71099. finally {
  71100. module.destroy(dracoData);
  71101. }
  71102. }
  71103. }
  71104. finally {
  71105. if (geometry) {
  71106. module.destroy(geometry);
  71107. }
  71108. module.destroy(decoder);
  71109. module.destroy(buffer);
  71110. }
  71111. return vertexData;
  71112. });
  71113. };
  71114. DracoCompression._GetDecoderModule = function () {
  71115. if (!DracoCompression._DecoderModulePromise) {
  71116. var promise = null;
  71117. var config_1 = {};
  71118. if (typeof DracoDecoderModule !== "undefined") {
  71119. promise = Promise.resolve();
  71120. }
  71121. else {
  71122. var decoder = DracoCompression.Configuration.decoder;
  71123. if (decoder) {
  71124. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71125. promise = Promise.all([
  71126. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  71127. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  71128. config_1.wasmBinary = data;
  71129. })
  71130. ]);
  71131. }
  71132. else if (decoder.fallbackUrl) {
  71133. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  71134. }
  71135. }
  71136. }
  71137. if (!promise) {
  71138. throw new Error("Draco decoder module is not available");
  71139. }
  71140. DracoCompression._DecoderModulePromise = promise.then(function () {
  71141. return new Promise(function (resolve) {
  71142. config_1.onModuleLoaded = function (decoderModule) {
  71143. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  71144. resolve({ module: decoderModule });
  71145. };
  71146. DracoDecoderModule(config_1);
  71147. });
  71148. });
  71149. }
  71150. return DracoCompression._DecoderModulePromise;
  71151. };
  71152. DracoCompression._LoadScriptAsync = function (url) {
  71153. return new Promise(function (resolve, reject) {
  71154. BABYLON.Tools.LoadScript(url, function () {
  71155. resolve();
  71156. }, function (message) {
  71157. reject(new Error(message));
  71158. });
  71159. });
  71160. };
  71161. DracoCompression._LoadFileAsync = function (url) {
  71162. return new Promise(function (resolve, reject) {
  71163. BABYLON.Tools.LoadFile(url, function (data) {
  71164. resolve(data);
  71165. }, undefined, undefined, true, function (request, exception) {
  71166. reject(exception);
  71167. });
  71168. });
  71169. };
  71170. /**
  71171. * The configuration. Defaults to the following urls:
  71172. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  71173. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  71174. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71175. */
  71176. DracoCompression.Configuration = {
  71177. decoder: {
  71178. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  71179. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  71180. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71181. }
  71182. };
  71183. return DracoCompression;
  71184. }());
  71185. BABYLON.DracoCompression = DracoCompression;
  71186. })(BABYLON || (BABYLON = {}));
  71187. //# sourceMappingURL=babylon.dracoCompression.js.map
  71188. var BABYLON;
  71189. (function (BABYLON) {
  71190. // Sets the default audio engine to Babylon.js
  71191. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  71192. /**
  71193. * This represents the default audio engine used in babylon.
  71194. * It is responsible to play, synchronize and analyse sounds throughout the application.
  71195. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71196. */
  71197. var AudioEngine = /** @class */ (function () {
  71198. /**
  71199. * Instantiates a new audio engine.
  71200. *
  71201. * There should be only one per page as some browsers restrict the number
  71202. * of audio contexts you can create.
  71203. * @param hostElement defines the host element where to display the mute icon if necessary
  71204. */
  71205. function AudioEngine(hostElement) {
  71206. if (hostElement === void 0) { hostElement = null; }
  71207. var _this = this;
  71208. this._audioContext = null;
  71209. this._audioContextInitialized = false;
  71210. this._muteButton = null;
  71211. /**
  71212. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71213. */
  71214. this.canUseWebAudio = false;
  71215. /**
  71216. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71217. * @ignoreNaming
  71218. */
  71219. this.WarnedWebAudioUnsupported = false;
  71220. /**
  71221. * Gets whether or not mp3 are supported by your browser.
  71222. */
  71223. this.isMP3supported = false;
  71224. /**
  71225. * Gets whether or not ogg are supported by your browser.
  71226. */
  71227. this.isOGGsupported = false;
  71228. /**
  71229. * Gets whether audio has been unlocked on the device.
  71230. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71231. * a user interaction has happened.
  71232. */
  71233. this.unlocked = true;
  71234. /**
  71235. * Defines if the audio engine relies on a custom unlocked button.
  71236. * In this case, the embedded button will not be displayed.
  71237. */
  71238. this.useCustomUnlockedButton = false;
  71239. /**
  71240. * Event raised when audio has been unlocked on the browser.
  71241. */
  71242. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71243. /**
  71244. * Event raised when audio has been locked on the browser.
  71245. */
  71246. this.onAudioLockedObservable = new BABYLON.Observable();
  71247. this._tryToRun = false;
  71248. this._onResize = function () {
  71249. _this._moveButtonToTopLeft();
  71250. };
  71251. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71252. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71253. this.canUseWebAudio = true;
  71254. }
  71255. var audioElem = document.createElement('audio');
  71256. this._hostElement = hostElement;
  71257. try {
  71258. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71259. this.isMP3supported = true;
  71260. }
  71261. }
  71262. catch (e) {
  71263. // protect error during capability check.
  71264. }
  71265. try {
  71266. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71267. this.isOGGsupported = true;
  71268. }
  71269. }
  71270. catch (e) {
  71271. // protect error during capability check.
  71272. }
  71273. }
  71274. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71275. /**
  71276. * Gets the current AudioContext if available.
  71277. */
  71278. get: function () {
  71279. if (!this._audioContextInitialized) {
  71280. this._initializeAudioContext();
  71281. }
  71282. else {
  71283. if (!this.unlocked && !this._muteButton) {
  71284. this._displayMuteButton();
  71285. }
  71286. }
  71287. return this._audioContext;
  71288. },
  71289. enumerable: true,
  71290. configurable: true
  71291. });
  71292. /**
  71293. * Flags the audio engine in Locked state.
  71294. * This happens due to new browser policies preventing audio to autoplay.
  71295. */
  71296. AudioEngine.prototype.lock = function () {
  71297. this._triggerSuspendedState();
  71298. };
  71299. /**
  71300. * Unlocks the audio engine once a user action has been done on the dom.
  71301. * This is helpful to resume play once browser policies have been satisfied.
  71302. */
  71303. AudioEngine.prototype.unlock = function () {
  71304. this._triggerRunningState();
  71305. };
  71306. AudioEngine.prototype._resumeAudioContext = function () {
  71307. var result;
  71308. if (this._audioContext.resume) {
  71309. result = this._audioContext.resume();
  71310. }
  71311. return result || Promise.resolve();
  71312. };
  71313. AudioEngine.prototype._initializeAudioContext = function () {
  71314. try {
  71315. if (this.canUseWebAudio) {
  71316. this._audioContext = new AudioContext();
  71317. // create a global volume gain node
  71318. this.masterGain = this._audioContext.createGain();
  71319. this.masterGain.gain.value = 1;
  71320. this.masterGain.connect(this._audioContext.destination);
  71321. this._audioContextInitialized = true;
  71322. if (this._audioContext.state === "running") {
  71323. // Do not wait for the promise to unlock.
  71324. this._triggerRunningState();
  71325. }
  71326. }
  71327. }
  71328. catch (e) {
  71329. this.canUseWebAudio = false;
  71330. BABYLON.Tools.Error("Web Audio: " + e.message);
  71331. }
  71332. };
  71333. AudioEngine.prototype._triggerRunningState = function () {
  71334. var _this = this;
  71335. if (this._tryToRun) {
  71336. return;
  71337. }
  71338. this._tryToRun = true;
  71339. this._resumeAudioContext()
  71340. .then(function () {
  71341. _this._tryToRun = false;
  71342. if (_this._muteButton) {
  71343. _this._hideMuteButton();
  71344. }
  71345. }).catch(function () {
  71346. _this._tryToRun = false;
  71347. _this.unlocked = false;
  71348. });
  71349. // Notify users that the audio stack is unlocked/unmuted
  71350. this.unlocked = true;
  71351. this.onAudioUnlockedObservable.notifyObservers(this);
  71352. };
  71353. AudioEngine.prototype._triggerSuspendedState = function () {
  71354. this.unlocked = false;
  71355. this.onAudioLockedObservable.notifyObservers(this);
  71356. this._displayMuteButton();
  71357. };
  71358. AudioEngine.prototype._displayMuteButton = function () {
  71359. var _this = this;
  71360. if (this.useCustomUnlockedButton) {
  71361. return;
  71362. }
  71363. this._muteButton = document.createElement("BUTTON");
  71364. this._muteButton.className = "babylonUnmuteIcon";
  71365. this._muteButton.id = "babylonUnmuteIconBtn";
  71366. this._muteButton.title = "Unmute";
  71367. 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) }";
  71368. var style = document.createElement('style');
  71369. style.appendChild(document.createTextNode(css));
  71370. document.getElementsByTagName('head')[0].appendChild(style);
  71371. document.body.appendChild(this._muteButton);
  71372. this._moveButtonToTopLeft();
  71373. this._muteButton.addEventListener('touchend', function () {
  71374. _this._triggerRunningState();
  71375. }, true);
  71376. this._muteButton.addEventListener('click', function () {
  71377. _this._triggerRunningState();
  71378. }, true);
  71379. window.addEventListener("resize", this._onResize);
  71380. };
  71381. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71382. if (this._hostElement && this._muteButton) {
  71383. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71384. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71385. }
  71386. };
  71387. AudioEngine.prototype._hideMuteButton = function () {
  71388. if (this._muteButton) {
  71389. document.body.removeChild(this._muteButton);
  71390. this._muteButton = null;
  71391. }
  71392. };
  71393. /**
  71394. * Destroy and release the resources associated with the audio ccontext.
  71395. */
  71396. AudioEngine.prototype.dispose = function () {
  71397. if (this.canUseWebAudio && this._audioContextInitialized) {
  71398. if (this._connectedAnalyser && this._audioContext) {
  71399. this._connectedAnalyser.stopDebugCanvas();
  71400. this._connectedAnalyser.dispose();
  71401. this.masterGain.disconnect();
  71402. this.masterGain.connect(this._audioContext.destination);
  71403. this._connectedAnalyser = null;
  71404. }
  71405. this.masterGain.gain.value = 1;
  71406. }
  71407. this.WarnedWebAudioUnsupported = false;
  71408. this._hideMuteButton();
  71409. window.removeEventListener("resize", this._onResize);
  71410. this.onAudioUnlockedObservable.clear();
  71411. this.onAudioLockedObservable.clear();
  71412. };
  71413. /**
  71414. * Gets the global volume sets on the master gain.
  71415. * @returns the global volume if set or -1 otherwise
  71416. */
  71417. AudioEngine.prototype.getGlobalVolume = function () {
  71418. if (this.canUseWebAudio && this._audioContextInitialized) {
  71419. return this.masterGain.gain.value;
  71420. }
  71421. else {
  71422. return -1;
  71423. }
  71424. };
  71425. /**
  71426. * Sets the global volume of your experience (sets on the master gain).
  71427. * @param newVolume Defines the new global volume of the application
  71428. */
  71429. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71430. if (this.canUseWebAudio && this._audioContextInitialized) {
  71431. this.masterGain.gain.value = newVolume;
  71432. }
  71433. };
  71434. /**
  71435. * Connect the audio engine to an audio analyser allowing some amazing
  71436. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71437. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71438. * @param analyser The analyser to connect to the engine
  71439. */
  71440. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71441. if (this._connectedAnalyser) {
  71442. this._connectedAnalyser.stopDebugCanvas();
  71443. }
  71444. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71445. this._connectedAnalyser = analyser;
  71446. this.masterGain.disconnect();
  71447. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71448. }
  71449. };
  71450. return AudioEngine;
  71451. }());
  71452. BABYLON.AudioEngine = AudioEngine;
  71453. })(BABYLON || (BABYLON = {}));
  71454. //# sourceMappingURL=babylon.audioEngine.js.map
  71455. var BABYLON;
  71456. (function (BABYLON) {
  71457. /**
  71458. * Defines a sound that can be played in the application.
  71459. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71460. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71461. */
  71462. var Sound = /** @class */ (function () {
  71463. /**
  71464. * Create a sound and attach it to a scene
  71465. * @param name Name of your sound
  71466. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71467. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71468. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71469. */
  71470. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71471. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71472. var _this = this;
  71473. /**
  71474. * Does the sound autoplay once loaded.
  71475. */
  71476. this.autoplay = false;
  71477. /**
  71478. * Does the sound loop after it finishes playing once.
  71479. */
  71480. this.loop = false;
  71481. /**
  71482. * Does the sound use a custom attenuation curve to simulate the falloff
  71483. * happening when the source gets further away from the camera.
  71484. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71485. */
  71486. this.useCustomAttenuation = false;
  71487. /**
  71488. * Is this sound currently played.
  71489. */
  71490. this.isPlaying = false;
  71491. /**
  71492. * Is this sound currently paused.
  71493. */
  71494. this.isPaused = false;
  71495. /**
  71496. * Does this sound enables spatial sound.
  71497. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71498. */
  71499. this.spatialSound = false;
  71500. /**
  71501. * Define the reference distance the sound should be heard perfectly.
  71502. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71503. */
  71504. this.refDistance = 1;
  71505. /**
  71506. * Define the roll off factor of spatial sounds.
  71507. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71508. */
  71509. this.rolloffFactor = 1;
  71510. /**
  71511. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71512. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71513. */
  71514. this.maxDistance = 100;
  71515. /**
  71516. * Define the distance attenuation model the sound will follow.
  71517. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71518. */
  71519. this.distanceModel = "linear";
  71520. /**
  71521. * Observable event when the current playing sound finishes.
  71522. */
  71523. this.onEndedObservable = new BABYLON.Observable();
  71524. this._panningModel = "equalpower";
  71525. this._playbackRate = 1;
  71526. this._streaming = false;
  71527. this._startTime = 0;
  71528. this._startOffset = 0;
  71529. this._position = BABYLON.Vector3.Zero();
  71530. /** @hidden */
  71531. this._positionInEmitterSpace = false;
  71532. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71533. this._volume = 1;
  71534. this._isReadyToPlay = false;
  71535. this._isDirectional = false;
  71536. // Used if you'd like to create a directional sound.
  71537. // If not set, the sound will be omnidirectional
  71538. this._coneInnerAngle = 360;
  71539. this._coneOuterAngle = 360;
  71540. this._coneOuterGain = 0;
  71541. this._isOutputConnected = false;
  71542. this._urlType = "Unknown";
  71543. this.name = name;
  71544. this._scene = scene;
  71545. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71546. if (!compo) {
  71547. compo = new BABYLON.AudioSceneComponent(scene);
  71548. scene._addComponent(compo);
  71549. }
  71550. this._readyToPlayCallback = readyToPlayCallback;
  71551. // Default custom attenuation function is a linear attenuation
  71552. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71553. if (currentDistance < maxDistance) {
  71554. return currentVolume * (1 - currentDistance / maxDistance);
  71555. }
  71556. else {
  71557. return 0;
  71558. }
  71559. };
  71560. if (options) {
  71561. this.autoplay = options.autoplay || false;
  71562. this.loop = options.loop || false;
  71563. // if volume === 0, we need another way to check this option
  71564. if (options.volume !== undefined) {
  71565. this._volume = options.volume;
  71566. }
  71567. this.spatialSound = options.spatialSound || false;
  71568. this.maxDistance = options.maxDistance || 100;
  71569. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71570. this.rolloffFactor = options.rolloffFactor || 1;
  71571. this.refDistance = options.refDistance || 1;
  71572. this.distanceModel = options.distanceModel || "linear";
  71573. this._playbackRate = options.playbackRate || 1;
  71574. this._streaming = options.streaming || false;
  71575. }
  71576. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71577. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71578. this._soundGain.gain.value = this._volume;
  71579. this._inputAudioNode = this._soundGain;
  71580. this._outputAudioNode = this._soundGain;
  71581. if (this.spatialSound) {
  71582. this._createSpatialParameters();
  71583. }
  71584. this._scene.mainSoundTrack.AddSound(this);
  71585. var validParameter = true;
  71586. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71587. if (urlOrArrayBuffer) {
  71588. try {
  71589. if (typeof (urlOrArrayBuffer) === "string") {
  71590. this._urlType = "String";
  71591. }
  71592. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71593. this._urlType = "ArrayBuffer";
  71594. }
  71595. else if (urlOrArrayBuffer instanceof MediaStream) {
  71596. this._urlType = "MediaStream";
  71597. }
  71598. else if (Array.isArray(urlOrArrayBuffer)) {
  71599. this._urlType = "Array";
  71600. }
  71601. var urls = [];
  71602. var codecSupportedFound = false;
  71603. switch (this._urlType) {
  71604. case "MediaStream":
  71605. this._streaming = true;
  71606. this._isReadyToPlay = true;
  71607. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71608. if (this.autoplay) {
  71609. this.play();
  71610. }
  71611. if (this._readyToPlayCallback) {
  71612. this._readyToPlayCallback();
  71613. }
  71614. break;
  71615. case "ArrayBuffer":
  71616. if (urlOrArrayBuffer.byteLength > 0) {
  71617. codecSupportedFound = true;
  71618. this._soundLoaded(urlOrArrayBuffer);
  71619. }
  71620. break;
  71621. case "String":
  71622. urls.push(urlOrArrayBuffer);
  71623. case "Array":
  71624. if (urls.length === 0) {
  71625. urls = urlOrArrayBuffer;
  71626. }
  71627. // If we found a supported format, we load it immediately and stop the loop
  71628. for (var i = 0; i < urls.length; i++) {
  71629. var url = urls[i];
  71630. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71631. codecSupportedFound = true;
  71632. }
  71633. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71634. codecSupportedFound = true;
  71635. }
  71636. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71637. codecSupportedFound = true;
  71638. }
  71639. if (url.indexOf("blob:") !== -1) {
  71640. codecSupportedFound = true;
  71641. }
  71642. if (codecSupportedFound) {
  71643. // Loading sound using XHR2
  71644. if (!this._streaming) {
  71645. this._scene._loadFile(url, function (data) {
  71646. _this._soundLoaded(data);
  71647. }, undefined, true, true, function (exception) {
  71648. if (exception) {
  71649. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71650. }
  71651. BABYLON.Tools.Error("Sound creation aborted.");
  71652. _this._scene.mainSoundTrack.RemoveSound(_this);
  71653. });
  71654. }
  71655. // Streaming sound using HTML5 Audio tag
  71656. else {
  71657. this._htmlAudioElement = new Audio(url);
  71658. this._htmlAudioElement.controls = false;
  71659. this._htmlAudioElement.loop = this.loop;
  71660. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71661. this._htmlAudioElement.preload = "auto";
  71662. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71663. _this._isReadyToPlay = true;
  71664. if (_this.autoplay) {
  71665. _this.play();
  71666. }
  71667. if (_this._readyToPlayCallback) {
  71668. _this._readyToPlayCallback();
  71669. }
  71670. });
  71671. document.body.appendChild(this._htmlAudioElement);
  71672. this._htmlAudioElement.load();
  71673. }
  71674. break;
  71675. }
  71676. }
  71677. break;
  71678. default:
  71679. validParameter = false;
  71680. break;
  71681. }
  71682. if (!validParameter) {
  71683. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71684. }
  71685. else {
  71686. if (!codecSupportedFound) {
  71687. this._isReadyToPlay = true;
  71688. // Simulating a ready to play event to avoid breaking code path
  71689. if (this._readyToPlayCallback) {
  71690. window.setTimeout(function () {
  71691. if (_this._readyToPlayCallback) {
  71692. _this._readyToPlayCallback();
  71693. }
  71694. }, 1000);
  71695. }
  71696. }
  71697. }
  71698. }
  71699. catch (ex) {
  71700. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71701. this._scene.mainSoundTrack.RemoveSound(this);
  71702. }
  71703. }
  71704. }
  71705. else {
  71706. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71707. this._scene.mainSoundTrack.AddSound(this);
  71708. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71709. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71710. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71711. }
  71712. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71713. if (this._readyToPlayCallback) {
  71714. window.setTimeout(function () {
  71715. if (_this._readyToPlayCallback) {
  71716. _this._readyToPlayCallback();
  71717. }
  71718. }, 1000);
  71719. }
  71720. }
  71721. }
  71722. /**
  71723. * Release the sound and its associated resources
  71724. */
  71725. Sound.prototype.dispose = function () {
  71726. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71727. if (this.isPlaying) {
  71728. this.stop();
  71729. }
  71730. this._isReadyToPlay = false;
  71731. if (this.soundTrackId === -1) {
  71732. this._scene.mainSoundTrack.RemoveSound(this);
  71733. }
  71734. else if (this._scene.soundTracks) {
  71735. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71736. }
  71737. if (this._soundGain) {
  71738. this._soundGain.disconnect();
  71739. this._soundGain = null;
  71740. }
  71741. if (this._soundPanner) {
  71742. this._soundPanner.disconnect();
  71743. this._soundPanner = null;
  71744. }
  71745. if (this._soundSource) {
  71746. this._soundSource.disconnect();
  71747. this._soundSource = null;
  71748. }
  71749. this._audioBuffer = null;
  71750. if (this._htmlAudioElement) {
  71751. this._htmlAudioElement.pause();
  71752. this._htmlAudioElement.src = "";
  71753. document.body.removeChild(this._htmlAudioElement);
  71754. }
  71755. if (this._streamingSource) {
  71756. this._streamingSource.disconnect();
  71757. }
  71758. if (this._connectedTransformNode && this._registerFunc) {
  71759. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71760. this._connectedTransformNode = null;
  71761. }
  71762. }
  71763. };
  71764. /**
  71765. * Gets if the sounds is ready to be played or not.
  71766. * @returns true if ready, otherwise false
  71767. */
  71768. Sound.prototype.isReady = function () {
  71769. return this._isReadyToPlay;
  71770. };
  71771. Sound.prototype._soundLoaded = function (audioData) {
  71772. var _this = this;
  71773. if (!BABYLON.Engine.audioEngine.audioContext) {
  71774. return;
  71775. }
  71776. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71777. _this._audioBuffer = buffer;
  71778. _this._isReadyToPlay = true;
  71779. if (_this.autoplay) {
  71780. _this.play();
  71781. }
  71782. if (_this._readyToPlayCallback) {
  71783. _this._readyToPlayCallback();
  71784. }
  71785. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71786. };
  71787. /**
  71788. * Sets the data of the sound from an audiobuffer
  71789. * @param audioBuffer The audioBuffer containing the data
  71790. */
  71791. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71792. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71793. this._audioBuffer = audioBuffer;
  71794. this._isReadyToPlay = true;
  71795. }
  71796. };
  71797. /**
  71798. * Updates the current sounds options such as maxdistance, loop...
  71799. * @param options A JSON object containing values named as the object properties
  71800. */
  71801. Sound.prototype.updateOptions = function (options) {
  71802. if (options) {
  71803. this.loop = options.loop || this.loop;
  71804. this.maxDistance = options.maxDistance || this.maxDistance;
  71805. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71806. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71807. this.refDistance = options.refDistance || this.refDistance;
  71808. this.distanceModel = options.distanceModel || this.distanceModel;
  71809. this._playbackRate = options.playbackRate || this._playbackRate;
  71810. this._updateSpatialParameters();
  71811. if (this.isPlaying) {
  71812. if (this._streaming && this._htmlAudioElement) {
  71813. this._htmlAudioElement.playbackRate = this._playbackRate;
  71814. }
  71815. else {
  71816. if (this._soundSource) {
  71817. this._soundSource.playbackRate.value = this._playbackRate;
  71818. }
  71819. }
  71820. }
  71821. }
  71822. };
  71823. Sound.prototype._createSpatialParameters = function () {
  71824. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71825. if (this._scene.headphone) {
  71826. this._panningModel = "HRTF";
  71827. }
  71828. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71829. this._updateSpatialParameters();
  71830. this._soundPanner.connect(this._outputAudioNode);
  71831. this._inputAudioNode = this._soundPanner;
  71832. }
  71833. };
  71834. Sound.prototype._updateSpatialParameters = function () {
  71835. if (this.spatialSound && this._soundPanner) {
  71836. if (this.useCustomAttenuation) {
  71837. // Tricks to disable in a way embedded Web Audio attenuation
  71838. this._soundPanner.distanceModel = "linear";
  71839. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71840. this._soundPanner.refDistance = 1;
  71841. this._soundPanner.rolloffFactor = 1;
  71842. this._soundPanner.panningModel = this._panningModel;
  71843. }
  71844. else {
  71845. this._soundPanner.distanceModel = this.distanceModel;
  71846. this._soundPanner.maxDistance = this.maxDistance;
  71847. this._soundPanner.refDistance = this.refDistance;
  71848. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71849. this._soundPanner.panningModel = this._panningModel;
  71850. }
  71851. }
  71852. };
  71853. /**
  71854. * Switch the panning model to HRTF:
  71855. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71856. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71857. */
  71858. Sound.prototype.switchPanningModelToHRTF = function () {
  71859. this._panningModel = "HRTF";
  71860. this._switchPanningModel();
  71861. };
  71862. /**
  71863. * Switch the panning model to Equal Power:
  71864. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71865. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71866. */
  71867. Sound.prototype.switchPanningModelToEqualPower = function () {
  71868. this._panningModel = "equalpower";
  71869. this._switchPanningModel();
  71870. };
  71871. Sound.prototype._switchPanningModel = function () {
  71872. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71873. this._soundPanner.panningModel = this._panningModel;
  71874. }
  71875. };
  71876. /**
  71877. * Connect this sound to a sound track audio node like gain...
  71878. * @param soundTrackAudioNode the sound track audio node to connect to
  71879. */
  71880. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71881. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71882. if (this._isOutputConnected) {
  71883. this._outputAudioNode.disconnect();
  71884. }
  71885. this._outputAudioNode.connect(soundTrackAudioNode);
  71886. this._isOutputConnected = true;
  71887. }
  71888. };
  71889. /**
  71890. * Transform this sound into a directional source
  71891. * @param coneInnerAngle Size of the inner cone in degree
  71892. * @param coneOuterAngle Size of the outer cone in degree
  71893. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71894. */
  71895. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71896. if (coneOuterAngle < coneInnerAngle) {
  71897. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71898. return;
  71899. }
  71900. this._coneInnerAngle = coneInnerAngle;
  71901. this._coneOuterAngle = coneOuterAngle;
  71902. this._coneOuterGain = coneOuterGain;
  71903. this._isDirectional = true;
  71904. if (this.isPlaying && this.loop) {
  71905. this.stop();
  71906. this.play();
  71907. }
  71908. };
  71909. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71910. /**
  71911. * Gets or sets the inner angle for the directional cone.
  71912. */
  71913. get: function () {
  71914. return this._coneInnerAngle;
  71915. },
  71916. /**
  71917. * Gets or sets the inner angle for the directional cone.
  71918. */
  71919. set: function (value) {
  71920. if (value != this._coneInnerAngle) {
  71921. if (this._coneOuterAngle < value) {
  71922. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71923. return;
  71924. }
  71925. this._coneInnerAngle = value;
  71926. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71927. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71928. }
  71929. }
  71930. },
  71931. enumerable: true,
  71932. configurable: true
  71933. });
  71934. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71935. /**
  71936. * Gets or sets the outer angle for the directional cone.
  71937. */
  71938. get: function () {
  71939. return this._coneOuterAngle;
  71940. },
  71941. /**
  71942. * Gets or sets the outer angle for the directional cone.
  71943. */
  71944. set: function (value) {
  71945. if (value != this._coneOuterAngle) {
  71946. if (value < this._coneInnerAngle) {
  71947. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71948. return;
  71949. }
  71950. this._coneOuterAngle = value;
  71951. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71952. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71953. }
  71954. }
  71955. },
  71956. enumerable: true,
  71957. configurable: true
  71958. });
  71959. /**
  71960. * Sets the position of the emitter if spatial sound is enabled
  71961. * @param newPosition Defines the new posisiton
  71962. */
  71963. Sound.prototype.setPosition = function (newPosition) {
  71964. this._position = newPosition;
  71965. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71966. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71967. }
  71968. };
  71969. /**
  71970. * Sets the local direction of the emitter if spatial sound is enabled
  71971. * @param newLocalDirection Defines the new local direction
  71972. */
  71973. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71974. this._localDirection = newLocalDirection;
  71975. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71976. this._updateDirection();
  71977. }
  71978. };
  71979. Sound.prototype._updateDirection = function () {
  71980. if (!this._connectedTransformNode || !this._soundPanner) {
  71981. return;
  71982. }
  71983. var mat = this._connectedTransformNode.getWorldMatrix();
  71984. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71985. direction.normalize();
  71986. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71987. };
  71988. /** @hidden */
  71989. Sound.prototype.updateDistanceFromListener = function () {
  71990. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71991. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71992. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71993. }
  71994. };
  71995. /**
  71996. * Sets a new custom attenuation function for the sound.
  71997. * @param callback Defines the function used for the attenuation
  71998. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71999. */
  72000. Sound.prototype.setAttenuationFunction = function (callback) {
  72001. this._customAttenuationFunction = callback;
  72002. };
  72003. /**
  72004. * Play the sound
  72005. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  72006. * @param offset (optional) Start the sound setting it at a specific time
  72007. */
  72008. Sound.prototype.play = function (time, offset) {
  72009. var _this = this;
  72010. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  72011. try {
  72012. if (this._startOffset < 0) {
  72013. time = -this._startOffset;
  72014. this._startOffset = 0;
  72015. }
  72016. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72017. if (!this._soundSource || !this._streamingSource) {
  72018. if (this.spatialSound && this._soundPanner) {
  72019. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  72020. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  72021. }
  72022. if (this._isDirectional) {
  72023. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  72024. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  72025. this._soundPanner.coneOuterGain = this._coneOuterGain;
  72026. if (this._connectedTransformNode) {
  72027. this._updateDirection();
  72028. }
  72029. else {
  72030. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  72031. }
  72032. }
  72033. }
  72034. }
  72035. if (this._streaming) {
  72036. if (!this._streamingSource) {
  72037. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  72038. this._htmlAudioElement.onended = function () { _this._onended(); };
  72039. this._htmlAudioElement.playbackRate = this._playbackRate;
  72040. }
  72041. this._streamingSource.disconnect();
  72042. this._streamingSource.connect(this._inputAudioNode);
  72043. if (this._htmlAudioElement) {
  72044. // required to manage properly the new suspended default state of Chrome
  72045. // When the option 'streaming: true' is used, we need first to wait for
  72046. // the audio engine to be unlocked by a user gesture before trying to play
  72047. // an HTML Audio elememt
  72048. var tryToPlay = function () {
  72049. if (BABYLON.Engine.audioEngine.unlocked) {
  72050. var playPromise = _this._htmlAudioElement.play();
  72051. // In browsers that don’t yet support this functionality,
  72052. // playPromise won’t be defined.
  72053. if (playPromise !== undefined) {
  72054. playPromise.catch(function (error) {
  72055. // Automatic playback failed.
  72056. // Waiting for the audio engine to be unlocked by user click on unmute
  72057. BABYLON.Engine.audioEngine.lock();
  72058. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72059. });
  72060. }
  72061. }
  72062. else {
  72063. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72064. }
  72065. };
  72066. tryToPlay();
  72067. }
  72068. }
  72069. else {
  72070. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  72071. this._soundSource.buffer = this._audioBuffer;
  72072. this._soundSource.connect(this._inputAudioNode);
  72073. this._soundSource.loop = this.loop;
  72074. this._soundSource.playbackRate.value = this._playbackRate;
  72075. this._soundSource.onended = function () { _this._onended(); };
  72076. if (this._soundSource.buffer) {
  72077. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  72078. }
  72079. }
  72080. this._startTime = startTime;
  72081. this.isPlaying = true;
  72082. this.isPaused = false;
  72083. }
  72084. catch (ex) {
  72085. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  72086. }
  72087. }
  72088. };
  72089. Sound.prototype._onended = function () {
  72090. this.isPlaying = false;
  72091. if (this.onended) {
  72092. this.onended();
  72093. }
  72094. this.onEndedObservable.notifyObservers(this);
  72095. };
  72096. /**
  72097. * Stop the sound
  72098. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  72099. */
  72100. Sound.prototype.stop = function (time) {
  72101. if (this.isPlaying) {
  72102. if (this._streaming) {
  72103. if (this._htmlAudioElement) {
  72104. this._htmlAudioElement.pause();
  72105. // Test needed for Firefox or it will generate an Invalid State Error
  72106. if (this._htmlAudioElement.currentTime > 0) {
  72107. this._htmlAudioElement.currentTime = 0;
  72108. }
  72109. }
  72110. else {
  72111. this._streamingSource.disconnect();
  72112. }
  72113. }
  72114. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  72115. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72116. this._soundSource.stop(stopTime);
  72117. this._soundSource.onended = function () { };
  72118. if (!this.isPaused) {
  72119. this._startOffset = 0;
  72120. }
  72121. }
  72122. this.isPlaying = false;
  72123. }
  72124. };
  72125. /**
  72126. * Put the sound in pause
  72127. */
  72128. Sound.prototype.pause = function () {
  72129. if (this.isPlaying) {
  72130. this.isPaused = true;
  72131. if (this._streaming) {
  72132. if (this._htmlAudioElement) {
  72133. this._htmlAudioElement.pause();
  72134. }
  72135. else {
  72136. this._streamingSource.disconnect();
  72137. }
  72138. }
  72139. else if (BABYLON.Engine.audioEngine.audioContext) {
  72140. this.stop(0);
  72141. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  72142. }
  72143. }
  72144. };
  72145. /**
  72146. * Sets a dedicated volume for this sounds
  72147. * @param newVolume Define the new volume of the sound
  72148. * @param time Define in how long the sound should be at this value
  72149. */
  72150. Sound.prototype.setVolume = function (newVolume, time) {
  72151. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  72152. if (time && BABYLON.Engine.audioEngine.audioContext) {
  72153. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  72154. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  72155. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  72156. }
  72157. else {
  72158. this._soundGain.gain.value = newVolume;
  72159. }
  72160. }
  72161. this._volume = newVolume;
  72162. };
  72163. /**
  72164. * Set the sound play back rate
  72165. * @param newPlaybackRate Define the playback rate the sound should be played at
  72166. */
  72167. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  72168. this._playbackRate = newPlaybackRate;
  72169. if (this.isPlaying) {
  72170. if (this._streaming && this._htmlAudioElement) {
  72171. this._htmlAudioElement.playbackRate = this._playbackRate;
  72172. }
  72173. else if (this._soundSource) {
  72174. this._soundSource.playbackRate.value = this._playbackRate;
  72175. }
  72176. }
  72177. };
  72178. /**
  72179. * Gets the volume of the sound.
  72180. * @returns the volume of the sound
  72181. */
  72182. Sound.prototype.getVolume = function () {
  72183. return this._volume;
  72184. };
  72185. /**
  72186. * Attach the sound to a dedicated mesh
  72187. * @param transformNode The transform node to connect the sound with
  72188. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72189. */
  72190. Sound.prototype.attachToMesh = function (transformNode) {
  72191. var _this = this;
  72192. if (this._connectedTransformNode && this._registerFunc) {
  72193. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72194. this._registerFunc = null;
  72195. }
  72196. this._connectedTransformNode = transformNode;
  72197. if (!this.spatialSound) {
  72198. this.spatialSound = true;
  72199. this._createSpatialParameters();
  72200. if (this.isPlaying && this.loop) {
  72201. this.stop();
  72202. this.play();
  72203. }
  72204. }
  72205. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  72206. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  72207. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  72208. };
  72209. /**
  72210. * Detach the sound from the previously attached mesh
  72211. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72212. */
  72213. Sound.prototype.detachFromMesh = function () {
  72214. if (this._connectedTransformNode && this._registerFunc) {
  72215. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72216. this._registerFunc = null;
  72217. this._connectedTransformNode = null;
  72218. }
  72219. };
  72220. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72221. if (!node.getBoundingInfo) {
  72222. return;
  72223. }
  72224. var mesh = node;
  72225. if (this._positionInEmitterSpace) {
  72226. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72227. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72228. }
  72229. else {
  72230. var boundingInfo = mesh.getBoundingInfo();
  72231. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72232. }
  72233. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72234. this._updateDirection();
  72235. }
  72236. };
  72237. /**
  72238. * Clone the current sound in the scene.
  72239. * @returns the new sound clone
  72240. */
  72241. Sound.prototype.clone = function () {
  72242. var _this = this;
  72243. if (!this._streaming) {
  72244. var setBufferAndRun = function () {
  72245. if (_this._isReadyToPlay) {
  72246. clonedSound._audioBuffer = _this.getAudioBuffer();
  72247. clonedSound._isReadyToPlay = true;
  72248. if (clonedSound.autoplay) {
  72249. clonedSound.play();
  72250. }
  72251. }
  72252. else {
  72253. window.setTimeout(setBufferAndRun, 300);
  72254. }
  72255. };
  72256. var currentOptions = {
  72257. autoplay: this.autoplay, loop: this.loop,
  72258. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72259. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72260. refDistance: this.refDistance, distanceModel: this.distanceModel
  72261. };
  72262. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72263. if (this.useCustomAttenuation) {
  72264. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72265. }
  72266. clonedSound.setPosition(this._position);
  72267. clonedSound.setPlaybackRate(this._playbackRate);
  72268. setBufferAndRun();
  72269. return clonedSound;
  72270. }
  72271. // Can't clone a streaming sound
  72272. else {
  72273. return null;
  72274. }
  72275. };
  72276. /**
  72277. * Gets the current underlying audio buffer containing the data
  72278. * @returns the audio buffer
  72279. */
  72280. Sound.prototype.getAudioBuffer = function () {
  72281. return this._audioBuffer;
  72282. };
  72283. /**
  72284. * Serializes the Sound in a JSON representation
  72285. * @returns the JSON representation of the sound
  72286. */
  72287. Sound.prototype.serialize = function () {
  72288. var serializationObject = {
  72289. name: this.name,
  72290. url: this.name,
  72291. autoplay: this.autoplay,
  72292. loop: this.loop,
  72293. volume: this._volume,
  72294. spatialSound: this.spatialSound,
  72295. maxDistance: this.maxDistance,
  72296. rolloffFactor: this.rolloffFactor,
  72297. refDistance: this.refDistance,
  72298. distanceModel: this.distanceModel,
  72299. playbackRate: this._playbackRate,
  72300. panningModel: this._panningModel,
  72301. soundTrackId: this.soundTrackId
  72302. };
  72303. if (this.spatialSound) {
  72304. if (this._connectedTransformNode) {
  72305. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72306. }
  72307. serializationObject.position = this._position.asArray();
  72308. serializationObject.refDistance = this.refDistance;
  72309. serializationObject.distanceModel = this.distanceModel;
  72310. serializationObject.isDirectional = this._isDirectional;
  72311. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72312. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72313. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72314. serializationObject.coneOuterGain = this._coneOuterGain;
  72315. }
  72316. return serializationObject;
  72317. };
  72318. /**
  72319. * Parse a JSON representation of a sound to innstantiate in a given scene
  72320. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72321. * @param scene Define the scene the new parsed sound should be created in
  72322. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72323. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72324. * @returns the newly parsed sound
  72325. */
  72326. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72327. var soundName = parsedSound.name;
  72328. var soundUrl;
  72329. if (parsedSound.url) {
  72330. soundUrl = rootUrl + parsedSound.url;
  72331. }
  72332. else {
  72333. soundUrl = rootUrl + soundName;
  72334. }
  72335. var options = {
  72336. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72337. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72338. rolloffFactor: parsedSound.rolloffFactor,
  72339. refDistance: parsedSound.refDistance,
  72340. distanceModel: parsedSound.distanceModel,
  72341. playbackRate: parsedSound.playbackRate
  72342. };
  72343. var newSound;
  72344. if (!sourceSound) {
  72345. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72346. scene._addPendingData(newSound);
  72347. }
  72348. else {
  72349. var setBufferAndRun = function () {
  72350. if (sourceSound._isReadyToPlay) {
  72351. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72352. newSound._isReadyToPlay = true;
  72353. if (newSound.autoplay) {
  72354. newSound.play();
  72355. }
  72356. }
  72357. else {
  72358. window.setTimeout(setBufferAndRun, 300);
  72359. }
  72360. };
  72361. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72362. setBufferAndRun();
  72363. }
  72364. if (parsedSound.position) {
  72365. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72366. newSound.setPosition(soundPosition);
  72367. }
  72368. if (parsedSound.isDirectional) {
  72369. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72370. if (parsedSound.localDirectionToMesh) {
  72371. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72372. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72373. }
  72374. }
  72375. if (parsedSound.connectedMeshId) {
  72376. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72377. if (connectedMesh) {
  72378. newSound.attachToMesh(connectedMesh);
  72379. }
  72380. }
  72381. return newSound;
  72382. };
  72383. return Sound;
  72384. }());
  72385. BABYLON.Sound = Sound;
  72386. })(BABYLON || (BABYLON = {}));
  72387. //# sourceMappingURL=babylon.sound.js.map
  72388. var BABYLON;
  72389. (function (BABYLON) {
  72390. /**
  72391. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72392. * It will be also used in a future release to apply effects on a specific track.
  72393. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72394. */
  72395. var SoundTrack = /** @class */ (function () {
  72396. /**
  72397. * Creates a new sound track.
  72398. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72399. * @param scene Define the scene the sound track belongs to
  72400. * @param options
  72401. */
  72402. function SoundTrack(scene, options) {
  72403. if (options === void 0) { options = {}; }
  72404. /**
  72405. * The unique identifier of the sound track in the scene.
  72406. */
  72407. this.id = -1;
  72408. this._isMainTrack = false;
  72409. this._isInitialized = false;
  72410. this._scene = scene;
  72411. this.soundCollection = new Array();
  72412. this._options = options;
  72413. if (!this._isMainTrack && this._scene.soundTracks) {
  72414. this._scene.soundTracks.push(this);
  72415. this.id = this._scene.soundTracks.length - 1;
  72416. }
  72417. }
  72418. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72419. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72420. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72421. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72422. if (this._options) {
  72423. if (this._options.volume) {
  72424. this._outputAudioNode.gain.value = this._options.volume;
  72425. }
  72426. if (this._options.mainTrack) {
  72427. this._isMainTrack = this._options.mainTrack;
  72428. }
  72429. }
  72430. this._isInitialized = true;
  72431. }
  72432. };
  72433. /**
  72434. * Release the sound track and its associated resources
  72435. */
  72436. SoundTrack.prototype.dispose = function () {
  72437. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72438. if (this._connectedAnalyser) {
  72439. this._connectedAnalyser.stopDebugCanvas();
  72440. }
  72441. while (this.soundCollection.length) {
  72442. this.soundCollection[0].dispose();
  72443. }
  72444. if (this._outputAudioNode) {
  72445. this._outputAudioNode.disconnect();
  72446. }
  72447. this._outputAudioNode = null;
  72448. }
  72449. };
  72450. /**
  72451. * Adds a sound to this sound track
  72452. * @param sound define the cound to add
  72453. * @ignoreNaming
  72454. */
  72455. SoundTrack.prototype.AddSound = function (sound) {
  72456. if (!this._isInitialized) {
  72457. this._initializeSoundTrackAudioGraph();
  72458. }
  72459. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72460. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72461. }
  72462. if (sound.soundTrackId) {
  72463. if (sound.soundTrackId === -1) {
  72464. this._scene.mainSoundTrack.RemoveSound(sound);
  72465. }
  72466. else if (this._scene.soundTracks) {
  72467. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72468. }
  72469. }
  72470. this.soundCollection.push(sound);
  72471. sound.soundTrackId = this.id;
  72472. };
  72473. /**
  72474. * Removes a sound to this sound track
  72475. * @param sound define the cound to remove
  72476. * @ignoreNaming
  72477. */
  72478. SoundTrack.prototype.RemoveSound = function (sound) {
  72479. var index = this.soundCollection.indexOf(sound);
  72480. if (index !== -1) {
  72481. this.soundCollection.splice(index, 1);
  72482. }
  72483. };
  72484. /**
  72485. * Set a global volume for the full sound track.
  72486. * @param newVolume Define the new volume of the sound track
  72487. */
  72488. SoundTrack.prototype.setVolume = function (newVolume) {
  72489. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72490. this._outputAudioNode.gain.value = newVolume;
  72491. }
  72492. };
  72493. /**
  72494. * Switch the panning model to HRTF:
  72495. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72496. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72497. */
  72498. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72499. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72500. for (var i = 0; i < this.soundCollection.length; i++) {
  72501. this.soundCollection[i].switchPanningModelToHRTF();
  72502. }
  72503. }
  72504. };
  72505. /**
  72506. * Switch the panning model to Equal Power:
  72507. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72508. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72509. */
  72510. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72511. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72512. for (var i = 0; i < this.soundCollection.length; i++) {
  72513. this.soundCollection[i].switchPanningModelToEqualPower();
  72514. }
  72515. }
  72516. };
  72517. /**
  72518. * Connect the sound track to an audio analyser allowing some amazing
  72519. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72520. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72521. * @param analyser The analyser to connect to the engine
  72522. */
  72523. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72524. if (this._connectedAnalyser) {
  72525. this._connectedAnalyser.stopDebugCanvas();
  72526. }
  72527. this._connectedAnalyser = analyser;
  72528. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72529. this._outputAudioNode.disconnect();
  72530. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72531. }
  72532. };
  72533. return SoundTrack;
  72534. }());
  72535. BABYLON.SoundTrack = SoundTrack;
  72536. })(BABYLON || (BABYLON = {}));
  72537. //# sourceMappingURL=babylon.soundtrack.js.map
  72538. var BABYLON;
  72539. (function (BABYLON) {
  72540. /**
  72541. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72542. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72543. */
  72544. var Analyser = /** @class */ (function () {
  72545. /**
  72546. * Creates a new analyser
  72547. * @param scene defines hosting scene
  72548. */
  72549. function Analyser(scene) {
  72550. /**
  72551. * Gets or sets the smoothing
  72552. * @ignorenaming
  72553. */
  72554. this.SMOOTHING = 0.75;
  72555. /**
  72556. * Gets or sets the FFT table size
  72557. * @ignorenaming
  72558. */
  72559. this.FFT_SIZE = 512;
  72560. /**
  72561. * Gets or sets the bar graph amplitude
  72562. * @ignorenaming
  72563. */
  72564. this.BARGRAPHAMPLITUDE = 256;
  72565. /**
  72566. * Gets or sets the position of the debug canvas
  72567. * @ignorenaming
  72568. */
  72569. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72570. /**
  72571. * Gets or sets the debug canvas size
  72572. * @ignorenaming
  72573. */
  72574. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72575. this._scene = scene;
  72576. this._audioEngine = BABYLON.Engine.audioEngine;
  72577. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72578. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72579. this._webAudioAnalyser.minDecibels = -140;
  72580. this._webAudioAnalyser.maxDecibels = 0;
  72581. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72582. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72583. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72584. }
  72585. }
  72586. /**
  72587. * Get the number of data values you will have to play with for the visualization
  72588. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72589. * @returns a number
  72590. */
  72591. Analyser.prototype.getFrequencyBinCount = function () {
  72592. if (this._audioEngine.canUseWebAudio) {
  72593. return this._webAudioAnalyser.frequencyBinCount;
  72594. }
  72595. else {
  72596. return 0;
  72597. }
  72598. };
  72599. /**
  72600. * Gets the current frequency data as a byte array
  72601. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72602. * @returns a Uint8Array
  72603. */
  72604. Analyser.prototype.getByteFrequencyData = function () {
  72605. if (this._audioEngine.canUseWebAudio) {
  72606. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72607. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72608. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72609. }
  72610. return this._byteFreqs;
  72611. };
  72612. /**
  72613. * Gets the current waveform as a byte array
  72614. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72615. * @returns a Uint8Array
  72616. */
  72617. Analyser.prototype.getByteTimeDomainData = function () {
  72618. if (this._audioEngine.canUseWebAudio) {
  72619. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72620. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72621. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72622. }
  72623. return this._byteTime;
  72624. };
  72625. /**
  72626. * Gets the current frequency data as a float array
  72627. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72628. * @returns a Float32Array
  72629. */
  72630. Analyser.prototype.getFloatFrequencyData = function () {
  72631. if (this._audioEngine.canUseWebAudio) {
  72632. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72633. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72634. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72635. }
  72636. return this._floatFreqs;
  72637. };
  72638. /**
  72639. * Renders the debug canvas
  72640. */
  72641. Analyser.prototype.drawDebugCanvas = function () {
  72642. var _this = this;
  72643. if (this._audioEngine.canUseWebAudio) {
  72644. if (!this._debugCanvas) {
  72645. this._debugCanvas = document.createElement("canvas");
  72646. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72647. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72648. this._debugCanvas.style.position = "absolute";
  72649. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72650. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72651. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72652. document.body.appendChild(this._debugCanvas);
  72653. this._registerFunc = function () {
  72654. _this.drawDebugCanvas();
  72655. };
  72656. this._scene.registerBeforeRender(this._registerFunc);
  72657. }
  72658. if (this._registerFunc && this._debugCanvasContext) {
  72659. var workingArray = this.getByteFrequencyData();
  72660. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72661. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72662. // Draw the frequency domain chart.
  72663. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72664. var value = workingArray[i];
  72665. var percent = value / this.BARGRAPHAMPLITUDE;
  72666. var height = this.DEBUGCANVASSIZE.height * percent;
  72667. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72668. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72669. var hue = i / this.getFrequencyBinCount() * 360;
  72670. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72671. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72672. }
  72673. }
  72674. }
  72675. };
  72676. /**
  72677. * Stops rendering the debug canvas and removes it
  72678. */
  72679. Analyser.prototype.stopDebugCanvas = function () {
  72680. if (this._debugCanvas) {
  72681. if (this._registerFunc) {
  72682. this._scene.unregisterBeforeRender(this._registerFunc);
  72683. this._registerFunc = null;
  72684. }
  72685. document.body.removeChild(this._debugCanvas);
  72686. this._debugCanvas = null;
  72687. this._debugCanvasContext = null;
  72688. }
  72689. };
  72690. /**
  72691. * Connects two audio nodes
  72692. * @param inputAudioNode defines first node to connect
  72693. * @param outputAudioNode defines second node to connect
  72694. */
  72695. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72696. if (this._audioEngine.canUseWebAudio) {
  72697. inputAudioNode.connect(this._webAudioAnalyser);
  72698. this._webAudioAnalyser.connect(outputAudioNode);
  72699. }
  72700. };
  72701. /**
  72702. * Releases all associated resources
  72703. */
  72704. Analyser.prototype.dispose = function () {
  72705. if (this._audioEngine.canUseWebAudio) {
  72706. this._webAudioAnalyser.disconnect();
  72707. }
  72708. };
  72709. return Analyser;
  72710. }());
  72711. BABYLON.Analyser = Analyser;
  72712. })(BABYLON || (BABYLON = {}));
  72713. //# sourceMappingURL=babylon.analyser.js.map
  72714. var BABYLON;
  72715. (function (BABYLON) {
  72716. /**
  72717. * Wraps one or more Sound objects and selects one with random weight for playback.
  72718. */
  72719. var WeightedSound = /** @class */ (function () {
  72720. /**
  72721. * Creates a new WeightedSound from the list of sounds given.
  72722. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72723. * @param sounds Array of Sounds that will be selected from.
  72724. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72725. */
  72726. function WeightedSound(loop, sounds, weights) {
  72727. var _this = this;
  72728. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72729. this.loop = false;
  72730. this._coneInnerAngle = 360;
  72731. this._coneOuterAngle = 360;
  72732. this._volume = 1;
  72733. /** A Sound is currently playing. */
  72734. this.isPlaying = false;
  72735. /** A Sound is currently paused. */
  72736. this.isPaused = false;
  72737. this._sounds = [];
  72738. this._weights = [];
  72739. if (sounds.length !== weights.length) {
  72740. throw new Error('Sounds length does not equal weights length');
  72741. }
  72742. this.loop = loop;
  72743. this._weights = weights;
  72744. // Normalize the weights
  72745. var weightSum = 0;
  72746. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72747. var weight = weights_1[_i];
  72748. weightSum += weight;
  72749. }
  72750. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72751. for (var i = 0; i < this._weights.length; i++) {
  72752. this._weights[i] *= invWeightSum;
  72753. }
  72754. this._sounds = sounds;
  72755. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72756. var sound = _b[_a];
  72757. sound.onEndedObservable.add(function () { _this._onended(); });
  72758. }
  72759. }
  72760. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72761. /**
  72762. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72763. */
  72764. get: function () {
  72765. return this._coneInnerAngle;
  72766. },
  72767. /**
  72768. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72769. */
  72770. set: function (value) {
  72771. if (value !== this._coneInnerAngle) {
  72772. if (this._coneOuterAngle < value) {
  72773. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72774. return;
  72775. }
  72776. this._coneInnerAngle = value;
  72777. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72778. var sound = _a[_i];
  72779. sound.directionalConeInnerAngle = value;
  72780. }
  72781. }
  72782. },
  72783. enumerable: true,
  72784. configurable: true
  72785. });
  72786. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72787. /**
  72788. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72789. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72790. */
  72791. get: function () {
  72792. return this._coneOuterAngle;
  72793. },
  72794. /**
  72795. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72796. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72797. */
  72798. set: function (value) {
  72799. if (value !== this._coneOuterAngle) {
  72800. if (value < this._coneInnerAngle) {
  72801. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72802. return;
  72803. }
  72804. this._coneOuterAngle = value;
  72805. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72806. var sound = _a[_i];
  72807. sound.directionalConeOuterAngle = value;
  72808. }
  72809. }
  72810. },
  72811. enumerable: true,
  72812. configurable: true
  72813. });
  72814. Object.defineProperty(WeightedSound.prototype, "volume", {
  72815. /**
  72816. * Playback volume.
  72817. */
  72818. get: function () {
  72819. return this._volume;
  72820. },
  72821. /**
  72822. * Playback volume.
  72823. */
  72824. set: function (value) {
  72825. if (value !== this._volume) {
  72826. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72827. var sound = _a[_i];
  72828. sound.setVolume(value);
  72829. }
  72830. }
  72831. },
  72832. enumerable: true,
  72833. configurable: true
  72834. });
  72835. WeightedSound.prototype._onended = function () {
  72836. if (this._currentIndex !== undefined) {
  72837. this._sounds[this._currentIndex].autoplay = false;
  72838. }
  72839. if (this.loop && this.isPlaying) {
  72840. this.play();
  72841. }
  72842. else {
  72843. this.isPlaying = false;
  72844. }
  72845. };
  72846. /**
  72847. * Suspend playback
  72848. */
  72849. WeightedSound.prototype.pause = function () {
  72850. this.isPaused = true;
  72851. if (this._currentIndex !== undefined) {
  72852. this._sounds[this._currentIndex].pause();
  72853. }
  72854. };
  72855. /**
  72856. * Stop playback
  72857. */
  72858. WeightedSound.prototype.stop = function () {
  72859. this.isPlaying = false;
  72860. if (this._currentIndex !== undefined) {
  72861. this._sounds[this._currentIndex].stop();
  72862. }
  72863. };
  72864. /**
  72865. * Start playback.
  72866. * @param startOffset Position the clip head at a specific time in seconds.
  72867. */
  72868. WeightedSound.prototype.play = function (startOffset) {
  72869. if (!this.isPaused) {
  72870. this.stop();
  72871. var randomValue = Math.random();
  72872. var total = 0;
  72873. for (var i = 0; i < this._weights.length; i++) {
  72874. total += this._weights[i];
  72875. if (randomValue <= total) {
  72876. this._currentIndex = i;
  72877. break;
  72878. }
  72879. }
  72880. }
  72881. var sound = this._sounds[this._currentIndex];
  72882. if (sound.isReady()) {
  72883. sound.play(0, this.isPaused ? undefined : startOffset);
  72884. }
  72885. else {
  72886. sound.autoplay = true;
  72887. }
  72888. this.isPlaying = true;
  72889. this.isPaused = false;
  72890. };
  72891. return WeightedSound;
  72892. }());
  72893. BABYLON.WeightedSound = WeightedSound;
  72894. })(BABYLON || (BABYLON = {}));
  72895. //# sourceMappingURL=babylon.weightedsound.js.map
  72896. var BABYLON;
  72897. (function (BABYLON) {
  72898. // Adds the parser to the scene parsers.
  72899. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72900. // TODO: add sound
  72901. var loadedSounds = [];
  72902. var loadedSound;
  72903. container.sounds = container.sounds || [];
  72904. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72905. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72906. var parsedSound = parsedData.sounds[index];
  72907. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72908. if (!parsedSound.url) {
  72909. parsedSound.url = parsedSound.name;
  72910. }
  72911. if (!loadedSounds[parsedSound.url]) {
  72912. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72913. loadedSounds[parsedSound.url] = loadedSound;
  72914. container.sounds.push(loadedSound);
  72915. }
  72916. else {
  72917. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72918. }
  72919. }
  72920. else {
  72921. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72922. }
  72923. }
  72924. }
  72925. loadedSounds = [];
  72926. });
  72927. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72928. get: function () {
  72929. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72930. if (!compo) {
  72931. compo = new AudioSceneComponent(this);
  72932. this._addComponent(compo);
  72933. }
  72934. if (!this._mainSoundTrack) {
  72935. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72936. }
  72937. return this._mainSoundTrack;
  72938. },
  72939. enumerable: true,
  72940. configurable: true
  72941. });
  72942. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72943. var index;
  72944. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72945. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72946. return this.mainSoundTrack.soundCollection[index];
  72947. }
  72948. }
  72949. if (this.soundTracks) {
  72950. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72951. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72952. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72953. return this.soundTracks[sdIndex].soundCollection[index];
  72954. }
  72955. }
  72956. }
  72957. }
  72958. return null;
  72959. };
  72960. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72961. get: function () {
  72962. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72963. if (!compo) {
  72964. compo = new AudioSceneComponent(this);
  72965. this._addComponent(compo);
  72966. }
  72967. return compo.audioEnabled;
  72968. },
  72969. set: function (value) {
  72970. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72971. if (!compo) {
  72972. compo = new AudioSceneComponent(this);
  72973. this._addComponent(compo);
  72974. }
  72975. if (value) {
  72976. compo.enableAudio();
  72977. }
  72978. else {
  72979. compo.disableAudio();
  72980. }
  72981. },
  72982. enumerable: true,
  72983. configurable: true
  72984. });
  72985. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72986. get: function () {
  72987. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72988. if (!compo) {
  72989. compo = new AudioSceneComponent(this);
  72990. this._addComponent(compo);
  72991. }
  72992. return compo.headphone;
  72993. },
  72994. set: function (value) {
  72995. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72996. if (!compo) {
  72997. compo = new AudioSceneComponent(this);
  72998. this._addComponent(compo);
  72999. }
  73000. if (value) {
  73001. compo.switchAudioModeForHeadphones();
  73002. }
  73003. else {
  73004. compo.switchAudioModeForNormalSpeakers();
  73005. }
  73006. },
  73007. enumerable: true,
  73008. configurable: true
  73009. });
  73010. /**
  73011. * Defines the sound scene component responsible to manage any sounds
  73012. * in a given scene.
  73013. */
  73014. var AudioSceneComponent = /** @class */ (function () {
  73015. /**
  73016. * Creates a new instance of the component for the given scene
  73017. * @param scene Defines the scene to register the component in
  73018. */
  73019. function AudioSceneComponent(scene) {
  73020. /**
  73021. * The component name helpfull to identify the component in the list of scene components.
  73022. */
  73023. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  73024. this._audioEnabled = true;
  73025. this._headphone = false;
  73026. this.scene = scene;
  73027. scene.soundTracks = new Array();
  73028. scene.sounds = new Array();
  73029. }
  73030. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  73031. /**
  73032. * Gets whether audio is enabled or not.
  73033. * Please use related enable/disable method to switch state.
  73034. */
  73035. get: function () {
  73036. return this._audioEnabled;
  73037. },
  73038. enumerable: true,
  73039. configurable: true
  73040. });
  73041. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  73042. /**
  73043. * Gets whether audio is outputing to headphone or not.
  73044. * Please use the according Switch methods to change output.
  73045. */
  73046. get: function () {
  73047. return this._headphone;
  73048. },
  73049. enumerable: true,
  73050. configurable: true
  73051. });
  73052. /**
  73053. * Registers the component in a given scene
  73054. */
  73055. AudioSceneComponent.prototype.register = function () {
  73056. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  73057. };
  73058. /**
  73059. * Rebuilds the elements related to this component in case of
  73060. * context lost for instance.
  73061. */
  73062. AudioSceneComponent.prototype.rebuild = function () {
  73063. // Nothing to do here. (Not rendering related)
  73064. };
  73065. /**
  73066. * Serializes the component data to the specified json object
  73067. * @param serializationObject The object to serialize to
  73068. */
  73069. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  73070. serializationObject.sounds = [];
  73071. if (this.scene.soundTracks) {
  73072. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  73073. var soundtrack = this.scene.soundTracks[index];
  73074. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  73075. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  73076. }
  73077. }
  73078. }
  73079. };
  73080. /**
  73081. * Adds all the element from the container to the scene
  73082. * @param container the container holding the elements
  73083. */
  73084. AudioSceneComponent.prototype.addFromContainer = function (container) {
  73085. var _this = this;
  73086. if (!container.sounds) {
  73087. return;
  73088. }
  73089. container.sounds.forEach(function (sound) {
  73090. sound.play();
  73091. sound.autoplay = true;
  73092. _this.scene.mainSoundTrack.AddSound(sound);
  73093. });
  73094. };
  73095. /**
  73096. * Removes all the elements in the container from the scene
  73097. * @param container contains the elements to remove
  73098. */
  73099. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  73100. var _this = this;
  73101. if (!container.sounds) {
  73102. return;
  73103. }
  73104. container.sounds.forEach(function (sound) {
  73105. sound.stop();
  73106. sound.autoplay = false;
  73107. _this.scene.mainSoundTrack.RemoveSound(sound);
  73108. });
  73109. };
  73110. /**
  73111. * Disposes the component and the associated ressources.
  73112. */
  73113. AudioSceneComponent.prototype.dispose = function () {
  73114. var scene = this.scene;
  73115. if (scene._mainSoundTrack) {
  73116. scene.mainSoundTrack.dispose();
  73117. }
  73118. if (scene.soundTracks) {
  73119. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  73120. scene.soundTracks[scIndex].dispose();
  73121. }
  73122. }
  73123. };
  73124. /**
  73125. * Disables audio in the associated scene.
  73126. */
  73127. AudioSceneComponent.prototype.disableAudio = function () {
  73128. var scene = this.scene;
  73129. this._audioEnabled = false;
  73130. var i;
  73131. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73132. scene.mainSoundTrack.soundCollection[i].pause();
  73133. }
  73134. if (scene.soundTracks) {
  73135. for (i = 0; i < scene.soundTracks.length; i++) {
  73136. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73137. scene.soundTracks[i].soundCollection[j].pause();
  73138. }
  73139. }
  73140. }
  73141. };
  73142. /**
  73143. * Enables audio in the associated scene.
  73144. */
  73145. AudioSceneComponent.prototype.enableAudio = function () {
  73146. var scene = this.scene;
  73147. this._audioEnabled = true;
  73148. var i;
  73149. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73150. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  73151. scene.mainSoundTrack.soundCollection[i].play();
  73152. }
  73153. }
  73154. if (scene.soundTracks) {
  73155. for (i = 0; i < scene.soundTracks.length; i++) {
  73156. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73157. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  73158. scene.soundTracks[i].soundCollection[j].play();
  73159. }
  73160. }
  73161. }
  73162. }
  73163. };
  73164. /**
  73165. * Switch audio to headphone output.
  73166. */
  73167. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  73168. var scene = this.scene;
  73169. this._headphone = true;
  73170. scene.mainSoundTrack.switchPanningModelToHRTF();
  73171. if (scene.soundTracks) {
  73172. for (var i = 0; i < scene.soundTracks.length; i++) {
  73173. scene.soundTracks[i].switchPanningModelToHRTF();
  73174. }
  73175. }
  73176. };
  73177. /**
  73178. * Switch audio to normal speakers.
  73179. */
  73180. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  73181. var scene = this.scene;
  73182. this._headphone = false;
  73183. scene.mainSoundTrack.switchPanningModelToEqualPower();
  73184. if (scene.soundTracks) {
  73185. for (var i = 0; i < scene.soundTracks.length; i++) {
  73186. scene.soundTracks[i].switchPanningModelToEqualPower();
  73187. }
  73188. }
  73189. };
  73190. AudioSceneComponent.prototype._afterRender = function () {
  73191. var scene = this.scene;
  73192. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  73193. return;
  73194. }
  73195. var listeningCamera;
  73196. var audioEngine = BABYLON.Engine.audioEngine;
  73197. if (scene.activeCameras.length > 0) {
  73198. listeningCamera = scene.activeCameras[0];
  73199. }
  73200. else {
  73201. listeningCamera = scene.activeCamera;
  73202. }
  73203. if (listeningCamera && audioEngine.audioContext) {
  73204. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  73205. // for VR cameras
  73206. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  73207. listeningCamera = listeningCamera.rigCameras[0];
  73208. }
  73209. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  73210. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  73211. cameraDirection.normalize();
  73212. // To avoid some errors on GearVR
  73213. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73214. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73215. }
  73216. var i;
  73217. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73218. var sound = scene.mainSoundTrack.soundCollection[i];
  73219. if (sound.useCustomAttenuation) {
  73220. sound.updateDistanceFromListener();
  73221. }
  73222. }
  73223. if (scene.soundTracks) {
  73224. for (i = 0; i < scene.soundTracks.length; i++) {
  73225. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73226. sound = scene.soundTracks[i].soundCollection[j];
  73227. if (sound.useCustomAttenuation) {
  73228. sound.updateDistanceFromListener();
  73229. }
  73230. }
  73231. }
  73232. }
  73233. }
  73234. };
  73235. return AudioSceneComponent;
  73236. }());
  73237. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73238. })(BABYLON || (BABYLON = {}));
  73239. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73240. var BABYLON;
  73241. (function (BABYLON) {
  73242. /**
  73243. * This defines an action helpful to play a defined sound on a triggered action.
  73244. */
  73245. var PlaySoundAction = /** @class */ (function (_super) {
  73246. __extends(PlaySoundAction, _super);
  73247. /**
  73248. * Instantiate the action
  73249. * @param triggerOptions defines the trigger options
  73250. * @param sound defines the sound to play
  73251. * @param condition defines the trigger related conditions
  73252. */
  73253. function PlaySoundAction(triggerOptions, sound, condition) {
  73254. var _this = _super.call(this, triggerOptions, condition) || this;
  73255. _this._sound = sound;
  73256. return _this;
  73257. }
  73258. /** @hidden */
  73259. PlaySoundAction.prototype._prepare = function () {
  73260. };
  73261. /**
  73262. * Execute the action and play the sound.
  73263. */
  73264. PlaySoundAction.prototype.execute = function () {
  73265. if (this._sound !== undefined) {
  73266. this._sound.play();
  73267. }
  73268. };
  73269. /**
  73270. * Serializes the actions and its related information.
  73271. * @param parent defines the object to serialize in
  73272. * @returns the serialized object
  73273. */
  73274. PlaySoundAction.prototype.serialize = function (parent) {
  73275. return _super.prototype._serialize.call(this, {
  73276. name: "PlaySoundAction",
  73277. properties: [{ name: "sound", value: this._sound.name }]
  73278. }, parent);
  73279. };
  73280. return PlaySoundAction;
  73281. }(BABYLON.Action));
  73282. BABYLON.PlaySoundAction = PlaySoundAction;
  73283. /**
  73284. * This defines an action helpful to stop a defined sound on a triggered action.
  73285. */
  73286. var StopSoundAction = /** @class */ (function (_super) {
  73287. __extends(StopSoundAction, _super);
  73288. /**
  73289. * Instantiate the action
  73290. * @param triggerOptions defines the trigger options
  73291. * @param sound defines the sound to stop
  73292. * @param condition defines the trigger related conditions
  73293. */
  73294. function StopSoundAction(triggerOptions, sound, condition) {
  73295. var _this = _super.call(this, triggerOptions, condition) || this;
  73296. _this._sound = sound;
  73297. return _this;
  73298. }
  73299. /** @hidden */
  73300. StopSoundAction.prototype._prepare = function () {
  73301. };
  73302. /**
  73303. * Execute the action and stop the sound.
  73304. */
  73305. StopSoundAction.prototype.execute = function () {
  73306. if (this._sound !== undefined) {
  73307. this._sound.stop();
  73308. }
  73309. };
  73310. /**
  73311. * Serializes the actions and its related information.
  73312. * @param parent defines the object to serialize in
  73313. * @returns the serialized object
  73314. */
  73315. StopSoundAction.prototype.serialize = function (parent) {
  73316. return _super.prototype._serialize.call(this, {
  73317. name: "StopSoundAction",
  73318. properties: [{ name: "sound", value: this._sound.name }]
  73319. }, parent);
  73320. };
  73321. return StopSoundAction;
  73322. }(BABYLON.Action));
  73323. BABYLON.StopSoundAction = StopSoundAction;
  73324. })(BABYLON || (BABYLON = {}));
  73325. //# sourceMappingURL=babylon.directAudioActions.js.map
  73326. var BABYLON;
  73327. (function (BABYLON) {
  73328. /**
  73329. * Class for creating a cube texture
  73330. */
  73331. var CubeTexture = /** @class */ (function (_super) {
  73332. __extends(CubeTexture, _super);
  73333. /**
  73334. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73335. * as prefiltered data.
  73336. * @param rootUrl defines the url of the texture or the root name of the six images
  73337. * @param scene defines the scene the texture is attached to
  73338. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73339. * @param noMipmap defines if mipmaps should be created or not
  73340. * @param files defines the six files to load for the different faces
  73341. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73342. * @param onError defines a callback triggered in case of error during load
  73343. * @param format defines the internal format to use for the texture once loaded
  73344. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73345. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73346. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73347. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73348. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73349. * @return the cube texture
  73350. */
  73351. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73352. if (extensions === void 0) { extensions = null; }
  73353. if (noMipmap === void 0) { noMipmap = false; }
  73354. if (files === void 0) { files = null; }
  73355. if (onLoad === void 0) { onLoad = null; }
  73356. if (onError === void 0) { onError = null; }
  73357. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73358. if (prefiltered === void 0) { prefiltered = false; }
  73359. if (forcedExtension === void 0) { forcedExtension = null; }
  73360. if (createPolynomials === void 0) { createPolynomials = false; }
  73361. if (lodScale === void 0) { lodScale = 0.8; }
  73362. if (lodOffset === void 0) { lodOffset = 0; }
  73363. var _this = _super.call(this, scene) || this;
  73364. /**
  73365. * Gets or sets the center of the bounding box associated with the cube texture.
  73366. * It must define where the camera used to render the texture was set
  73367. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73368. */
  73369. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73370. _this._rotationY = 0;
  73371. /** @hidden */
  73372. _this._prefiltered = false;
  73373. _this.name = rootUrl;
  73374. _this.url = rootUrl;
  73375. _this._noMipmap = noMipmap;
  73376. _this.hasAlpha = false;
  73377. _this._format = format;
  73378. _this.isCube = true;
  73379. _this._textureMatrix = BABYLON.Matrix.Identity();
  73380. _this._createPolynomials = createPolynomials;
  73381. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73382. if (!rootUrl && !files) {
  73383. return _this;
  73384. }
  73385. var lastDot = rootUrl.lastIndexOf(".");
  73386. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73387. var isDDS = (extension === ".dds");
  73388. var isEnv = (extension === ".env");
  73389. if (isEnv) {
  73390. _this.gammaSpace = false;
  73391. _this._prefiltered = false;
  73392. }
  73393. else {
  73394. _this._prefiltered = prefiltered;
  73395. if (prefiltered) {
  73396. _this.gammaSpace = false;
  73397. }
  73398. }
  73399. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73400. if (!files) {
  73401. if (!isEnv && !isDDS && !extensions) {
  73402. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73403. }
  73404. files = [];
  73405. if (extensions) {
  73406. for (var index = 0; index < extensions.length; index++) {
  73407. files.push(rootUrl + extensions[index]);
  73408. }
  73409. }
  73410. }
  73411. _this._files = files;
  73412. if (!_this._texture) {
  73413. if (!scene.useDelayedTextureLoading) {
  73414. if (prefiltered) {
  73415. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73416. }
  73417. else {
  73418. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73419. }
  73420. }
  73421. else {
  73422. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73423. }
  73424. }
  73425. else if (onLoad) {
  73426. if (_this._texture.isReady) {
  73427. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73428. }
  73429. else {
  73430. _this._texture.onLoadedObservable.add(onLoad);
  73431. }
  73432. }
  73433. return _this;
  73434. }
  73435. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73436. /**
  73437. * Returns the bounding box size
  73438. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73439. */
  73440. get: function () {
  73441. return this._boundingBoxSize;
  73442. },
  73443. /**
  73444. * Gets or sets the size of the bounding box associated with the cube texture
  73445. * When defined, the cubemap will switch to local mode
  73446. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73447. * @example https://www.babylonjs-playground.com/#RNASML
  73448. */
  73449. set: function (value) {
  73450. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73451. return;
  73452. }
  73453. this._boundingBoxSize = value;
  73454. var scene = this.getScene();
  73455. if (scene) {
  73456. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73457. }
  73458. },
  73459. enumerable: true,
  73460. configurable: true
  73461. });
  73462. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73463. /**
  73464. * Gets texture matrix rotation angle around Y axis radians.
  73465. */
  73466. get: function () {
  73467. return this._rotationY;
  73468. },
  73469. /**
  73470. * Sets texture matrix rotation angle around Y axis in radians.
  73471. */
  73472. set: function (value) {
  73473. this._rotationY = value;
  73474. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73475. },
  73476. enumerable: true,
  73477. configurable: true
  73478. });
  73479. Object.defineProperty(CubeTexture.prototype, "noMipmap", {
  73480. /**
  73481. * Are mip maps generated for this texture or not.
  73482. */
  73483. get: function () {
  73484. return this._noMipmap;
  73485. },
  73486. enumerable: true,
  73487. configurable: true
  73488. });
  73489. /**
  73490. * Creates a cube texture from an array of image urls
  73491. * @param files defines an array of image urls
  73492. * @param scene defines the hosting scene
  73493. * @param noMipmap specifies if mip maps are not used
  73494. * @returns a cube texture
  73495. */
  73496. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73497. var rootUrlKey = "";
  73498. files.forEach(function (url) { return rootUrlKey += url; });
  73499. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73500. };
  73501. /**
  73502. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73503. * @param url defines the url of the prefiltered texture
  73504. * @param scene defines the scene the texture is attached to
  73505. * @param forcedExtension defines the extension of the file if different from the url
  73506. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73507. * @return the prefiltered texture
  73508. */
  73509. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73510. if (forcedExtension === void 0) { forcedExtension = null; }
  73511. if (createPolynomials === void 0) { createPolynomials = true; }
  73512. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73513. };
  73514. /**
  73515. * Get the current class name of the texture useful for serialization or dynamic coding.
  73516. * @returns "CubeTexture"
  73517. */
  73518. CubeTexture.prototype.getClassName = function () {
  73519. return "CubeTexture";
  73520. };
  73521. /**
  73522. * Update the url (and optional buffer) of this texture if url was null during construction.
  73523. * @param url the url of the texture
  73524. * @param forcedExtension defines the extension to use
  73525. * @param onLoad callback called when the texture is loaded (defaults to null)
  73526. */
  73527. CubeTexture.prototype.updateURL = function (url, forcedExtension, onLoad) {
  73528. if (this.url) {
  73529. this.releaseInternalTexture();
  73530. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73531. }
  73532. this.url = url;
  73533. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73534. this._prefiltered = false;
  73535. if (onLoad) {
  73536. this._delayedOnLoad = onLoad;
  73537. }
  73538. this.delayLoad(forcedExtension);
  73539. };
  73540. /**
  73541. * Delays loading of the cube texture
  73542. * @param forcedExtension defines the extension to use
  73543. */
  73544. CubeTexture.prototype.delayLoad = function (forcedExtension) {
  73545. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73546. return;
  73547. }
  73548. var scene = this.getScene();
  73549. if (!scene) {
  73550. return;
  73551. }
  73552. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73553. this._texture = this._getFromCache(this.url, this._noMipmap);
  73554. if (!this._texture) {
  73555. if (this._prefiltered) {
  73556. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, this._delayedOnLoad, undefined, this._format, undefined, this._createPolynomials);
  73557. }
  73558. else {
  73559. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, this._delayedOnLoad, undefined, this._format, forcedExtension);
  73560. }
  73561. }
  73562. };
  73563. /**
  73564. * Returns the reflection texture matrix
  73565. * @returns the reflection texture matrix
  73566. */
  73567. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73568. return this._textureMatrix;
  73569. };
  73570. /**
  73571. * Sets the reflection texture matrix
  73572. * @param value Reflection texture matrix
  73573. */
  73574. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73575. var _this = this;
  73576. if (value.updateFlag === this._textureMatrix.updateFlag) {
  73577. return;
  73578. }
  73579. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  73580. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  73581. }
  73582. this._textureMatrix = value;
  73583. };
  73584. /**
  73585. * Parses text to create a cube texture
  73586. * @param parsedTexture define the serialized text to read from
  73587. * @param scene defines the hosting scene
  73588. * @param rootUrl defines the root url of the cube texture
  73589. * @returns a cube texture
  73590. */
  73591. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73592. var texture = BABYLON.SerializationHelper.Parse(function () {
  73593. var prefiltered = false;
  73594. if (parsedTexture.prefiltered) {
  73595. prefiltered = parsedTexture.prefiltered;
  73596. }
  73597. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73598. }, parsedTexture, scene);
  73599. // Local Cubemaps
  73600. if (parsedTexture.boundingBoxPosition) {
  73601. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73602. }
  73603. if (parsedTexture.boundingBoxSize) {
  73604. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73605. }
  73606. // Animations
  73607. if (parsedTexture.animations) {
  73608. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73609. var parsedAnimation = parsedTexture.animations[animationIndex];
  73610. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73611. }
  73612. }
  73613. return texture;
  73614. };
  73615. /**
  73616. * Makes a clone, or deep copy, of the cube texture
  73617. * @returns a new cube texture
  73618. */
  73619. CubeTexture.prototype.clone = function () {
  73620. var _this = this;
  73621. var scene = this.getScene();
  73622. var uniqueId = 0;
  73623. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73624. if (!scene) {
  73625. return _this;
  73626. }
  73627. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73628. uniqueId = cubeTexture.uniqueId;
  73629. return cubeTexture;
  73630. }, this);
  73631. newCubeTexture.uniqueId = uniqueId;
  73632. return newCubeTexture;
  73633. };
  73634. __decorate([
  73635. BABYLON.serialize("rotationY")
  73636. ], CubeTexture.prototype, "rotationY", null);
  73637. return CubeTexture;
  73638. }(BABYLON.BaseTexture));
  73639. BABYLON.CubeTexture = CubeTexture;
  73640. })(BABYLON || (BABYLON = {}));
  73641. //# sourceMappingURL=babylon.cubeTexture.js.map
  73642. var BABYLON;
  73643. (function (BABYLON) {
  73644. /**
  73645. * Raw cube texture where the raw buffers are passed in
  73646. */
  73647. var RawCubeTexture = /** @class */ (function (_super) {
  73648. __extends(RawCubeTexture, _super);
  73649. /**
  73650. * Creates a cube texture where the raw buffers are passed in.
  73651. * @param scene defines the scene the texture is attached to
  73652. * @param data defines the array of data to use to create each face
  73653. * @param size defines the size of the textures
  73654. * @param format defines the format of the data
  73655. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73656. * @param generateMipMaps defines if the engine should generate the mip levels
  73657. * @param invertY defines if data must be stored with Y axis inverted
  73658. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73659. * @param compression defines the compression used (null by default)
  73660. */
  73661. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73662. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73663. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73664. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73665. if (invertY === void 0) { invertY = false; }
  73666. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73667. if (compression === void 0) { compression = null; }
  73668. var _this = _super.call(this, "", scene) || this;
  73669. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73670. return _this;
  73671. }
  73672. /**
  73673. * Updates the raw cube texture.
  73674. * @param data defines the data to store
  73675. * @param format defines the data format
  73676. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73677. * @param invertY defines if data must be stored with Y axis inverted
  73678. * @param compression defines the compression used (null by default)
  73679. * @param level defines which level of the texture to update
  73680. */
  73681. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73682. if (compression === void 0) { compression = null; }
  73683. if (level === void 0) { level = 0; }
  73684. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73685. };
  73686. /**
  73687. * Updates a raw cube texture with RGBD encoded data.
  73688. * @param data defines the array of data [mipmap][face] to use to create each face
  73689. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73690. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73691. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73692. * @returns a promsie that resolves when the operation is complete
  73693. */
  73694. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73695. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73696. if (lodScale === void 0) { lodScale = 0.8; }
  73697. if (lodOffset === void 0) { lodOffset = 0; }
  73698. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73699. };
  73700. /**
  73701. * Clones the raw cube texture.
  73702. * @return a new cube texture
  73703. */
  73704. RawCubeTexture.prototype.clone = function () {
  73705. var _this = this;
  73706. return BABYLON.SerializationHelper.Clone(function () {
  73707. var scene = _this.getScene();
  73708. var internalTexture = _this._texture;
  73709. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73710. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73711. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73712. }
  73713. return texture;
  73714. }, this);
  73715. };
  73716. /** @hidden */
  73717. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73718. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73719. internalTexture._bufferViewArrayArray = data;
  73720. internalTexture._lodGenerationScale = lodScale;
  73721. internalTexture._lodGenerationOffset = lodOffset;
  73722. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73723. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73724. internalTexture.isReady = true;
  73725. });
  73726. };
  73727. return RawCubeTexture;
  73728. }(BABYLON.CubeTexture));
  73729. BABYLON.RawCubeTexture = RawCubeTexture;
  73730. })(BABYLON || (BABYLON = {}));
  73731. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73732. var BABYLON;
  73733. (function (BABYLON) {
  73734. /**
  73735. * This Helps creating a texture that will be created from a camera in your scene.
  73736. * It is basically a dynamic texture that could be used to create special effects for instance.
  73737. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73738. */
  73739. var RenderTargetTexture = /** @class */ (function (_super) {
  73740. __extends(RenderTargetTexture, _super);
  73741. /**
  73742. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73743. * or used a shadow, depth texture...
  73744. * @param name The friendly name of the texture
  73745. * @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)
  73746. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73747. * @param generateMipMaps True if mip maps need to be generated after render.
  73748. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73749. * @param type The type of the buffer in the RTT (int, half float, float...)
  73750. * @param isCube True if a cube texture needs to be created
  73751. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73752. * @param generateDepthBuffer True to generate a depth buffer
  73753. * @param generateStencilBuffer True to generate a stencil buffer
  73754. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73755. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73756. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73757. */
  73758. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73759. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73760. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73761. if (isCube === void 0) { isCube = false; }
  73762. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73763. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73764. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73765. if (isMulti === void 0) { isMulti = false; }
  73766. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73767. if (delayAllocation === void 0) { delayAllocation = false; }
  73768. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73769. _this.isCube = isCube;
  73770. /**
  73771. * Define if particles should be rendered in your texture.
  73772. */
  73773. _this.renderParticles = true;
  73774. /**
  73775. * Define if sprites should be rendered in your texture.
  73776. */
  73777. _this.renderSprites = false;
  73778. /**
  73779. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73780. */
  73781. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73782. /**
  73783. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73784. */
  73785. _this.ignoreCameraViewport = false;
  73786. /**
  73787. * An event triggered when the texture is unbind.
  73788. */
  73789. _this.onBeforeBindObservable = new BABYLON.Observable();
  73790. /**
  73791. * An event triggered when the texture is unbind.
  73792. */
  73793. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73794. /**
  73795. * An event triggered before rendering the texture
  73796. */
  73797. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73798. /**
  73799. * An event triggered after rendering the texture
  73800. */
  73801. _this.onAfterRenderObservable = new BABYLON.Observable();
  73802. /**
  73803. * An event triggered after the texture clear
  73804. */
  73805. _this.onClearObservable = new BABYLON.Observable();
  73806. _this._currentRefreshId = -1;
  73807. _this._refreshRate = 1;
  73808. _this._samples = 1;
  73809. /**
  73810. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73811. * It must define where the camera used to render the texture is set
  73812. */
  73813. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73814. scene = _this.getScene();
  73815. if (!scene) {
  73816. return _this;
  73817. }
  73818. _this.renderList = new Array();
  73819. _this._engine = scene.getEngine();
  73820. _this.name = name;
  73821. _this.isRenderTarget = true;
  73822. _this._initialSizeParameter = size;
  73823. _this._processSizeParameter(size);
  73824. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73825. });
  73826. _this._generateMipMaps = generateMipMaps ? true : false;
  73827. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73828. // Rendering groups
  73829. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73830. _this._renderingManager._useSceneAutoClearSetup = true;
  73831. if (isMulti) {
  73832. return _this;
  73833. }
  73834. _this._renderTargetOptions = {
  73835. generateMipMaps: generateMipMaps,
  73836. type: type,
  73837. format: format,
  73838. samplingMode: samplingMode,
  73839. generateDepthBuffer: generateDepthBuffer,
  73840. generateStencilBuffer: generateStencilBuffer
  73841. };
  73842. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73843. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73844. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73845. }
  73846. if (!delayAllocation) {
  73847. if (isCube) {
  73848. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73849. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73850. _this._textureMatrix = BABYLON.Matrix.Identity();
  73851. }
  73852. else {
  73853. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73854. }
  73855. }
  73856. return _this;
  73857. }
  73858. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73859. /**
  73860. * Use this list to define the list of mesh you want to render.
  73861. */
  73862. get: function () {
  73863. return this._renderList;
  73864. },
  73865. set: function (value) {
  73866. this._renderList = value;
  73867. if (this._renderList) {
  73868. this._hookArray(this._renderList);
  73869. }
  73870. },
  73871. enumerable: true,
  73872. configurable: true
  73873. });
  73874. RenderTargetTexture.prototype._hookArray = function (array) {
  73875. var _this = this;
  73876. var oldPush = array.push;
  73877. array.push = function () {
  73878. var items = [];
  73879. for (var _i = 0; _i < arguments.length; _i++) {
  73880. items[_i] = arguments[_i];
  73881. }
  73882. var wasEmpty = array.length === 0;
  73883. var result = oldPush.apply(array, items);
  73884. if (wasEmpty) {
  73885. _this.getScene().meshes.forEach(function (mesh) {
  73886. mesh._markSubMeshesAsLightDirty();
  73887. });
  73888. }
  73889. return result;
  73890. };
  73891. var oldSplice = array.splice;
  73892. array.splice = function (index, deleteCount) {
  73893. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73894. if (array.length === 0) {
  73895. _this.getScene().meshes.forEach(function (mesh) {
  73896. mesh._markSubMeshesAsLightDirty();
  73897. });
  73898. }
  73899. return deleted;
  73900. };
  73901. };
  73902. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73903. /**
  73904. * Set a after unbind callback in the texture.
  73905. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73906. */
  73907. set: function (callback) {
  73908. if (this._onAfterUnbindObserver) {
  73909. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73910. }
  73911. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73912. },
  73913. enumerable: true,
  73914. configurable: true
  73915. });
  73916. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73917. /**
  73918. * Set a before render callback in the texture.
  73919. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73920. */
  73921. set: function (callback) {
  73922. if (this._onBeforeRenderObserver) {
  73923. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73924. }
  73925. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73926. },
  73927. enumerable: true,
  73928. configurable: true
  73929. });
  73930. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73931. /**
  73932. * Set a after render callback in the texture.
  73933. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73934. */
  73935. set: function (callback) {
  73936. if (this._onAfterRenderObserver) {
  73937. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73938. }
  73939. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73940. },
  73941. enumerable: true,
  73942. configurable: true
  73943. });
  73944. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73945. /**
  73946. * Set a clear callback in the texture.
  73947. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73948. */
  73949. set: function (callback) {
  73950. if (this._onClearObserver) {
  73951. this.onClearObservable.remove(this._onClearObserver);
  73952. }
  73953. this._onClearObserver = this.onClearObservable.add(callback);
  73954. },
  73955. enumerable: true,
  73956. configurable: true
  73957. });
  73958. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73959. /**
  73960. * Gets render target creation options that were used.
  73961. */
  73962. get: function () {
  73963. return this._renderTargetOptions;
  73964. },
  73965. enumerable: true,
  73966. configurable: true
  73967. });
  73968. RenderTargetTexture.prototype._onRatioRescale = function () {
  73969. if (this._sizeRatio) {
  73970. this.resize(this._initialSizeParameter);
  73971. }
  73972. };
  73973. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73974. get: function () {
  73975. return this._boundingBoxSize;
  73976. },
  73977. /**
  73978. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73979. * When defined, the cubemap will switch to local mode
  73980. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73981. * @example https://www.babylonjs-playground.com/#RNASML
  73982. */
  73983. set: function (value) {
  73984. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73985. return;
  73986. }
  73987. this._boundingBoxSize = value;
  73988. var scene = this.getScene();
  73989. if (scene) {
  73990. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73991. }
  73992. },
  73993. enumerable: true,
  73994. configurable: true
  73995. });
  73996. /**
  73997. * Creates a depth stencil texture.
  73998. * This is only available in WebGL 2 or with the depth texture extension available.
  73999. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  74000. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  74001. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  74002. */
  74003. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  74004. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  74005. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  74006. if (generateStencil === void 0) { generateStencil = false; }
  74007. if (!this.getScene()) {
  74008. return;
  74009. }
  74010. var engine = this.getScene().getEngine();
  74011. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  74012. bilinearFiltering: bilinearFiltering,
  74013. comparisonFunction: comparisonFunction,
  74014. generateStencil: generateStencil,
  74015. isCube: this.isCube
  74016. });
  74017. engine.setFrameBufferDepthStencilTexture(this);
  74018. };
  74019. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  74020. if (size.ratio) {
  74021. this._sizeRatio = size.ratio;
  74022. this._size = {
  74023. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  74024. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  74025. };
  74026. }
  74027. else {
  74028. this._size = size;
  74029. }
  74030. };
  74031. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  74032. /**
  74033. * Define the number of samples to use in case of MSAA.
  74034. * It defaults to one meaning no MSAA has been enabled.
  74035. */
  74036. get: function () {
  74037. return this._samples;
  74038. },
  74039. set: function (value) {
  74040. if (this._samples === value) {
  74041. return;
  74042. }
  74043. var scene = this.getScene();
  74044. if (!scene) {
  74045. return;
  74046. }
  74047. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  74048. },
  74049. enumerable: true,
  74050. configurable: true
  74051. });
  74052. /**
  74053. * Resets the refresh counter of the texture and start bak from scratch.
  74054. * Could be useful to regenerate the texture if it is setup to render only once.
  74055. */
  74056. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  74057. this._currentRefreshId = -1;
  74058. };
  74059. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  74060. /**
  74061. * Define the refresh rate of the texture or the rendering frequency.
  74062. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  74063. */
  74064. get: function () {
  74065. return this._refreshRate;
  74066. },
  74067. set: function (value) {
  74068. this._refreshRate = value;
  74069. this.resetRefreshCounter();
  74070. },
  74071. enumerable: true,
  74072. configurable: true
  74073. });
  74074. /**
  74075. * Adds a post process to the render target rendering passes.
  74076. * @param postProcess define the post process to add
  74077. */
  74078. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  74079. if (!this._postProcessManager) {
  74080. var scene = this.getScene();
  74081. if (!scene) {
  74082. return;
  74083. }
  74084. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  74085. this._postProcesses = new Array();
  74086. }
  74087. this._postProcesses.push(postProcess);
  74088. this._postProcesses[0].autoClear = false;
  74089. };
  74090. /**
  74091. * Clear all the post processes attached to the render target
  74092. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  74093. */
  74094. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  74095. if (dispose === void 0) { dispose = false; }
  74096. if (!this._postProcesses) {
  74097. return;
  74098. }
  74099. if (dispose) {
  74100. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  74101. var postProcess = _a[_i];
  74102. postProcess.dispose();
  74103. }
  74104. }
  74105. this._postProcesses = [];
  74106. };
  74107. /**
  74108. * Remove one of the post process from the list of attached post processes to the texture
  74109. * @param postProcess define the post process to remove from the list
  74110. */
  74111. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  74112. if (!this._postProcesses) {
  74113. return;
  74114. }
  74115. var index = this._postProcesses.indexOf(postProcess);
  74116. if (index === -1) {
  74117. return;
  74118. }
  74119. this._postProcesses.splice(index, 1);
  74120. if (this._postProcesses.length > 0) {
  74121. this._postProcesses[0].autoClear = false;
  74122. }
  74123. };
  74124. /** @hidden */
  74125. RenderTargetTexture.prototype._shouldRender = function () {
  74126. if (this._currentRefreshId === -1) { // At least render once
  74127. this._currentRefreshId = 1;
  74128. return true;
  74129. }
  74130. if (this.refreshRate === this._currentRefreshId) {
  74131. this._currentRefreshId = 1;
  74132. return true;
  74133. }
  74134. this._currentRefreshId++;
  74135. return false;
  74136. };
  74137. /**
  74138. * Gets the actual render size of the texture.
  74139. * @returns the width of the render size
  74140. */
  74141. RenderTargetTexture.prototype.getRenderSize = function () {
  74142. return this.getRenderWidth();
  74143. };
  74144. /**
  74145. * Gets the actual render width of the texture.
  74146. * @returns the width of the render size
  74147. */
  74148. RenderTargetTexture.prototype.getRenderWidth = function () {
  74149. if (this._size.width) {
  74150. return this._size.width;
  74151. }
  74152. return this._size;
  74153. };
  74154. /**
  74155. * Gets the actual render height of the texture.
  74156. * @returns the height of the render size
  74157. */
  74158. RenderTargetTexture.prototype.getRenderHeight = function () {
  74159. if (this._size.width) {
  74160. return this._size.height;
  74161. }
  74162. return this._size;
  74163. };
  74164. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  74165. /**
  74166. * Get if the texture can be rescaled or not.
  74167. */
  74168. get: function () {
  74169. return true;
  74170. },
  74171. enumerable: true,
  74172. configurable: true
  74173. });
  74174. /**
  74175. * Resize the texture using a ratio.
  74176. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  74177. */
  74178. RenderTargetTexture.prototype.scale = function (ratio) {
  74179. var newSize = this.getRenderSize() * ratio;
  74180. this.resize(newSize);
  74181. };
  74182. /**
  74183. * Get the texture reflection matrix used to rotate/transform the reflection.
  74184. * @returns the reflection matrix
  74185. */
  74186. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  74187. if (this.isCube) {
  74188. return this._textureMatrix;
  74189. }
  74190. return _super.prototype.getReflectionTextureMatrix.call(this);
  74191. };
  74192. /**
  74193. * Resize the texture to a new desired size.
  74194. * Be carrefull as it will recreate all the data in the new texture.
  74195. * @param size Define the new size. It can be:
  74196. * - a number for squared texture,
  74197. * - an object containing { width: number, height: number }
  74198. * - or an object containing a ratio { ratio: number }
  74199. */
  74200. RenderTargetTexture.prototype.resize = function (size) {
  74201. this.releaseInternalTexture();
  74202. var scene = this.getScene();
  74203. if (!scene) {
  74204. return;
  74205. }
  74206. this._processSizeParameter(size);
  74207. if (this.isCube) {
  74208. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  74209. }
  74210. else {
  74211. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  74212. }
  74213. };
  74214. /**
  74215. * Renders all the objects from the render list into the texture.
  74216. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  74217. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  74218. */
  74219. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  74220. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  74221. if (dumpForDebug === void 0) { dumpForDebug = false; }
  74222. var scene = this.getScene();
  74223. if (!scene) {
  74224. return;
  74225. }
  74226. var engine = scene.getEngine();
  74227. if (this.useCameraPostProcesses !== undefined) {
  74228. useCameraPostProcess = this.useCameraPostProcesses;
  74229. }
  74230. if (this._waitingRenderList) {
  74231. this.renderList = [];
  74232. for (var index = 0; index < this._waitingRenderList.length; index++) {
  74233. var id = this._waitingRenderList[index];
  74234. var mesh_1 = scene.getMeshByID(id);
  74235. if (mesh_1) {
  74236. this.renderList.push(mesh_1);
  74237. }
  74238. }
  74239. delete this._waitingRenderList;
  74240. }
  74241. // Is predicate defined?
  74242. if (this.renderListPredicate) {
  74243. if (this.renderList) {
  74244. this.renderList.length = 0; // Clear previous renderList
  74245. }
  74246. else {
  74247. this.renderList = [];
  74248. }
  74249. var scene = this.getScene();
  74250. if (!scene) {
  74251. return;
  74252. }
  74253. var sceneMeshes = scene.meshes;
  74254. for (var index = 0; index < sceneMeshes.length; index++) {
  74255. var mesh = sceneMeshes[index];
  74256. if (this.renderListPredicate(mesh)) {
  74257. this.renderList.push(mesh);
  74258. }
  74259. }
  74260. }
  74261. this.onBeforeBindObservable.notifyObservers(this);
  74262. // Set custom projection.
  74263. // Needs to be before binding to prevent changing the aspect ratio.
  74264. var camera;
  74265. if (this.activeCamera) {
  74266. camera = this.activeCamera;
  74267. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74268. if (this.activeCamera !== scene.activeCamera) {
  74269. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74270. }
  74271. }
  74272. else {
  74273. camera = scene.activeCamera;
  74274. if (camera) {
  74275. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74276. }
  74277. }
  74278. // Prepare renderingManager
  74279. this._renderingManager.reset();
  74280. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74281. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74282. var sceneRenderId = scene.getRenderId();
  74283. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74284. var mesh = currentRenderList[meshIndex];
  74285. if (mesh) {
  74286. if (!mesh.isReady(this.refreshRate === 0)) {
  74287. this.resetRefreshCounter();
  74288. continue;
  74289. }
  74290. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74291. var isMasked = void 0;
  74292. if (!this.renderList && camera) {
  74293. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74294. }
  74295. else {
  74296. isMasked = false;
  74297. }
  74298. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74299. mesh._activate(sceneRenderId);
  74300. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74301. var subMesh = mesh.subMeshes[subIndex];
  74302. scene._activeIndices.addCount(subMesh.indexCount, false);
  74303. this._renderingManager.dispatch(subMesh, mesh);
  74304. }
  74305. }
  74306. }
  74307. }
  74308. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74309. var particleSystem = scene.particleSystems[particleIndex];
  74310. var emitter = particleSystem.emitter;
  74311. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74312. continue;
  74313. }
  74314. if (currentRenderList.indexOf(emitter) >= 0) {
  74315. this._renderingManager.dispatchParticles(particleSystem);
  74316. }
  74317. }
  74318. if (this.isCube) {
  74319. for (var face = 0; face < 6; face++) {
  74320. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74321. scene.incrementRenderId();
  74322. scene.resetCachedMaterial();
  74323. }
  74324. }
  74325. else {
  74326. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74327. }
  74328. this.onAfterUnbindObservable.notifyObservers(this);
  74329. if (scene.activeCamera) {
  74330. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74331. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74332. }
  74333. engine.setViewport(scene.activeCamera.viewport);
  74334. }
  74335. scene.resetCachedMaterial();
  74336. };
  74337. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74338. var minimum = 128;
  74339. var x = renderDimension * scale;
  74340. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74341. // Ensure we don't exceed the render dimension (while staying POT)
  74342. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74343. };
  74344. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74345. var _this = this;
  74346. if (!this._texture) {
  74347. return;
  74348. }
  74349. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74350. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74351. });
  74352. };
  74353. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74354. var scene = this.getScene();
  74355. if (!scene) {
  74356. return;
  74357. }
  74358. var engine = scene.getEngine();
  74359. if (!this._texture) {
  74360. return;
  74361. }
  74362. // Bind
  74363. if (this._postProcessManager) {
  74364. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74365. }
  74366. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74367. if (this._texture) {
  74368. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74369. }
  74370. }
  74371. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74372. // Clear
  74373. if (this.onClearObservable.hasObservers()) {
  74374. this.onClearObservable.notifyObservers(engine);
  74375. }
  74376. else {
  74377. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74378. }
  74379. if (!this._doNotChangeAspectRatio) {
  74380. scene.updateTransformMatrix(true);
  74381. }
  74382. // Before Camera Draw
  74383. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74384. var step = _a[_i];
  74385. step.action(this);
  74386. }
  74387. // Render
  74388. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74389. // After Camera Draw
  74390. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74391. var step = _c[_b];
  74392. step.action(this);
  74393. }
  74394. if (this._postProcessManager) {
  74395. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74396. }
  74397. else if (useCameraPostProcess) {
  74398. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74399. }
  74400. if (!this._doNotChangeAspectRatio) {
  74401. scene.updateTransformMatrix(true);
  74402. }
  74403. // Dump ?
  74404. if (dumpForDebug) {
  74405. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74406. }
  74407. // Unbind
  74408. if (!this.isCube || faceIndex === 5) {
  74409. if (this.isCube) {
  74410. if (faceIndex === 5) {
  74411. engine.generateMipMapsForCubemap(this._texture);
  74412. }
  74413. }
  74414. this.unbindFrameBuffer(engine, faceIndex);
  74415. }
  74416. else {
  74417. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74418. }
  74419. };
  74420. /**
  74421. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74422. * This allowed control for front to back rendering or reversly depending of the special needs.
  74423. *
  74424. * @param renderingGroupId The rendering group id corresponding to its index
  74425. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74426. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74427. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74428. */
  74429. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74430. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74431. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74432. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74433. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74434. };
  74435. /**
  74436. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74437. *
  74438. * @param renderingGroupId The rendering group id corresponding to its index
  74439. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74440. */
  74441. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74442. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74443. this._renderingManager._useSceneAutoClearSetup = false;
  74444. };
  74445. /**
  74446. * Clones the texture.
  74447. * @returns the cloned texture
  74448. */
  74449. RenderTargetTexture.prototype.clone = function () {
  74450. var textureSize = this.getSize();
  74451. 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);
  74452. // Base texture
  74453. newTexture.hasAlpha = this.hasAlpha;
  74454. newTexture.level = this.level;
  74455. // RenderTarget Texture
  74456. newTexture.coordinatesMode = this.coordinatesMode;
  74457. if (this.renderList) {
  74458. newTexture.renderList = this.renderList.slice(0);
  74459. }
  74460. return newTexture;
  74461. };
  74462. /**
  74463. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74464. * @returns The JSON representation of the texture
  74465. */
  74466. RenderTargetTexture.prototype.serialize = function () {
  74467. if (!this.name) {
  74468. return null;
  74469. }
  74470. var serializationObject = _super.prototype.serialize.call(this);
  74471. serializationObject.renderTargetSize = this.getRenderSize();
  74472. serializationObject.renderList = [];
  74473. if (this.renderList) {
  74474. for (var index = 0; index < this.renderList.length; index++) {
  74475. serializationObject.renderList.push(this.renderList[index].id);
  74476. }
  74477. }
  74478. return serializationObject;
  74479. };
  74480. /**
  74481. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74482. */
  74483. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74484. var objBuffer = this.getInternalTexture();
  74485. var scene = this.getScene();
  74486. if (objBuffer && scene) {
  74487. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74488. }
  74489. };
  74490. /**
  74491. * Dispose the texture and release its associated resources.
  74492. */
  74493. RenderTargetTexture.prototype.dispose = function () {
  74494. if (this._postProcessManager) {
  74495. this._postProcessManager.dispose();
  74496. this._postProcessManager = null;
  74497. }
  74498. this.clearPostProcesses(true);
  74499. if (this._resizeObserver) {
  74500. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74501. this._resizeObserver = null;
  74502. }
  74503. this.renderList = null;
  74504. // Remove from custom render targets
  74505. var scene = this.getScene();
  74506. if (!scene) {
  74507. return;
  74508. }
  74509. var index = scene.customRenderTargets.indexOf(this);
  74510. if (index >= 0) {
  74511. scene.customRenderTargets.splice(index, 1);
  74512. }
  74513. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74514. var camera = _a[_i];
  74515. index = camera.customRenderTargets.indexOf(this);
  74516. if (index >= 0) {
  74517. camera.customRenderTargets.splice(index, 1);
  74518. }
  74519. }
  74520. _super.prototype.dispose.call(this);
  74521. };
  74522. /** @hidden */
  74523. RenderTargetTexture.prototype._rebuild = function () {
  74524. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74525. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74526. }
  74527. if (this._postProcessManager) {
  74528. this._postProcessManager._rebuild();
  74529. }
  74530. };
  74531. /**
  74532. * Clear the info related to rendering groups preventing retention point in material dispose.
  74533. */
  74534. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74535. if (this._renderingManager) {
  74536. this._renderingManager.freeRenderingGroups();
  74537. }
  74538. };
  74539. /**
  74540. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74541. */
  74542. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74543. /**
  74544. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74545. */
  74546. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74547. /**
  74548. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74549. * the central point of your effect and can save a lot of performances.
  74550. */
  74551. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74552. return RenderTargetTexture;
  74553. }(BABYLON.Texture));
  74554. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74555. })(BABYLON || (BABYLON = {}));
  74556. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74557. var BABYLON;
  74558. (function (BABYLON) {
  74559. /**
  74560. * A multi render target, like a render target provides the ability to render to a texture.
  74561. * Unlike the render target, it can render to several draw buffers in one draw.
  74562. * This is specially interesting in deferred rendering or for any effects requiring more than
  74563. * just one color from a single pass.
  74564. */
  74565. var MultiRenderTarget = /** @class */ (function (_super) {
  74566. __extends(MultiRenderTarget, _super);
  74567. /**
  74568. * Instantiate a new multi render target texture.
  74569. * A multi render target, like a render target provides the ability to render to a texture.
  74570. * Unlike the render target, it can render to several draw buffers in one draw.
  74571. * This is specially interesting in deferred rendering or for any effects requiring more than
  74572. * just one color from a single pass.
  74573. * @param name Define the name of the texture
  74574. * @param size Define the size of the buffers to render to
  74575. * @param count Define the number of target we are rendering into
  74576. * @param scene Define the scene the texture belongs to
  74577. * @param options Define the options used to create the multi render target
  74578. */
  74579. function MultiRenderTarget(name, size, count, scene, options) {
  74580. var _this = this;
  74581. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74582. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74583. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74584. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74585. _this._engine = scene.getEngine();
  74586. if (!_this.isSupported) {
  74587. _this.dispose();
  74588. return;
  74589. }
  74590. var types = [];
  74591. var samplingModes = [];
  74592. for (var i = 0; i < count; i++) {
  74593. if (options && options.types && options.types[i] !== undefined) {
  74594. types.push(options.types[i]);
  74595. }
  74596. else {
  74597. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74598. }
  74599. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74600. samplingModes.push(options.samplingModes[i]);
  74601. }
  74602. else {
  74603. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74604. }
  74605. }
  74606. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74607. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74608. _this._size = size;
  74609. _this._multiRenderTargetOptions = {
  74610. samplingModes: samplingModes,
  74611. generateMipMaps: generateMipMaps,
  74612. generateDepthBuffer: generateDepthBuffer,
  74613. generateStencilBuffer: generateStencilBuffer,
  74614. generateDepthTexture: generateDepthTexture,
  74615. types: types,
  74616. textureCount: count
  74617. };
  74618. _this._createInternalTextures();
  74619. _this._createTextures();
  74620. return _this;
  74621. }
  74622. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74623. /**
  74624. * Get if draw buffers are currently supported by the used hardware and browser.
  74625. */
  74626. get: function () {
  74627. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74628. },
  74629. enumerable: true,
  74630. configurable: true
  74631. });
  74632. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74633. /**
  74634. * Get the list of textures generated by the multi render target.
  74635. */
  74636. get: function () {
  74637. return this._textures;
  74638. },
  74639. enumerable: true,
  74640. configurable: true
  74641. });
  74642. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74643. /**
  74644. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74645. */
  74646. get: function () {
  74647. return this._textures[this._textures.length - 1];
  74648. },
  74649. enumerable: true,
  74650. configurable: true
  74651. });
  74652. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74653. /**
  74654. * Set the wrapping mode on U of all the textures we are rendering to.
  74655. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74656. */
  74657. set: function (wrap) {
  74658. if (this._textures) {
  74659. for (var i = 0; i < this._textures.length; i++) {
  74660. this._textures[i].wrapU = wrap;
  74661. }
  74662. }
  74663. },
  74664. enumerable: true,
  74665. configurable: true
  74666. });
  74667. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74668. /**
  74669. * Set the wrapping mode on V of all the textures we are rendering to.
  74670. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74671. */
  74672. set: function (wrap) {
  74673. if (this._textures) {
  74674. for (var i = 0; i < this._textures.length; i++) {
  74675. this._textures[i].wrapV = wrap;
  74676. }
  74677. }
  74678. },
  74679. enumerable: true,
  74680. configurable: true
  74681. });
  74682. /** @hidden */
  74683. MultiRenderTarget.prototype._rebuild = function () {
  74684. this.releaseInternalTextures();
  74685. this._createInternalTextures();
  74686. for (var i = 0; i < this._internalTextures.length; i++) {
  74687. var texture = this._textures[i];
  74688. texture._texture = this._internalTextures[i];
  74689. }
  74690. // Keeps references to frame buffer and stencil/depth buffer
  74691. this._texture = this._internalTextures[0];
  74692. };
  74693. MultiRenderTarget.prototype._createInternalTextures = function () {
  74694. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74695. };
  74696. MultiRenderTarget.prototype._createTextures = function () {
  74697. this._textures = [];
  74698. for (var i = 0; i < this._internalTextures.length; i++) {
  74699. var texture = new BABYLON.Texture(null, this.getScene());
  74700. texture._texture = this._internalTextures[i];
  74701. this._textures.push(texture);
  74702. }
  74703. // Keeps references to frame buffer and stencil/depth buffer
  74704. this._texture = this._internalTextures[0];
  74705. };
  74706. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74707. /**
  74708. * Define the number of samples used if MSAA is enabled.
  74709. */
  74710. get: function () {
  74711. return this._samples;
  74712. },
  74713. set: function (value) {
  74714. if (this._samples === value) {
  74715. return;
  74716. }
  74717. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74718. },
  74719. enumerable: true,
  74720. configurable: true
  74721. });
  74722. /**
  74723. * Resize all the textures in the multi render target.
  74724. * Be carrefull as it will recreate all the data in the new texture.
  74725. * @param size Define the new size
  74726. */
  74727. MultiRenderTarget.prototype.resize = function (size) {
  74728. this.releaseInternalTextures();
  74729. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74730. this._createInternalTextures();
  74731. };
  74732. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74733. var _this = this;
  74734. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74735. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74736. });
  74737. };
  74738. /**
  74739. * Dispose the render targets and their associated resources
  74740. */
  74741. MultiRenderTarget.prototype.dispose = function () {
  74742. this.releaseInternalTextures();
  74743. _super.prototype.dispose.call(this);
  74744. };
  74745. /**
  74746. * Release all the underlying texture used as draw buffers.
  74747. */
  74748. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74749. if (!this._internalTextures) {
  74750. return;
  74751. }
  74752. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74753. if (this._internalTextures[i] !== undefined) {
  74754. this._internalTextures[i].dispose();
  74755. this._internalTextures.splice(i, 1);
  74756. }
  74757. }
  74758. };
  74759. return MultiRenderTarget;
  74760. }(BABYLON.RenderTargetTexture));
  74761. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74762. })(BABYLON || (BABYLON = {}));
  74763. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74764. var BABYLON;
  74765. (function (BABYLON) {
  74766. /**
  74767. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74768. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74769. * You can then easily use it as a reflectionTexture on a flat surface.
  74770. * In case the surface is not a plane, please consider relying on reflection probes.
  74771. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74772. */
  74773. var MirrorTexture = /** @class */ (function (_super) {
  74774. __extends(MirrorTexture, _super);
  74775. /**
  74776. * Instantiates a Mirror Texture.
  74777. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74778. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74779. * You can then easily use it as a reflectionTexture on a flat surface.
  74780. * In case the surface is not a plane, please consider relying on reflection probes.
  74781. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74782. * @param name
  74783. * @param size
  74784. * @param scene
  74785. * @param generateMipMaps
  74786. * @param type
  74787. * @param samplingMode
  74788. * @param generateDepthBuffer
  74789. */
  74790. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74791. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74792. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74793. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74794. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74795. _this.scene = scene;
  74796. /**
  74797. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74798. * 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.
  74799. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74800. */
  74801. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74802. _this._transformMatrix = BABYLON.Matrix.Zero();
  74803. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74804. _this._adaptiveBlurKernel = 0;
  74805. _this._blurKernelX = 0;
  74806. _this._blurKernelY = 0;
  74807. _this._blurRatio = 1.0;
  74808. _this.ignoreCameraViewport = true;
  74809. _this._updateGammaSpace();
  74810. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74811. _this._updateGammaSpace;
  74812. });
  74813. _this.onBeforeRenderObservable.add(function () {
  74814. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74815. _this._savedViewMatrix = scene.getViewMatrix();
  74816. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74817. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74818. scene.clipPlane = _this.mirrorPlane;
  74819. scene.getEngine().cullBackFaces = false;
  74820. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74821. });
  74822. _this.onAfterRenderObservable.add(function () {
  74823. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74824. scene.getEngine().cullBackFaces = true;
  74825. scene._mirroredCameraPosition = null;
  74826. delete scene.clipPlane;
  74827. });
  74828. return _this;
  74829. }
  74830. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74831. get: function () {
  74832. return this._blurRatio;
  74833. },
  74834. /**
  74835. * Define the blur ratio used to blur the reflection if needed.
  74836. */
  74837. set: function (value) {
  74838. if (this._blurRatio === value) {
  74839. return;
  74840. }
  74841. this._blurRatio = value;
  74842. this._preparePostProcesses();
  74843. },
  74844. enumerable: true,
  74845. configurable: true
  74846. });
  74847. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74848. /**
  74849. * Define the adaptive blur kernel used to blur the reflection if needed.
  74850. * This will autocompute the closest best match for the `blurKernel`
  74851. */
  74852. set: function (value) {
  74853. this._adaptiveBlurKernel = value;
  74854. this._autoComputeBlurKernel();
  74855. },
  74856. enumerable: true,
  74857. configurable: true
  74858. });
  74859. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74860. /**
  74861. * Define the blur kernel used to blur the reflection if needed.
  74862. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74863. */
  74864. set: function (value) {
  74865. this.blurKernelX = value;
  74866. this.blurKernelY = value;
  74867. },
  74868. enumerable: true,
  74869. configurable: true
  74870. });
  74871. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74872. get: function () {
  74873. return this._blurKernelX;
  74874. },
  74875. /**
  74876. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74877. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74878. */
  74879. set: function (value) {
  74880. if (this._blurKernelX === value) {
  74881. return;
  74882. }
  74883. this._blurKernelX = value;
  74884. this._preparePostProcesses();
  74885. },
  74886. enumerable: true,
  74887. configurable: true
  74888. });
  74889. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74890. get: function () {
  74891. return this._blurKernelY;
  74892. },
  74893. /**
  74894. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74895. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74896. */
  74897. set: function (value) {
  74898. if (this._blurKernelY === value) {
  74899. return;
  74900. }
  74901. this._blurKernelY = value;
  74902. this._preparePostProcesses();
  74903. },
  74904. enumerable: true,
  74905. configurable: true
  74906. });
  74907. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74908. var engine = this.getScene().getEngine();
  74909. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74910. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74911. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74912. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74913. };
  74914. MirrorTexture.prototype._onRatioRescale = function () {
  74915. if (this._sizeRatio) {
  74916. this.resize(this._initialSizeParameter);
  74917. if (!this._adaptiveBlurKernel) {
  74918. this._preparePostProcesses();
  74919. }
  74920. }
  74921. if (this._adaptiveBlurKernel) {
  74922. this._autoComputeBlurKernel();
  74923. }
  74924. };
  74925. MirrorTexture.prototype._updateGammaSpace = function () {
  74926. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74927. };
  74928. MirrorTexture.prototype._preparePostProcesses = function () {
  74929. this.clearPostProcesses(true);
  74930. if (this._blurKernelX && this._blurKernelY) {
  74931. var engine = this.getScene().getEngine();
  74932. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74933. 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);
  74934. this._blurX.autoClear = false;
  74935. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74936. this._blurX.inputTexture = this._texture;
  74937. }
  74938. else {
  74939. this._blurX.alwaysForcePOT = true;
  74940. }
  74941. 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);
  74942. this._blurY.autoClear = false;
  74943. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74944. this.addPostProcess(this._blurX);
  74945. this.addPostProcess(this._blurY);
  74946. }
  74947. else {
  74948. if (this._blurY) {
  74949. this.removePostProcess(this._blurY);
  74950. this._blurY.dispose();
  74951. this._blurY = null;
  74952. }
  74953. if (this._blurX) {
  74954. this.removePostProcess(this._blurX);
  74955. this._blurX.dispose();
  74956. this._blurX = null;
  74957. }
  74958. }
  74959. };
  74960. /**
  74961. * Clone the mirror texture.
  74962. * @returns the cloned texture
  74963. */
  74964. MirrorTexture.prototype.clone = function () {
  74965. var scene = this.getScene();
  74966. if (!scene) {
  74967. return this;
  74968. }
  74969. var textureSize = this.getSize();
  74970. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74971. // Base texture
  74972. newTexture.hasAlpha = this.hasAlpha;
  74973. newTexture.level = this.level;
  74974. // Mirror Texture
  74975. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74976. if (this.renderList) {
  74977. newTexture.renderList = this.renderList.slice(0);
  74978. }
  74979. return newTexture;
  74980. };
  74981. /**
  74982. * Serialize the texture to a JSON representation you could use in Parse later on
  74983. * @returns the serialized JSON representation
  74984. */
  74985. MirrorTexture.prototype.serialize = function () {
  74986. if (!this.name) {
  74987. return null;
  74988. }
  74989. var serializationObject = _super.prototype.serialize.call(this);
  74990. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74991. return serializationObject;
  74992. };
  74993. /**
  74994. * Dispose the texture and release its associated resources.
  74995. */
  74996. MirrorTexture.prototype.dispose = function () {
  74997. _super.prototype.dispose.call(this);
  74998. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74999. };
  75000. return MirrorTexture;
  75001. }(BABYLON.RenderTargetTexture));
  75002. BABYLON.MirrorTexture = MirrorTexture;
  75003. })(BABYLON || (BABYLON = {}));
  75004. //# sourceMappingURL=babylon.mirrorTexture.js.map
  75005. var BABYLON;
  75006. (function (BABYLON) {
  75007. /**
  75008. * Creates a refraction texture used by refraction channel of the standard material.
  75009. * It is like a mirror but to see through a material.
  75010. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75011. */
  75012. var RefractionTexture = /** @class */ (function (_super) {
  75013. __extends(RefractionTexture, _super);
  75014. /**
  75015. * Creates a refraction texture used by refraction channel of the standard material.
  75016. * It is like a mirror but to see through a material.
  75017. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75018. * @param name Define the texture name
  75019. * @param size Define the size of the underlying texture
  75020. * @param scene Define the scene the refraction belongs to
  75021. * @param generateMipMaps Define if we need to generate mips level for the refraction
  75022. */
  75023. function RefractionTexture(name, size, scene, generateMipMaps) {
  75024. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  75025. /**
  75026. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  75027. * 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.
  75028. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75029. */
  75030. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  75031. /**
  75032. * Define how deep under the surface we should see.
  75033. */
  75034. _this.depth = 2.0;
  75035. _this.onBeforeRenderObservable.add(function () {
  75036. scene.clipPlane = _this.refractionPlane;
  75037. });
  75038. _this.onAfterRenderObservable.add(function () {
  75039. delete scene.clipPlane;
  75040. });
  75041. return _this;
  75042. }
  75043. /**
  75044. * Clone the refraction texture.
  75045. * @returns the cloned texture
  75046. */
  75047. RefractionTexture.prototype.clone = function () {
  75048. var scene = this.getScene();
  75049. if (!scene) {
  75050. return this;
  75051. }
  75052. var textureSize = this.getSize();
  75053. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  75054. // Base texture
  75055. newTexture.hasAlpha = this.hasAlpha;
  75056. newTexture.level = this.level;
  75057. // Refraction Texture
  75058. newTexture.refractionPlane = this.refractionPlane.clone();
  75059. if (this.renderList) {
  75060. newTexture.renderList = this.renderList.slice(0);
  75061. }
  75062. newTexture.depth = this.depth;
  75063. return newTexture;
  75064. };
  75065. /**
  75066. * Serialize the texture to a JSON representation you could use in Parse later on
  75067. * @returns the serialized JSON representation
  75068. */
  75069. RefractionTexture.prototype.serialize = function () {
  75070. if (!this.name) {
  75071. return null;
  75072. }
  75073. var serializationObject = _super.prototype.serialize.call(this);
  75074. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  75075. serializationObject.depth = this.depth;
  75076. return serializationObject;
  75077. };
  75078. return RefractionTexture;
  75079. }(BABYLON.RenderTargetTexture));
  75080. BABYLON.RefractionTexture = RefractionTexture;
  75081. })(BABYLON || (BABYLON = {}));
  75082. //# sourceMappingURL=babylon.refractionTexture.js.map
  75083. var BABYLON;
  75084. (function (BABYLON) {
  75085. /**
  75086. * A class extending Texture allowing drawing on a texture
  75087. * @see http://doc.babylonjs.com/how_to/dynamictexture
  75088. */
  75089. var DynamicTexture = /** @class */ (function (_super) {
  75090. __extends(DynamicTexture, _super);
  75091. /**
  75092. * Creates a DynamicTexture
  75093. * @param name defines the name of the texture
  75094. * @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
  75095. * @param scene defines the scene where you want the texture
  75096. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  75097. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  75098. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  75099. */
  75100. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  75101. if (scene === void 0) { scene = null; }
  75102. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75103. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  75104. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  75105. _this.name = name;
  75106. _this._engine = _this.getScene().getEngine();
  75107. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75108. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75109. _this._generateMipMaps = generateMipMaps;
  75110. if (options.getContext) {
  75111. _this._canvas = options;
  75112. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75113. }
  75114. else {
  75115. _this._canvas = document.createElement("canvas");
  75116. if (options.width || options.width === 0) {
  75117. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75118. }
  75119. else {
  75120. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  75121. }
  75122. }
  75123. var textureSize = _this.getSize();
  75124. _this._canvas.width = textureSize.width;
  75125. _this._canvas.height = textureSize.height;
  75126. _this._context = _this._canvas.getContext("2d");
  75127. return _this;
  75128. }
  75129. /**
  75130. * Get the current class name of the texture useful for serialization or dynamic coding.
  75131. * @returns "DynamicTexture"
  75132. */
  75133. DynamicTexture.prototype.getClassName = function () {
  75134. return "DynamicTexture";
  75135. };
  75136. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  75137. /**
  75138. * Gets the current state of canRescale
  75139. */
  75140. get: function () {
  75141. return true;
  75142. },
  75143. enumerable: true,
  75144. configurable: true
  75145. });
  75146. DynamicTexture.prototype._recreate = function (textureSize) {
  75147. this._canvas.width = textureSize.width;
  75148. this._canvas.height = textureSize.height;
  75149. this.releaseInternalTexture();
  75150. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  75151. };
  75152. /**
  75153. * Scales the texture
  75154. * @param ratio the scale factor to apply to both width and height
  75155. */
  75156. DynamicTexture.prototype.scale = function (ratio) {
  75157. var textureSize = this.getSize();
  75158. textureSize.width *= ratio;
  75159. textureSize.height *= ratio;
  75160. this._recreate(textureSize);
  75161. };
  75162. /**
  75163. * Resizes the texture
  75164. * @param width the new width
  75165. * @param height the new height
  75166. */
  75167. DynamicTexture.prototype.scaleTo = function (width, height) {
  75168. var textureSize = this.getSize();
  75169. textureSize.width = width;
  75170. textureSize.height = height;
  75171. this._recreate(textureSize);
  75172. };
  75173. /**
  75174. * Gets the context of the canvas used by the texture
  75175. * @returns the canvas context of the dynamic texture
  75176. */
  75177. DynamicTexture.prototype.getContext = function () {
  75178. return this._context;
  75179. };
  75180. /**
  75181. * Clears the texture
  75182. */
  75183. DynamicTexture.prototype.clear = function () {
  75184. var size = this.getSize();
  75185. this._context.fillRect(0, 0, size.width, size.height);
  75186. };
  75187. /**
  75188. * Updates the texture
  75189. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75190. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  75191. */
  75192. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  75193. if (premulAlpha === void 0) { premulAlpha = false; }
  75194. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  75195. };
  75196. /**
  75197. * Draws text onto the texture
  75198. * @param text defines the text to be drawn
  75199. * @param x defines the placement of the text from the left
  75200. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  75201. * @param font defines the font to be used with font-style, font-size, font-name
  75202. * @param color defines the color used for the text
  75203. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  75204. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75205. * @param update defines whether texture is immediately update (default is true)
  75206. */
  75207. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  75208. if (update === void 0) { update = true; }
  75209. var size = this.getSize();
  75210. if (clearColor) {
  75211. this._context.fillStyle = clearColor;
  75212. this._context.fillRect(0, 0, size.width, size.height);
  75213. }
  75214. this._context.font = font;
  75215. if (x === null || x === undefined) {
  75216. var textSize = this._context.measureText(text);
  75217. x = (size.width - textSize.width) / 2;
  75218. }
  75219. if (y === null || y === undefined) {
  75220. var fontSize = parseInt((font.replace(/\D/g, '')));
  75221. y = (size.height / 2) + (fontSize / 3.65);
  75222. }
  75223. this._context.fillStyle = color;
  75224. this._context.fillText(text, x, y);
  75225. if (update) {
  75226. this.update(invertY);
  75227. }
  75228. };
  75229. /**
  75230. * Clones the texture
  75231. * @returns the clone of the texture.
  75232. */
  75233. DynamicTexture.prototype.clone = function () {
  75234. var scene = this.getScene();
  75235. if (!scene) {
  75236. return this;
  75237. }
  75238. var textureSize = this.getSize();
  75239. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  75240. // Base texture
  75241. newTexture.hasAlpha = this.hasAlpha;
  75242. newTexture.level = this.level;
  75243. // Dynamic Texture
  75244. newTexture.wrapU = this.wrapU;
  75245. newTexture.wrapV = this.wrapV;
  75246. return newTexture;
  75247. };
  75248. /**
  75249. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  75250. * @returns a serialized dynamic texture object
  75251. */
  75252. DynamicTexture.prototype.serialize = function () {
  75253. var scene = this.getScene();
  75254. if (scene && !scene.isReady()) {
  75255. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  75256. }
  75257. var serializationObject = _super.prototype.serialize.call(this);
  75258. serializationObject.base64String = this._canvas.toDataURL();
  75259. serializationObject.invertY = this._invertY;
  75260. serializationObject.samplingMode = this.samplingMode;
  75261. return serializationObject;
  75262. };
  75263. /** @hidden */
  75264. DynamicTexture.prototype._rebuild = function () {
  75265. this.update();
  75266. };
  75267. return DynamicTexture;
  75268. }(BABYLON.Texture));
  75269. BABYLON.DynamicTexture = DynamicTexture;
  75270. })(BABYLON || (BABYLON = {}));
  75271. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75272. var BABYLON;
  75273. (function (BABYLON) {
  75274. /**
  75275. * If you want to display a video in your scene, this is the special texture for that.
  75276. * This special texture works similar to other textures, with the exception of a few parameters.
  75277. * @see https://doc.babylonjs.com/how_to/video_texture
  75278. */
  75279. var VideoTexture = /** @class */ (function (_super) {
  75280. __extends(VideoTexture, _super);
  75281. /**
  75282. * Creates a video texture.
  75283. * If you want to display a video in your scene, this is the special texture for that.
  75284. * This special texture works similar to other textures, with the exception of a few parameters.
  75285. * @see https://doc.babylonjs.com/how_to/video_texture
  75286. * @param name optional name, will detect from video source, if not defined
  75287. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75288. * @param scene is obviously the current scene.
  75289. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75290. * @param invertY is false by default but can be used to invert video on Y axis
  75291. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75292. * @param settings allows finer control over video usage
  75293. */
  75294. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75295. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75296. if (invertY === void 0) { invertY = false; }
  75297. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75298. if (settings === void 0) { settings = {
  75299. autoPlay: true,
  75300. loop: true,
  75301. autoUpdateTexture: true,
  75302. }; }
  75303. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75304. _this._onUserActionRequestedObservable = null;
  75305. _this._stillImageCaptured = false;
  75306. _this._displayingPosterTexture = false;
  75307. _this._createInternalTexture = function () {
  75308. if (_this._texture != null) {
  75309. if (_this._displayingPosterTexture) {
  75310. _this._texture.dispose();
  75311. _this._displayingPosterTexture = false;
  75312. }
  75313. else {
  75314. return;
  75315. }
  75316. }
  75317. if (!_this._engine.needPOTTextures ||
  75318. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75319. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75320. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75321. }
  75322. else {
  75323. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75324. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75325. _this._generateMipMaps = false;
  75326. }
  75327. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  75328. if (!_this.video.autoplay && !_this._settings.poster) {
  75329. var oldHandler_1 = _this.video.onplaying;
  75330. var error_1 = false;
  75331. _this.video.onplaying = function () {
  75332. _this.video.onplaying = oldHandler_1;
  75333. _this._texture.isReady = true;
  75334. _this._updateInternalTexture();
  75335. if (!error_1) {
  75336. _this.video.pause();
  75337. }
  75338. if (_this.onLoadObservable.hasObservers()) {
  75339. _this.onLoadObservable.notifyObservers(_this);
  75340. }
  75341. };
  75342. var playing = _this.video.play();
  75343. if (playing) {
  75344. playing.then(function () {
  75345. // Everything is good.
  75346. })
  75347. .catch(function () {
  75348. error_1 = true;
  75349. // On Chrome for instance, new policies might prevent playing without user interaction.
  75350. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75351. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75352. }
  75353. });
  75354. }
  75355. else {
  75356. _this.video.onplaying = oldHandler_1;
  75357. _this._texture.isReady = true;
  75358. _this._updateInternalTexture();
  75359. if (_this.onLoadObservable.hasObservers()) {
  75360. _this.onLoadObservable.notifyObservers(_this);
  75361. }
  75362. }
  75363. }
  75364. else {
  75365. _this._texture.isReady = true;
  75366. _this._updateInternalTexture();
  75367. if (_this.onLoadObservable.hasObservers()) {
  75368. _this.onLoadObservable.notifyObservers(_this);
  75369. }
  75370. }
  75371. };
  75372. _this.reset = function () {
  75373. if (_this._texture == null) {
  75374. return;
  75375. }
  75376. if (!_this._displayingPosterTexture) {
  75377. _this._texture.dispose();
  75378. _this._texture = null;
  75379. }
  75380. };
  75381. _this._updateInternalTexture = function (e) {
  75382. if (_this._texture == null || !_this._texture.isReady) {
  75383. return;
  75384. }
  75385. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75386. return;
  75387. }
  75388. if (_this._displayingPosterTexture) {
  75389. return;
  75390. }
  75391. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75392. };
  75393. _this._engine = _this.getScene().getEngine();
  75394. _this._generateMipMaps = generateMipMaps;
  75395. _this._samplingMode = samplingMode;
  75396. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75397. _this.name = name || _this._getName(src);
  75398. _this.video = _this._getVideo(src);
  75399. _this._settings = settings;
  75400. if (settings.poster) {
  75401. _this.video.poster = settings.poster;
  75402. }
  75403. if (settings.autoPlay !== undefined) {
  75404. _this.video.autoplay = settings.autoPlay;
  75405. }
  75406. if (settings.loop !== undefined) {
  75407. _this.video.loop = settings.loop;
  75408. }
  75409. _this.video.setAttribute("playsinline", "");
  75410. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75411. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75412. _this.video.addEventListener("emptied", _this.reset);
  75413. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75414. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75415. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75416. if (settings.poster &&
  75417. (!settings.autoPlay || !videoHasEnoughData)) {
  75418. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75419. _this._displayingPosterTexture = true;
  75420. }
  75421. else if (videoHasEnoughData) {
  75422. _this._createInternalTexture();
  75423. }
  75424. return _this;
  75425. }
  75426. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75427. /**
  75428. * Event triggerd when a dom action is required by the user to play the video.
  75429. * This happens due to recent changes in browser policies preventing video to auto start.
  75430. */
  75431. get: function () {
  75432. if (!this._onUserActionRequestedObservable) {
  75433. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75434. }
  75435. return this._onUserActionRequestedObservable;
  75436. },
  75437. enumerable: true,
  75438. configurable: true
  75439. });
  75440. VideoTexture.prototype._getName = function (src) {
  75441. if (src instanceof HTMLVideoElement) {
  75442. return src.currentSrc;
  75443. }
  75444. if (typeof src === "object") {
  75445. return src.toString();
  75446. }
  75447. return src;
  75448. };
  75449. VideoTexture.prototype._getVideo = function (src) {
  75450. if (src instanceof HTMLVideoElement) {
  75451. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75452. return src;
  75453. }
  75454. var video = document.createElement("video");
  75455. if (typeof src === "string") {
  75456. BABYLON.Tools.SetCorsBehavior(src, video);
  75457. video.src = src;
  75458. }
  75459. else {
  75460. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75461. src.forEach(function (url) {
  75462. var source = document.createElement("source");
  75463. source.src = url;
  75464. video.appendChild(source);
  75465. });
  75466. }
  75467. return video;
  75468. };
  75469. /**
  75470. * @hidden Internal method to initiate `update`.
  75471. */
  75472. VideoTexture.prototype._rebuild = function () {
  75473. this.update();
  75474. };
  75475. /**
  75476. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75477. */
  75478. VideoTexture.prototype.update = function () {
  75479. if (!this.autoUpdateTexture) {
  75480. // Expecting user to call `updateTexture` manually
  75481. return;
  75482. }
  75483. this.updateTexture(true);
  75484. };
  75485. /**
  75486. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75487. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75488. */
  75489. VideoTexture.prototype.updateTexture = function (isVisible) {
  75490. if (!isVisible) {
  75491. return;
  75492. }
  75493. if (this.video.paused && this._stillImageCaptured) {
  75494. return;
  75495. }
  75496. this._stillImageCaptured = true;
  75497. this._updateInternalTexture();
  75498. };
  75499. /**
  75500. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75501. * @param url New url.
  75502. */
  75503. VideoTexture.prototype.updateURL = function (url) {
  75504. this.video.src = url;
  75505. };
  75506. /**
  75507. * Dispose the texture and release its associated resources.
  75508. */
  75509. VideoTexture.prototype.dispose = function () {
  75510. _super.prototype.dispose.call(this);
  75511. if (this._onUserActionRequestedObservable) {
  75512. this._onUserActionRequestedObservable.clear();
  75513. this._onUserActionRequestedObservable = null;
  75514. }
  75515. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75516. this.video.removeEventListener("paused", this._updateInternalTexture);
  75517. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75518. this.video.removeEventListener("emptied", this.reset);
  75519. this.video.pause();
  75520. };
  75521. /**
  75522. * Creates a video texture straight from your WebCam video feed.
  75523. * @param scene Define the scene the texture should be created in
  75524. * @param onReady Define a callback to triggered once the texture will be ready
  75525. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75526. */
  75527. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75528. var video = document.createElement("video");
  75529. video.setAttribute('autoplay', '');
  75530. video.setAttribute('muted', '');
  75531. video.setAttribute('playsinline', '');
  75532. var constraintsDeviceId;
  75533. if (constraints && constraints.deviceId) {
  75534. constraintsDeviceId = {
  75535. exact: constraints.deviceId,
  75536. };
  75537. }
  75538. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75539. if (navigator.mediaDevices) {
  75540. navigator.mediaDevices.getUserMedia({ video: constraints })
  75541. .then(function (stream) {
  75542. if (video.mozSrcObject !== undefined) {
  75543. // hack for Firefox < 19
  75544. video.mozSrcObject = stream;
  75545. }
  75546. else {
  75547. video.srcObject = stream;
  75548. }
  75549. var onPlaying = function () {
  75550. if (onReady) {
  75551. onReady(new VideoTexture("video", video, scene, true, true));
  75552. }
  75553. video.removeEventListener("playing", onPlaying);
  75554. };
  75555. video.addEventListener("playing", onPlaying);
  75556. video.play();
  75557. })
  75558. .catch(function (err) {
  75559. BABYLON.Tools.Error(err.name);
  75560. });
  75561. }
  75562. else {
  75563. navigator.getUserMedia =
  75564. navigator.getUserMedia ||
  75565. navigator.webkitGetUserMedia ||
  75566. navigator.mozGetUserMedia ||
  75567. navigator.msGetUserMedia;
  75568. if (navigator.getUserMedia) {
  75569. navigator.getUserMedia({
  75570. video: {
  75571. deviceId: constraintsDeviceId,
  75572. width: {
  75573. min: (constraints && constraints.minWidth) || 256,
  75574. max: (constraints && constraints.maxWidth) || 640,
  75575. },
  75576. height: {
  75577. min: (constraints && constraints.minHeight) || 256,
  75578. max: (constraints && constraints.maxHeight) || 480,
  75579. },
  75580. },
  75581. }, function (stream) {
  75582. if (video.mozSrcObject !== undefined) {
  75583. // hack for Firefox < 19
  75584. video.mozSrcObject = stream;
  75585. }
  75586. else {
  75587. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75588. }
  75589. video.play();
  75590. if (onReady) {
  75591. onReady(new VideoTexture("video", video, scene, true, true));
  75592. }
  75593. }, function (e) {
  75594. BABYLON.Tools.Error(e.name);
  75595. });
  75596. }
  75597. }
  75598. };
  75599. return VideoTexture;
  75600. }(BABYLON.Texture));
  75601. BABYLON.VideoTexture = VideoTexture;
  75602. })(BABYLON || (BABYLON = {}));
  75603. //# sourceMappingURL=babylon.videoTexture.js.map
  75604. var BABYLON;
  75605. (function (BABYLON) {
  75606. /**
  75607. * Raw texture can help creating a texture directly from an array of data.
  75608. * This can be super useful if you either get the data from an uncompressed source or
  75609. * if you wish to create your texture pixel by pixel.
  75610. */
  75611. var RawTexture = /** @class */ (function (_super) {
  75612. __extends(RawTexture, _super);
  75613. /**
  75614. * Instantiates a new RawTexture.
  75615. * Raw texture can help creating a texture directly from an array of data.
  75616. * This can be super useful if you either get the data from an uncompressed source or
  75617. * if you wish to create your texture pixel by pixel.
  75618. * @param data define the array of data to use to create the texture
  75619. * @param width define the width of the texture
  75620. * @param height define the height of the texture
  75621. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75622. * @param scene define the scene the texture belongs to
  75623. * @param generateMipMaps define whether mip maps should be generated or not
  75624. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75625. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75626. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75627. */
  75628. function RawTexture(data, width, height,
  75629. /**
  75630. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75631. */
  75632. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75633. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75634. if (invertY === void 0) { invertY = false; }
  75635. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75636. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75637. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75638. _this.format = format;
  75639. _this._engine = scene.getEngine();
  75640. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75641. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75642. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75643. return _this;
  75644. }
  75645. /**
  75646. * Updates the texture underlying data.
  75647. * @param data Define the new data of the texture
  75648. */
  75649. RawTexture.prototype.update = function (data) {
  75650. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75651. };
  75652. /**
  75653. * Creates a luminance texture from some data.
  75654. * @param data Define the texture data
  75655. * @param width Define the width of the texture
  75656. * @param height Define the height of the texture
  75657. * @param scene Define the scene the texture belongs to
  75658. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75659. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75660. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75661. * @returns the luminance texture
  75662. */
  75663. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75664. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75665. if (invertY === void 0) { invertY = false; }
  75666. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75667. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75668. };
  75669. /**
  75670. * Creates a luminance alpha texture from some data.
  75671. * @param data Define the texture data
  75672. * @param width Define the width of the texture
  75673. * @param height Define the height of the texture
  75674. * @param scene Define the scene the texture belongs to
  75675. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75676. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75677. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75678. * @returns the luminance alpha texture
  75679. */
  75680. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75681. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75682. if (invertY === void 0) { invertY = false; }
  75683. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75684. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75685. };
  75686. /**
  75687. * Creates an alpha texture from some data.
  75688. * @param data Define the texture data
  75689. * @param width Define the width of the texture
  75690. * @param height Define the height of the texture
  75691. * @param scene Define the scene the texture belongs to
  75692. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75693. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75694. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75695. * @returns the alpha texture
  75696. */
  75697. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75698. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75699. if (invertY === void 0) { invertY = false; }
  75700. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75701. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75702. };
  75703. /**
  75704. * Creates a RGB texture from some data.
  75705. * @param data Define the texture data
  75706. * @param width Define the width of the texture
  75707. * @param height Define the height of the texture
  75708. * @param scene Define the scene the texture belongs to
  75709. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75710. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75711. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75712. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75713. * @returns the RGB alpha texture
  75714. */
  75715. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75716. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75717. if (invertY === void 0) { invertY = false; }
  75718. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75719. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75720. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75721. };
  75722. /**
  75723. * Creates a RGBA texture from some data.
  75724. * @param data Define the texture data
  75725. * @param width Define the width of the texture
  75726. * @param height Define the height of the texture
  75727. * @param scene Define the scene the texture belongs to
  75728. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75729. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75730. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75731. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75732. * @returns the RGBA texture
  75733. */
  75734. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75735. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75736. if (invertY === void 0) { invertY = false; }
  75737. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75738. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75739. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75740. };
  75741. /**
  75742. * Creates a R texture from some data.
  75743. * @param data Define the texture data
  75744. * @param width Define the width of the texture
  75745. * @param height Define the height of the texture
  75746. * @param scene Define the scene the texture belongs to
  75747. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75748. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75749. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75750. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75751. * @returns the R texture
  75752. */
  75753. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75754. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75755. if (invertY === void 0) { invertY = false; }
  75756. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75757. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75758. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75759. };
  75760. return RawTexture;
  75761. }(BABYLON.Texture));
  75762. BABYLON.RawTexture = RawTexture;
  75763. })(BABYLON || (BABYLON = {}));
  75764. //# sourceMappingURL=babylon.rawTexture.js.map
  75765. var BABYLON;
  75766. (function (BABYLON) {
  75767. /**
  75768. * Class used to store 3D textures containing user data
  75769. */
  75770. var RawTexture3D = /** @class */ (function (_super) {
  75771. __extends(RawTexture3D, _super);
  75772. /**
  75773. * Create a new RawTexture3D
  75774. * @param data defines the data of the texture
  75775. * @param width defines the width of the texture
  75776. * @param height defines the height of the texture
  75777. * @param depth defines the depth of the texture
  75778. * @param format defines the texture format to use
  75779. * @param scene defines the hosting scene
  75780. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75781. * @param invertY defines if texture must be stored with Y axis inverted
  75782. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75783. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75784. */
  75785. function RawTexture3D(data, width, height, depth,
  75786. /** Gets or sets the texture format to use */
  75787. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75788. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75789. if (invertY === void 0) { invertY = false; }
  75790. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75791. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75792. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75793. _this.format = format;
  75794. _this._engine = scene.getEngine();
  75795. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75796. _this.is3D = true;
  75797. return _this;
  75798. }
  75799. /**
  75800. * Update the texture with new data
  75801. * @param data defines the data to store in the texture
  75802. */
  75803. RawTexture3D.prototype.update = function (data) {
  75804. if (!this._texture) {
  75805. return;
  75806. }
  75807. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75808. };
  75809. return RawTexture3D;
  75810. }(BABYLON.Texture));
  75811. BABYLON.RawTexture3D = RawTexture3D;
  75812. })(BABYLON || (BABYLON = {}));
  75813. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75814. var BABYLON;
  75815. (function (BABYLON) {
  75816. /**
  75817. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75818. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75819. */
  75820. var PostProcessManager = /** @class */ (function () {
  75821. /**
  75822. * Creates a new instance PostProcess
  75823. * @param scene The scene that the post process is associated with.
  75824. */
  75825. function PostProcessManager(scene) {
  75826. this._vertexBuffers = {};
  75827. this._scene = scene;
  75828. }
  75829. PostProcessManager.prototype._prepareBuffers = function () {
  75830. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75831. return;
  75832. }
  75833. // VBO
  75834. var vertices = [];
  75835. vertices.push(1, 1);
  75836. vertices.push(-1, 1);
  75837. vertices.push(-1, -1);
  75838. vertices.push(1, -1);
  75839. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75840. this._buildIndexBuffer();
  75841. };
  75842. PostProcessManager.prototype._buildIndexBuffer = function () {
  75843. // Indices
  75844. var indices = [];
  75845. indices.push(0);
  75846. indices.push(1);
  75847. indices.push(2);
  75848. indices.push(0);
  75849. indices.push(2);
  75850. indices.push(3);
  75851. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75852. };
  75853. /**
  75854. * Rebuilds the vertex buffers of the manager.
  75855. * @hidden
  75856. */
  75857. PostProcessManager.prototype._rebuild = function () {
  75858. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75859. if (!vb) {
  75860. return;
  75861. }
  75862. vb._rebuild();
  75863. this._buildIndexBuffer();
  75864. };
  75865. // Methods
  75866. /**
  75867. * Prepares a frame to be run through a post process.
  75868. * @param sourceTexture The input texture to the post procesess. (default: null)
  75869. * @param postProcesses An array of post processes to be run. (default: null)
  75870. * @returns True if the post processes were able to be run.
  75871. * @hidden
  75872. */
  75873. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75874. if (sourceTexture === void 0) { sourceTexture = null; }
  75875. if (postProcesses === void 0) { postProcesses = null; }
  75876. var camera = this._scene.activeCamera;
  75877. if (!camera) {
  75878. return false;
  75879. }
  75880. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75881. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75882. return false;
  75883. }
  75884. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75885. return true;
  75886. };
  75887. /**
  75888. * Manually render a set of post processes to a texture.
  75889. * @param postProcesses An array of post processes to be run.
  75890. * @param targetTexture The target texture to render to.
  75891. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75892. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75893. * @param lodLevel defines which lod of the texture to render to
  75894. */
  75895. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75896. if (targetTexture === void 0) { targetTexture = null; }
  75897. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75898. if (faceIndex === void 0) { faceIndex = 0; }
  75899. if (lodLevel === void 0) { lodLevel = 0; }
  75900. var engine = this._scene.getEngine();
  75901. for (var index = 0; index < postProcesses.length; index++) {
  75902. if (index < postProcesses.length - 1) {
  75903. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75904. }
  75905. else {
  75906. if (targetTexture) {
  75907. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75908. }
  75909. else {
  75910. engine.restoreDefaultFramebuffer();
  75911. }
  75912. }
  75913. var pp = postProcesses[index];
  75914. var effect = pp.apply();
  75915. if (effect) {
  75916. pp.onBeforeRenderObservable.notifyObservers(effect);
  75917. // VBOs
  75918. this._prepareBuffers();
  75919. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75920. // Draw order
  75921. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75922. pp.onAfterRenderObservable.notifyObservers(effect);
  75923. }
  75924. }
  75925. // Restore depth buffer
  75926. engine.setDepthBuffer(true);
  75927. engine.setDepthWrite(true);
  75928. };
  75929. /**
  75930. * Finalize the result of the output of the postprocesses.
  75931. * @param doNotPresent If true the result will not be displayed to the screen.
  75932. * @param targetTexture The target texture to render to.
  75933. * @param faceIndex The index of the face to bind the target texture to.
  75934. * @param postProcesses The array of post processes to render.
  75935. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75936. * @hidden
  75937. */
  75938. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75939. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75940. var camera = this._scene.activeCamera;
  75941. if (!camera) {
  75942. return;
  75943. }
  75944. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75945. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75946. return;
  75947. }
  75948. var engine = this._scene.getEngine();
  75949. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75950. var pp = postProcesses[index];
  75951. if (index < len - 1) {
  75952. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75953. }
  75954. else {
  75955. if (targetTexture) {
  75956. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75957. pp._outputTexture = targetTexture;
  75958. }
  75959. else {
  75960. engine.restoreDefaultFramebuffer();
  75961. pp._outputTexture = null;
  75962. }
  75963. }
  75964. if (doNotPresent) {
  75965. break;
  75966. }
  75967. var effect = pp.apply();
  75968. if (effect) {
  75969. pp.onBeforeRenderObservable.notifyObservers(effect);
  75970. // VBOs
  75971. this._prepareBuffers();
  75972. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75973. // Draw order
  75974. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75975. pp.onAfterRenderObservable.notifyObservers(effect);
  75976. }
  75977. }
  75978. // Restore states
  75979. engine.setDepthBuffer(true);
  75980. engine.setDepthWrite(true);
  75981. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75982. };
  75983. /**
  75984. * Disposes of the post process manager.
  75985. */
  75986. PostProcessManager.prototype.dispose = function () {
  75987. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75988. if (buffer) {
  75989. buffer.dispose();
  75990. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75991. }
  75992. if (this._indexBuffer) {
  75993. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75994. this._indexBuffer = null;
  75995. }
  75996. };
  75997. return PostProcessManager;
  75998. }());
  75999. BABYLON.PostProcessManager = PostProcessManager;
  76000. })(BABYLON || (BABYLON = {}));
  76001. //# sourceMappingURL=babylon.postProcessManager.js.map
  76002. var BABYLON;
  76003. (function (BABYLON) {
  76004. /**
  76005. * PostProcess can be used to apply a shader to a texture after it has been rendered
  76006. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  76007. */
  76008. var PostProcess = /** @class */ (function () {
  76009. /**
  76010. * Creates a new instance PostProcess
  76011. * @param name The name of the PostProcess.
  76012. * @param fragmentUrl The url of the fragment shader to be used.
  76013. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  76014. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  76015. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  76016. * @param camera The camera to apply the render pass to.
  76017. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76018. * @param engine The engine which the post process will be applied. (default: current engine)
  76019. * @param reusable If the post process can be reused on the same frame. (default: false)
  76020. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  76021. * @param textureType Type of textures used when performing the post process. (default: 0)
  76022. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  76023. * @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
  76024. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  76025. */
  76026. function PostProcess(
  76027. /** Name of the PostProcess. */
  76028. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  76029. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  76030. if (defines === void 0) { defines = null; }
  76031. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76032. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  76033. if (blockCompilation === void 0) { blockCompilation = false; }
  76034. this.name = name;
  76035. /**
  76036. * Width of the texture to apply the post process on
  76037. */
  76038. this.width = -1;
  76039. /**
  76040. * Height of the texture to apply the post process on
  76041. */
  76042. this.height = -1;
  76043. /**
  76044. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  76045. * @hidden
  76046. */
  76047. this._outputTexture = null;
  76048. /**
  76049. * If the buffer needs to be cleared before applying the post process. (default: true)
  76050. * Should be set to false if shader will overwrite all previous pixels.
  76051. */
  76052. this.autoClear = true;
  76053. /**
  76054. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  76055. */
  76056. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  76057. /**
  76058. * Animations to be used for the post processing
  76059. */
  76060. this.animations = new Array();
  76061. /**
  76062. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  76063. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  76064. */
  76065. this.enablePixelPerfectMode = false;
  76066. /**
  76067. * Force the postprocess to be applied without taking in account viewport
  76068. */
  76069. this.forceFullscreenViewport = true;
  76070. /**
  76071. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  76072. *
  76073. * | Value | Type | Description |
  76074. * | ----- | ----------------------------------- | ----------- |
  76075. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  76076. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  76077. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  76078. *
  76079. */
  76080. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  76081. /**
  76082. * Force textures to be a power of two (default: false)
  76083. */
  76084. this.alwaysForcePOT = false;
  76085. this._samples = 1;
  76086. /**
  76087. * Modify the scale of the post process to be the same as the viewport (default: false)
  76088. */
  76089. this.adaptScaleToCurrentViewport = false;
  76090. this._reusable = false;
  76091. /**
  76092. * Smart array of input and output textures for the post process.
  76093. * @hidden
  76094. */
  76095. this._textures = new BABYLON.SmartArray(2);
  76096. /**
  76097. * The index in _textures that corresponds to the output texture.
  76098. * @hidden
  76099. */
  76100. this._currentRenderTextureInd = 0;
  76101. this._scaleRatio = new BABYLON.Vector2(1, 1);
  76102. this._texelSize = BABYLON.Vector2.Zero();
  76103. // Events
  76104. /**
  76105. * An event triggered when the postprocess is activated.
  76106. */
  76107. this.onActivateObservable = new BABYLON.Observable();
  76108. /**
  76109. * An event triggered when the postprocess changes its size.
  76110. */
  76111. this.onSizeChangedObservable = new BABYLON.Observable();
  76112. /**
  76113. * An event triggered when the postprocess applies its effect.
  76114. */
  76115. this.onApplyObservable = new BABYLON.Observable();
  76116. /**
  76117. * An event triggered before rendering the postprocess
  76118. */
  76119. this.onBeforeRenderObservable = new BABYLON.Observable();
  76120. /**
  76121. * An event triggered after rendering the postprocess
  76122. */
  76123. this.onAfterRenderObservable = new BABYLON.Observable();
  76124. if (camera != null) {
  76125. this._camera = camera;
  76126. this._scene = camera.getScene();
  76127. camera.attachPostProcess(this);
  76128. this._engine = this._scene.getEngine();
  76129. this._scene.postProcesses.push(this);
  76130. }
  76131. else if (engine) {
  76132. this._engine = engine;
  76133. this._engine.postProcesses.push(this);
  76134. }
  76135. this._options = options;
  76136. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  76137. this._reusable = reusable || false;
  76138. this._textureType = textureType;
  76139. this._samplers = samplers || [];
  76140. this._samplers.push("textureSampler");
  76141. this._fragmentUrl = fragmentUrl;
  76142. this._vertexUrl = vertexUrl;
  76143. this._parameters = parameters || [];
  76144. this._parameters.push("scale");
  76145. this._indexParameters = indexParameters;
  76146. if (!blockCompilation) {
  76147. this.updateEffect(defines);
  76148. }
  76149. }
  76150. Object.defineProperty(PostProcess.prototype, "samples", {
  76151. /**
  76152. * Number of sample textures (default: 1)
  76153. */
  76154. get: function () {
  76155. return this._samples;
  76156. },
  76157. set: function (n) {
  76158. var _this = this;
  76159. this._samples = n;
  76160. this._textures.forEach(function (texture) {
  76161. if (texture.samples !== _this._samples) {
  76162. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  76163. }
  76164. });
  76165. },
  76166. enumerable: true,
  76167. configurable: true
  76168. });
  76169. Object.defineProperty(PostProcess.prototype, "onActivate", {
  76170. /**
  76171. * A function that is added to the onActivateObservable
  76172. */
  76173. set: function (callback) {
  76174. if (this._onActivateObserver) {
  76175. this.onActivateObservable.remove(this._onActivateObserver);
  76176. }
  76177. if (callback) {
  76178. this._onActivateObserver = this.onActivateObservable.add(callback);
  76179. }
  76180. },
  76181. enumerable: true,
  76182. configurable: true
  76183. });
  76184. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  76185. /**
  76186. * A function that is added to the onSizeChangedObservable
  76187. */
  76188. set: function (callback) {
  76189. if (this._onSizeChangedObserver) {
  76190. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  76191. }
  76192. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  76193. },
  76194. enumerable: true,
  76195. configurable: true
  76196. });
  76197. Object.defineProperty(PostProcess.prototype, "onApply", {
  76198. /**
  76199. * A function that is added to the onApplyObservable
  76200. */
  76201. set: function (callback) {
  76202. if (this._onApplyObserver) {
  76203. this.onApplyObservable.remove(this._onApplyObserver);
  76204. }
  76205. this._onApplyObserver = this.onApplyObservable.add(callback);
  76206. },
  76207. enumerable: true,
  76208. configurable: true
  76209. });
  76210. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  76211. /**
  76212. * A function that is added to the onBeforeRenderObservable
  76213. */
  76214. set: function (callback) {
  76215. if (this._onBeforeRenderObserver) {
  76216. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  76217. }
  76218. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  76219. },
  76220. enumerable: true,
  76221. configurable: true
  76222. });
  76223. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  76224. /**
  76225. * A function that is added to the onAfterRenderObservable
  76226. */
  76227. set: function (callback) {
  76228. if (this._onAfterRenderObserver) {
  76229. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  76230. }
  76231. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  76232. },
  76233. enumerable: true,
  76234. configurable: true
  76235. });
  76236. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  76237. /**
  76238. * 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
  76239. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  76240. */
  76241. get: function () {
  76242. return this._textures.data[this._currentRenderTextureInd];
  76243. },
  76244. set: function (value) {
  76245. this._forcedOutputTexture = value;
  76246. },
  76247. enumerable: true,
  76248. configurable: true
  76249. });
  76250. /**
  76251. * Gets the camera which post process is applied to.
  76252. * @returns The camera the post process is applied to.
  76253. */
  76254. PostProcess.prototype.getCamera = function () {
  76255. return this._camera;
  76256. };
  76257. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76258. /**
  76259. * Gets the texel size of the postprocess.
  76260. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76261. */
  76262. get: function () {
  76263. if (this._shareOutputWithPostProcess) {
  76264. return this._shareOutputWithPostProcess.texelSize;
  76265. }
  76266. if (this._forcedOutputTexture) {
  76267. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76268. }
  76269. return this._texelSize;
  76270. },
  76271. enumerable: true,
  76272. configurable: true
  76273. });
  76274. /**
  76275. * Gets the engine which this post process belongs to.
  76276. * @returns The engine the post process was enabled with.
  76277. */
  76278. PostProcess.prototype.getEngine = function () {
  76279. return this._engine;
  76280. };
  76281. /**
  76282. * The effect that is created when initializing the post process.
  76283. * @returns The created effect corrisponding the the postprocess.
  76284. */
  76285. PostProcess.prototype.getEffect = function () {
  76286. return this._effect;
  76287. };
  76288. /**
  76289. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76290. * @param postProcess The post process to share the output with.
  76291. * @returns This post process.
  76292. */
  76293. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76294. this._disposeTextures();
  76295. this._shareOutputWithPostProcess = postProcess;
  76296. return this;
  76297. };
  76298. /**
  76299. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76300. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76301. */
  76302. PostProcess.prototype.useOwnOutput = function () {
  76303. if (this._textures.length == 0) {
  76304. this._textures = new BABYLON.SmartArray(2);
  76305. }
  76306. this._shareOutputWithPostProcess = null;
  76307. };
  76308. /**
  76309. * Updates the effect with the current post process compile time values and recompiles the shader.
  76310. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76311. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76312. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76313. * @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
  76314. * @param onCompiled Called when the shader has been compiled.
  76315. * @param onError Called if there is an error when compiling a shader.
  76316. */
  76317. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76318. if (defines === void 0) { defines = null; }
  76319. if (uniforms === void 0) { uniforms = null; }
  76320. if (samplers === void 0) { samplers = null; }
  76321. 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);
  76322. };
  76323. /**
  76324. * The post process is reusable if it can be used multiple times within one frame.
  76325. * @returns If the post process is reusable
  76326. */
  76327. PostProcess.prototype.isReusable = function () {
  76328. return this._reusable;
  76329. };
  76330. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76331. PostProcess.prototype.markTextureDirty = function () {
  76332. this.width = -1;
  76333. };
  76334. /**
  76335. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76336. * 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.
  76337. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76338. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76339. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76340. * @returns The target texture that was bound to be written to.
  76341. */
  76342. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76343. var _this = this;
  76344. if (sourceTexture === void 0) { sourceTexture = null; }
  76345. camera = camera || this._camera;
  76346. var scene = camera.getScene();
  76347. var engine = scene.getEngine();
  76348. var maxSize = engine.getCaps().maxTextureSize;
  76349. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76350. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76351. // 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
  76352. var webVRCamera = camera.parent;
  76353. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76354. requiredWidth /= 2;
  76355. }
  76356. var desiredWidth = (this._options.width || requiredWidth);
  76357. var desiredHeight = this._options.height || requiredHeight;
  76358. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76359. if (this.adaptScaleToCurrentViewport) {
  76360. var currentViewport = engine.currentViewport;
  76361. if (currentViewport) {
  76362. desiredWidth *= currentViewport.width;
  76363. desiredHeight *= currentViewport.height;
  76364. }
  76365. }
  76366. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76367. if (!this._options.width) {
  76368. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76369. }
  76370. if (!this._options.height) {
  76371. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76372. }
  76373. }
  76374. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76375. if (this._textures.length > 0) {
  76376. for (var i = 0; i < this._textures.length; i++) {
  76377. this._engine._releaseTexture(this._textures.data[i]);
  76378. }
  76379. this._textures.reset();
  76380. }
  76381. this.width = desiredWidth;
  76382. this.height = desiredHeight;
  76383. var textureSize = { width: this.width, height: this.height };
  76384. var textureOptions = {
  76385. generateMipMaps: false,
  76386. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76387. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76388. samplingMode: this.renderTargetSamplingMode,
  76389. type: this._textureType
  76390. };
  76391. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76392. if (this._reusable) {
  76393. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76394. }
  76395. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76396. this.onSizeChangedObservable.notifyObservers(this);
  76397. }
  76398. this._textures.forEach(function (texture) {
  76399. if (texture.samples !== _this.samples) {
  76400. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76401. }
  76402. });
  76403. }
  76404. var target;
  76405. if (this._shareOutputWithPostProcess) {
  76406. target = this._shareOutputWithPostProcess.inputTexture;
  76407. }
  76408. else if (this._forcedOutputTexture) {
  76409. target = this._forcedOutputTexture;
  76410. this.width = this._forcedOutputTexture.width;
  76411. this.height = this._forcedOutputTexture.height;
  76412. }
  76413. else {
  76414. target = this.inputTexture;
  76415. }
  76416. // Bind the input of this post process to be used as the output of the previous post process.
  76417. if (this.enablePixelPerfectMode) {
  76418. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76419. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76420. }
  76421. else {
  76422. this._scaleRatio.copyFromFloats(1, 1);
  76423. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76424. }
  76425. this.onActivateObservable.notifyObservers(camera);
  76426. // Clear
  76427. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76428. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76429. }
  76430. if (this._reusable) {
  76431. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76432. }
  76433. return target;
  76434. };
  76435. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76436. /**
  76437. * If the post process is supported.
  76438. */
  76439. get: function () {
  76440. return this._effect.isSupported;
  76441. },
  76442. enumerable: true,
  76443. configurable: true
  76444. });
  76445. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76446. /**
  76447. * The aspect ratio of the output texture.
  76448. */
  76449. get: function () {
  76450. if (this._shareOutputWithPostProcess) {
  76451. return this._shareOutputWithPostProcess.aspectRatio;
  76452. }
  76453. if (this._forcedOutputTexture) {
  76454. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76455. }
  76456. return this.width / this.height;
  76457. },
  76458. enumerable: true,
  76459. configurable: true
  76460. });
  76461. /**
  76462. * Get a value indicating if the post-process is ready to be used
  76463. * @returns true if the post-process is ready (shader is compiled)
  76464. */
  76465. PostProcess.prototype.isReady = function () {
  76466. return this._effect && this._effect.isReady();
  76467. };
  76468. /**
  76469. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76470. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76471. */
  76472. PostProcess.prototype.apply = function () {
  76473. // Check
  76474. if (!this._effect || !this._effect.isReady()) {
  76475. return null;
  76476. }
  76477. // States
  76478. this._engine.enableEffect(this._effect);
  76479. this._engine.setState(false);
  76480. this._engine.setDepthBuffer(false);
  76481. this._engine.setDepthWrite(false);
  76482. // Alpha
  76483. this._engine.setAlphaMode(this.alphaMode);
  76484. if (this.alphaConstants) {
  76485. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76486. }
  76487. // Bind the output texture of the preivous post process as the input to this post process.
  76488. var source;
  76489. if (this._shareOutputWithPostProcess) {
  76490. source = this._shareOutputWithPostProcess.inputTexture;
  76491. }
  76492. else if (this._forcedOutputTexture) {
  76493. source = this._forcedOutputTexture;
  76494. }
  76495. else {
  76496. source = this.inputTexture;
  76497. }
  76498. this._effect._bindTexture("textureSampler", source);
  76499. // Parameters
  76500. this._effect.setVector2("scale", this._scaleRatio);
  76501. this.onApplyObservable.notifyObservers(this._effect);
  76502. return this._effect;
  76503. };
  76504. PostProcess.prototype._disposeTextures = function () {
  76505. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76506. return;
  76507. }
  76508. if (this._textures.length > 0) {
  76509. for (var i = 0; i < this._textures.length; i++) {
  76510. this._engine._releaseTexture(this._textures.data[i]);
  76511. }
  76512. }
  76513. this._textures.dispose();
  76514. };
  76515. /**
  76516. * Disposes the post process.
  76517. * @param camera The camera to dispose the post process on.
  76518. */
  76519. PostProcess.prototype.dispose = function (camera) {
  76520. camera = camera || this._camera;
  76521. this._disposeTextures();
  76522. if (this._scene) {
  76523. var index_1 = this._scene.postProcesses.indexOf(this);
  76524. if (index_1 !== -1) {
  76525. this._scene.postProcesses.splice(index_1, 1);
  76526. }
  76527. }
  76528. else {
  76529. var index_2 = this._engine.postProcesses.indexOf(this);
  76530. if (index_2 !== -1) {
  76531. this._engine.postProcesses.splice(index_2, 1);
  76532. }
  76533. }
  76534. if (!camera) {
  76535. return;
  76536. }
  76537. camera.detachPostProcess(this);
  76538. var index = camera._postProcesses.indexOf(this);
  76539. if (index === 0 && camera._postProcesses.length > 0) {
  76540. var firstPostProcess = this._camera._getFirstPostProcess();
  76541. if (firstPostProcess) {
  76542. firstPostProcess.markTextureDirty();
  76543. }
  76544. }
  76545. this.onActivateObservable.clear();
  76546. this.onAfterRenderObservable.clear();
  76547. this.onApplyObservable.clear();
  76548. this.onBeforeRenderObservable.clear();
  76549. this.onSizeChangedObservable.clear();
  76550. };
  76551. return PostProcess;
  76552. }());
  76553. BABYLON.PostProcess = PostProcess;
  76554. })(BABYLON || (BABYLON = {}));
  76555. //# sourceMappingURL=babylon.postProcess.js.map
  76556. var BABYLON;
  76557. (function (BABYLON) {
  76558. /**
  76559. * PassPostProcess which produces an output the same as it's input
  76560. */
  76561. var PassPostProcess = /** @class */ (function (_super) {
  76562. __extends(PassPostProcess, _super);
  76563. /**
  76564. * Creates the PassPostProcess
  76565. * @param name The name of the effect.
  76566. * @param options The required width/height ratio to downsize to before computing the render pass.
  76567. * @param camera The camera to apply the render pass to.
  76568. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76569. * @param engine The engine which the post process will be applied. (default: current engine)
  76570. * @param reusable If the post process can be reused on the same frame. (default: false)
  76571. * @param textureType The type of texture to be used when performing the post processing.
  76572. * @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)
  76573. */
  76574. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76575. if (camera === void 0) { camera = null; }
  76576. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76577. if (blockCompilation === void 0) { blockCompilation = false; }
  76578. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76579. }
  76580. return PassPostProcess;
  76581. }(BABYLON.PostProcess));
  76582. BABYLON.PassPostProcess = PassPostProcess;
  76583. /**
  76584. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76585. */
  76586. var PassCubePostProcess = /** @class */ (function (_super) {
  76587. __extends(PassCubePostProcess, _super);
  76588. /**
  76589. * Creates the PassCubePostProcess
  76590. * @param name The name of the effect.
  76591. * @param options The required width/height ratio to downsize to before computing the render pass.
  76592. * @param camera The camera to apply the render pass to.
  76593. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76594. * @param engine The engine which the post process will be applied. (default: current engine)
  76595. * @param reusable If the post process can be reused on the same frame. (default: false)
  76596. * @param textureType The type of texture to be used when performing the post processing.
  76597. * @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)
  76598. */
  76599. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76600. if (camera === void 0) { camera = null; }
  76601. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76602. if (blockCompilation === void 0) { blockCompilation = false; }
  76603. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76604. _this._face = 0;
  76605. return _this;
  76606. }
  76607. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76608. /**
  76609. * Gets or sets the cube face to display.
  76610. * * 0 is +X
  76611. * * 1 is -X
  76612. * * 2 is +Y
  76613. * * 3 is -Y
  76614. * * 4 is +Z
  76615. * * 5 is -Z
  76616. */
  76617. get: function () {
  76618. return this._face;
  76619. },
  76620. set: function (value) {
  76621. if (value < 0 || value > 5) {
  76622. return;
  76623. }
  76624. this._face = value;
  76625. switch (this._face) {
  76626. case 0:
  76627. this.updateEffect("#define POSITIVEX");
  76628. break;
  76629. case 1:
  76630. this.updateEffect("#define NEGATIVEX");
  76631. break;
  76632. case 2:
  76633. this.updateEffect("#define POSITIVEY");
  76634. break;
  76635. case 3:
  76636. this.updateEffect("#define NEGATIVEY");
  76637. break;
  76638. case 4:
  76639. this.updateEffect("#define POSITIVEZ");
  76640. break;
  76641. case 5:
  76642. this.updateEffect("#define NEGATIVEZ");
  76643. break;
  76644. }
  76645. },
  76646. enumerable: true,
  76647. configurable: true
  76648. });
  76649. return PassCubePostProcess;
  76650. }(BABYLON.PostProcess));
  76651. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76652. })(BABYLON || (BABYLON = {}));
  76653. //# sourceMappingURL=babylon.passPostProcess.js.map
  76654. var __assign = (this && this.__assign) || function () {
  76655. __assign = Object.assign || function(t) {
  76656. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76657. s = arguments[i];
  76658. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76659. t[p] = s[p];
  76660. }
  76661. return t;
  76662. };
  76663. return __assign.apply(this, arguments);
  76664. };
  76665. var BABYLON;
  76666. (function (BABYLON) {
  76667. /**
  76668. * Default implementation IShadowGenerator.
  76669. * This is the main object responsible of generating shadows in the framework.
  76670. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76671. */
  76672. var ShadowGenerator = /** @class */ (function () {
  76673. /**
  76674. * Creates a ShadowGenerator object.
  76675. * A ShadowGenerator is the required tool to use the shadows.
  76676. * Each light casting shadows needs to use its own ShadowGenerator.
  76677. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76678. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76679. * @param light The light object generating the shadows.
  76680. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  76681. */
  76682. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76683. this._bias = 0.00005;
  76684. this._normalBias = 0;
  76685. this._blurBoxOffset = 1;
  76686. this._blurScale = 2;
  76687. this._blurKernel = 1;
  76688. this._useKernelBlur = false;
  76689. this._filter = ShadowGenerator.FILTER_NONE;
  76690. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76691. this._contactHardeningLightSizeUVRatio = 0.1;
  76692. this._darkness = 0;
  76693. this._transparencyShadow = false;
  76694. /**
  76695. * Controls the extent to which the shadows fade out at the edge of the frustum
  76696. * Used only by directionals and spots
  76697. */
  76698. this.frustumEdgeFalloff = 0;
  76699. /**
  76700. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76701. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76702. * It might on the other hand introduce peter panning.
  76703. */
  76704. this.forceBackFacesOnly = false;
  76705. this._lightDirection = BABYLON.Vector3.Zero();
  76706. this._viewMatrix = BABYLON.Matrix.Zero();
  76707. this._projectionMatrix = BABYLON.Matrix.Zero();
  76708. this._transformMatrix = BABYLON.Matrix.Zero();
  76709. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76710. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76711. this._currentFaceIndex = 0;
  76712. this._currentFaceIndexCache = 0;
  76713. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76714. this._mapSize = mapSize;
  76715. this._light = light;
  76716. this._scene = light.getScene();
  76717. light._shadowGenerator = this;
  76718. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76719. if (!component) {
  76720. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76721. this._scene._addComponent(component);
  76722. }
  76723. // Texture type fallback from float to int if not supported.
  76724. var caps = this._scene.getEngine().getCaps();
  76725. if (!usefulFloatFirst) {
  76726. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76727. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76728. }
  76729. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76730. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76731. }
  76732. else {
  76733. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76734. }
  76735. }
  76736. else {
  76737. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76738. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76739. }
  76740. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76741. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76742. }
  76743. else {
  76744. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76745. }
  76746. }
  76747. this._initializeGenerator();
  76748. this._applyFilterValues();
  76749. }
  76750. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76751. /**
  76752. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76753. */
  76754. get: function () {
  76755. return this._bias;
  76756. },
  76757. /**
  76758. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76759. */
  76760. set: function (bias) {
  76761. this._bias = bias;
  76762. },
  76763. enumerable: true,
  76764. configurable: true
  76765. });
  76766. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76767. /**
  76768. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76769. */
  76770. get: function () {
  76771. return this._normalBias;
  76772. },
  76773. /**
  76774. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76775. */
  76776. set: function (normalBias) {
  76777. this._normalBias = normalBias;
  76778. },
  76779. enumerable: true,
  76780. configurable: true
  76781. });
  76782. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76783. /**
  76784. * Gets the blur box offset: offset applied during the blur pass.
  76785. * Only useful if useKernelBlur = false
  76786. */
  76787. get: function () {
  76788. return this._blurBoxOffset;
  76789. },
  76790. /**
  76791. * Sets the blur box offset: offset applied during the blur pass.
  76792. * Only useful if useKernelBlur = false
  76793. */
  76794. set: function (value) {
  76795. if (this._blurBoxOffset === value) {
  76796. return;
  76797. }
  76798. this._blurBoxOffset = value;
  76799. this._disposeBlurPostProcesses();
  76800. },
  76801. enumerable: true,
  76802. configurable: true
  76803. });
  76804. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76805. /**
  76806. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76807. * 2 means half of the size.
  76808. */
  76809. get: function () {
  76810. return this._blurScale;
  76811. },
  76812. /**
  76813. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76814. * 2 means half of the size.
  76815. */
  76816. set: function (value) {
  76817. if (this._blurScale === value) {
  76818. return;
  76819. }
  76820. this._blurScale = value;
  76821. this._disposeBlurPostProcesses();
  76822. },
  76823. enumerable: true,
  76824. configurable: true
  76825. });
  76826. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76827. /**
  76828. * Gets the blur kernel: kernel size of the blur pass.
  76829. * Only useful if useKernelBlur = true
  76830. */
  76831. get: function () {
  76832. return this._blurKernel;
  76833. },
  76834. /**
  76835. * Sets the blur kernel: kernel size of the blur pass.
  76836. * Only useful if useKernelBlur = true
  76837. */
  76838. set: function (value) {
  76839. if (this._blurKernel === value) {
  76840. return;
  76841. }
  76842. this._blurKernel = value;
  76843. this._disposeBlurPostProcesses();
  76844. },
  76845. enumerable: true,
  76846. configurable: true
  76847. });
  76848. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76849. /**
  76850. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76851. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76852. */
  76853. get: function () {
  76854. return this._useKernelBlur;
  76855. },
  76856. /**
  76857. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76858. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76859. */
  76860. set: function (value) {
  76861. if (this._useKernelBlur === value) {
  76862. return;
  76863. }
  76864. this._useKernelBlur = value;
  76865. this._disposeBlurPostProcesses();
  76866. },
  76867. enumerable: true,
  76868. configurable: true
  76869. });
  76870. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76871. /**
  76872. * Gets the depth scale used in ESM mode.
  76873. */
  76874. get: function () {
  76875. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76876. },
  76877. /**
  76878. * Sets the depth scale used in ESM mode.
  76879. * This can override the scale stored on the light.
  76880. */
  76881. set: function (value) {
  76882. this._depthScale = value;
  76883. },
  76884. enumerable: true,
  76885. configurable: true
  76886. });
  76887. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76888. /**
  76889. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76890. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76891. */
  76892. get: function () {
  76893. return this._filter;
  76894. },
  76895. /**
  76896. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76897. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76898. */
  76899. set: function (value) {
  76900. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76901. if (this._light.needCube()) {
  76902. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76903. this.useExponentialShadowMap = true;
  76904. return;
  76905. }
  76906. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76907. this.useCloseExponentialShadowMap = true;
  76908. return;
  76909. }
  76910. // PCF on cubemap would also be expensive
  76911. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76912. this.usePoissonSampling = true;
  76913. return;
  76914. }
  76915. }
  76916. // Weblg1 fallback for PCF.
  76917. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76918. if (this._scene.getEngine().webGLVersion === 1) {
  76919. this.usePoissonSampling = true;
  76920. return;
  76921. }
  76922. }
  76923. if (this._filter === value) {
  76924. return;
  76925. }
  76926. this._filter = value;
  76927. this._disposeBlurPostProcesses();
  76928. this._applyFilterValues();
  76929. this._light._markMeshesAsLightDirty();
  76930. },
  76931. enumerable: true,
  76932. configurable: true
  76933. });
  76934. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76935. /**
  76936. * Gets if the current filter is set to Poisson Sampling.
  76937. */
  76938. get: function () {
  76939. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76940. },
  76941. /**
  76942. * Sets the current filter to Poisson Sampling.
  76943. */
  76944. set: function (value) {
  76945. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76946. return;
  76947. }
  76948. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76949. },
  76950. enumerable: true,
  76951. configurable: true
  76952. });
  76953. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76954. /**
  76955. * Gets if the current filter is set to ESM.
  76956. */
  76957. get: function () {
  76958. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76959. },
  76960. /**
  76961. * Sets the current filter is to ESM.
  76962. */
  76963. set: function (value) {
  76964. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76965. return;
  76966. }
  76967. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76968. },
  76969. enumerable: true,
  76970. configurable: true
  76971. });
  76972. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76973. /**
  76974. * Gets if the current filter is set to filtered ESM.
  76975. */
  76976. get: function () {
  76977. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76978. },
  76979. /**
  76980. * Gets if the current filter is set to filtered ESM.
  76981. */
  76982. set: function (value) {
  76983. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76984. return;
  76985. }
  76986. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76987. },
  76988. enumerable: true,
  76989. configurable: true
  76990. });
  76991. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76992. /**
  76993. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76994. * exponential to prevent steep falloff artifacts).
  76995. */
  76996. get: function () {
  76997. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76998. },
  76999. /**
  77000. * Sets the current filter to "close ESM" (using the inverse of the
  77001. * exponential to prevent steep falloff artifacts).
  77002. */
  77003. set: function (value) {
  77004. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  77005. return;
  77006. }
  77007. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77008. },
  77009. enumerable: true,
  77010. configurable: true
  77011. });
  77012. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  77013. /**
  77014. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77015. * exponential to prevent steep falloff artifacts).
  77016. */
  77017. get: function () {
  77018. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  77019. },
  77020. /**
  77021. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77022. * exponential to prevent steep falloff artifacts).
  77023. */
  77024. set: function (value) {
  77025. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  77026. return;
  77027. }
  77028. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77029. },
  77030. enumerable: true,
  77031. configurable: true
  77032. });
  77033. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  77034. /**
  77035. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77036. */
  77037. get: function () {
  77038. return this.filter === ShadowGenerator.FILTER_PCF;
  77039. },
  77040. /**
  77041. * Sets the current filter to "PCF" (percentage closer filtering).
  77042. */
  77043. set: function (value) {
  77044. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  77045. return;
  77046. }
  77047. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  77048. },
  77049. enumerable: true,
  77050. configurable: true
  77051. });
  77052. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  77053. /**
  77054. * Gets the PCF or PCSS Quality.
  77055. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77056. */
  77057. get: function () {
  77058. return this._filteringQuality;
  77059. },
  77060. /**
  77061. * Sets the PCF or PCSS Quality.
  77062. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77063. */
  77064. set: function (filteringQuality) {
  77065. this._filteringQuality = filteringQuality;
  77066. },
  77067. enumerable: true,
  77068. configurable: true
  77069. });
  77070. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  77071. /**
  77072. * Gets if the current filter is set to "PCSS" (contact hardening).
  77073. */
  77074. get: function () {
  77075. return this.filter === ShadowGenerator.FILTER_PCSS;
  77076. },
  77077. /**
  77078. * Sets the current filter to "PCSS" (contact hardening).
  77079. */
  77080. set: function (value) {
  77081. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  77082. return;
  77083. }
  77084. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  77085. },
  77086. enumerable: true,
  77087. configurable: true
  77088. });
  77089. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  77090. /**
  77091. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77092. * Using a ratio helps keeping shape stability independently of the map size.
  77093. *
  77094. * It does not account for the light projection as it was having too much
  77095. * instability during the light setup or during light position changes.
  77096. *
  77097. * Only valid if useContactHardeningShadow is true.
  77098. */
  77099. get: function () {
  77100. return this._contactHardeningLightSizeUVRatio;
  77101. },
  77102. /**
  77103. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77104. * Using a ratio helps keeping shape stability independently of the map size.
  77105. *
  77106. * It does not account for the light projection as it was having too much
  77107. * instability during the light setup or during light position changes.
  77108. *
  77109. * Only valid if useContactHardeningShadow is true.
  77110. */
  77111. set: function (contactHardeningLightSizeUVRatio) {
  77112. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  77113. },
  77114. enumerable: true,
  77115. configurable: true
  77116. });
  77117. /**
  77118. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77119. * 0 means strongest and 1 would means no shadow.
  77120. * @returns the darkness.
  77121. */
  77122. ShadowGenerator.prototype.getDarkness = function () {
  77123. return this._darkness;
  77124. };
  77125. /**
  77126. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77127. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77128. * @returns the shadow generator allowing fluent coding.
  77129. */
  77130. ShadowGenerator.prototype.setDarkness = function (darkness) {
  77131. if (darkness >= 1.0) {
  77132. this._darkness = 1.0;
  77133. }
  77134. else if (darkness <= 0.0) {
  77135. this._darkness = 0.0;
  77136. }
  77137. else {
  77138. this._darkness = darkness;
  77139. }
  77140. return this;
  77141. };
  77142. /**
  77143. * Sets the ability to have transparent shadow (boolean).
  77144. * @param transparent True if transparent else False
  77145. * @returns the shadow generator allowing fluent coding
  77146. */
  77147. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  77148. this._transparencyShadow = transparent;
  77149. return this;
  77150. };
  77151. /**
  77152. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77153. * @returns The render target texture if present otherwise, null
  77154. */
  77155. ShadowGenerator.prototype.getShadowMap = function () {
  77156. return this._shadowMap;
  77157. };
  77158. /**
  77159. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77160. * @returns The render target texture if the shadow map is present otherwise, null
  77161. */
  77162. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  77163. if (this._shadowMap2) {
  77164. return this._shadowMap2;
  77165. }
  77166. return this._shadowMap;
  77167. };
  77168. /**
  77169. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77170. * @param mesh Mesh to add
  77171. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77172. * @returns the Shadow Generator itself
  77173. */
  77174. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  77175. if (includeDescendants === void 0) { includeDescendants = true; }
  77176. var _a;
  77177. if (!this._shadowMap) {
  77178. return this;
  77179. }
  77180. if (!this._shadowMap.renderList) {
  77181. this._shadowMap.renderList = [];
  77182. }
  77183. this._shadowMap.renderList.push(mesh);
  77184. if (includeDescendants) {
  77185. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  77186. }
  77187. return this;
  77188. };
  77189. /**
  77190. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77191. * @param mesh Mesh to remove
  77192. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77193. * @returns the Shadow Generator itself
  77194. */
  77195. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  77196. if (includeDescendants === void 0) { includeDescendants = true; }
  77197. if (!this._shadowMap || !this._shadowMap.renderList) {
  77198. return this;
  77199. }
  77200. var index = this._shadowMap.renderList.indexOf(mesh);
  77201. if (index !== -1) {
  77202. this._shadowMap.renderList.splice(index, 1);
  77203. }
  77204. if (includeDescendants) {
  77205. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  77206. var child = _a[_i];
  77207. this.removeShadowCaster(child);
  77208. }
  77209. }
  77210. return this;
  77211. };
  77212. /**
  77213. * Returns the associated light object.
  77214. * @returns the light generating the shadow
  77215. */
  77216. ShadowGenerator.prototype.getLight = function () {
  77217. return this._light;
  77218. };
  77219. ShadowGenerator.prototype._initializeGenerator = function () {
  77220. this._light._markMeshesAsLightDirty();
  77221. this._initializeShadowMap();
  77222. };
  77223. ShadowGenerator.prototype._initializeShadowMap = function () {
  77224. var _this = this;
  77225. // Render target
  77226. var engine = this._scene.getEngine();
  77227. if (engine.webGLVersion > 1) {
  77228. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  77229. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  77230. }
  77231. else {
  77232. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  77233. }
  77234. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77235. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77236. this._shadowMap.anisotropicFilteringLevel = 1;
  77237. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77238. this._shadowMap.renderParticles = false;
  77239. this._shadowMap.ignoreCameraViewport = true;
  77240. // Record Face Index before render.
  77241. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  77242. _this._currentFaceIndex = faceIndex;
  77243. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77244. engine.setColorWrite(false);
  77245. }
  77246. });
  77247. // Custom render function.
  77248. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  77249. // Blur if required afer render.
  77250. this._shadowMap.onAfterUnbindObservable.add(function () {
  77251. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77252. engine.setColorWrite(true);
  77253. }
  77254. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  77255. return;
  77256. }
  77257. var shadowMap = _this.getShadowMapForRendering();
  77258. if (shadowMap) {
  77259. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77260. }
  77261. });
  77262. // Clear according to the chosen filter.
  77263. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77264. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77265. this._shadowMap.onClearObservable.add(function (engine) {
  77266. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77267. engine.clear(clearOne, false, true, false);
  77268. }
  77269. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77270. engine.clear(clearZero, true, true, false);
  77271. }
  77272. else {
  77273. engine.clear(clearOne, true, true, false);
  77274. }
  77275. });
  77276. };
  77277. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77278. var _this = this;
  77279. var engine = this._scene.getEngine();
  77280. var targetSize = this._mapSize / this.blurScale;
  77281. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77282. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77283. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77284. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77285. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77286. }
  77287. if (this.useKernelBlur) {
  77288. 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);
  77289. this._kernelBlurXPostprocess.width = targetSize;
  77290. this._kernelBlurXPostprocess.height = targetSize;
  77291. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77292. effect.setTexture("textureSampler", _this._shadowMap);
  77293. });
  77294. 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);
  77295. this._kernelBlurXPostprocess.autoClear = false;
  77296. this._kernelBlurYPostprocess.autoClear = false;
  77297. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77298. this._kernelBlurXPostprocess.packedFloat = true;
  77299. this._kernelBlurYPostprocess.packedFloat = true;
  77300. }
  77301. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77302. }
  77303. else {
  77304. 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);
  77305. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77306. effect.setFloat2("screenSize", targetSize, targetSize);
  77307. effect.setTexture("textureSampler", _this._shadowMap);
  77308. });
  77309. this._boxBlurPostprocess.autoClear = false;
  77310. this._blurPostProcesses = [this._boxBlurPostprocess];
  77311. }
  77312. };
  77313. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77314. var index;
  77315. var engine = this._scene.getEngine();
  77316. if (depthOnlySubMeshes.length) {
  77317. engine.setColorWrite(false);
  77318. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77319. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77320. }
  77321. engine.setColorWrite(true);
  77322. }
  77323. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77324. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77325. }
  77326. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77327. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77328. }
  77329. if (this._transparencyShadow) {
  77330. for (index = 0; index < transparentSubMeshes.length; index++) {
  77331. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77332. }
  77333. }
  77334. };
  77335. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77336. var _this = this;
  77337. var mesh = subMesh.getRenderingMesh();
  77338. var scene = this._scene;
  77339. var engine = scene.getEngine();
  77340. var material = subMesh.getMaterial();
  77341. if (!material || subMesh.verticesCount === 0) {
  77342. return;
  77343. }
  77344. // Culling
  77345. engine.setState(material.backFaceCulling);
  77346. // Managing instances
  77347. var batch = mesh._getInstancesRenderList(subMesh._id);
  77348. if (batch.mustReturn) {
  77349. return;
  77350. }
  77351. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77352. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77353. engine.enableEffect(this._effect);
  77354. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77355. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77356. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77357. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77358. this._effect.setVector3("lightData", this._cachedDirection);
  77359. }
  77360. else {
  77361. this._effect.setVector3("lightData", this._cachedPosition);
  77362. }
  77363. if (scene.activeCamera) {
  77364. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77365. }
  77366. // Alpha test
  77367. if (material && material.needAlphaTesting()) {
  77368. var alphaTexture = material.getAlphaTestTexture();
  77369. if (alphaTexture) {
  77370. this._effect.setTexture("diffuseSampler", alphaTexture);
  77371. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77372. }
  77373. }
  77374. // Bones
  77375. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77376. var skeleton = mesh.skeleton;
  77377. if (skeleton.isUsingTextureForMatrices) {
  77378. var boneTexture = skeleton.getTransformMatrixTexture();
  77379. if (!boneTexture) {
  77380. return;
  77381. }
  77382. this._effect.setTexture("boneSampler", boneTexture);
  77383. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77384. }
  77385. else {
  77386. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77387. }
  77388. }
  77389. // Morph targets
  77390. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77391. if (this.forceBackFacesOnly) {
  77392. engine.setState(true, 0, false, true);
  77393. }
  77394. // Draw
  77395. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77396. if (this.forceBackFacesOnly) {
  77397. engine.setState(true, 0, false, false);
  77398. }
  77399. }
  77400. else {
  77401. // Need to reset refresh rate of the shadowMap
  77402. if (this._shadowMap) {
  77403. this._shadowMap.resetRefreshCounter();
  77404. }
  77405. }
  77406. };
  77407. ShadowGenerator.prototype._applyFilterValues = function () {
  77408. if (!this._shadowMap) {
  77409. return;
  77410. }
  77411. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77412. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77413. }
  77414. else {
  77415. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77416. }
  77417. };
  77418. /**
  77419. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77420. * @param onCompiled Callback triggered at the and of the effects compilation
  77421. * @param options Sets of optional options forcing the compilation with different modes
  77422. */
  77423. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77424. var _this = this;
  77425. var localOptions = __assign({ useInstances: false }, options);
  77426. var shadowMap = this.getShadowMap();
  77427. if (!shadowMap) {
  77428. if (onCompiled) {
  77429. onCompiled(this);
  77430. }
  77431. return;
  77432. }
  77433. var renderList = shadowMap.renderList;
  77434. if (!renderList) {
  77435. if (onCompiled) {
  77436. onCompiled(this);
  77437. }
  77438. return;
  77439. }
  77440. var subMeshes = new Array();
  77441. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77442. var mesh = renderList_1[_i];
  77443. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77444. }
  77445. if (subMeshes.length === 0) {
  77446. if (onCompiled) {
  77447. onCompiled(this);
  77448. }
  77449. return;
  77450. }
  77451. var currentIndex = 0;
  77452. var checkReady = function () {
  77453. if (!_this._scene || !_this._scene.getEngine()) {
  77454. return;
  77455. }
  77456. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77457. currentIndex++;
  77458. if (currentIndex >= subMeshes.length) {
  77459. if (onCompiled) {
  77460. onCompiled(_this);
  77461. }
  77462. return;
  77463. }
  77464. }
  77465. setTimeout(checkReady, 16);
  77466. };
  77467. checkReady();
  77468. };
  77469. /**
  77470. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77471. * @param options Sets of optional options forcing the compilation with different modes
  77472. * @returns A promise that resolves when the compilation completes
  77473. */
  77474. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77475. var _this = this;
  77476. return new Promise(function (resolve) {
  77477. _this.forceCompilation(function () {
  77478. resolve();
  77479. }, options);
  77480. });
  77481. };
  77482. /**
  77483. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77484. * @param subMesh The submesh we want to render in the shadow map
  77485. * @param useInstances Defines wether will draw in the map using instances
  77486. * @returns true if ready otherwise, false
  77487. */
  77488. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77489. var defines = [];
  77490. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77491. defines.push("#define FLOAT");
  77492. }
  77493. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77494. defines.push("#define ESM");
  77495. }
  77496. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77497. defines.push("#define DEPTHTEXTURE");
  77498. }
  77499. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77500. var mesh = subMesh.getMesh();
  77501. var material = subMesh.getMaterial();
  77502. // Normal bias.
  77503. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77504. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77505. defines.push("#define NORMAL");
  77506. if (mesh.nonUniformScaling) {
  77507. defines.push("#define NONUNIFORMSCALING");
  77508. }
  77509. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77510. defines.push("#define DIRECTIONINLIGHTDATA");
  77511. }
  77512. }
  77513. // Alpha test
  77514. if (material && material.needAlphaTesting()) {
  77515. var alphaTexture = material.getAlphaTestTexture();
  77516. if (alphaTexture) {
  77517. defines.push("#define ALPHATEST");
  77518. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77519. attribs.push(BABYLON.VertexBuffer.UVKind);
  77520. defines.push("#define UV1");
  77521. }
  77522. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77523. if (alphaTexture.coordinatesIndex === 1) {
  77524. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77525. defines.push("#define UV2");
  77526. }
  77527. }
  77528. }
  77529. }
  77530. // Bones
  77531. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77532. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77533. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77534. if (mesh.numBoneInfluencers > 4) {
  77535. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77536. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77537. }
  77538. var skeleton = mesh.skeleton;
  77539. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77540. if (skeleton.isUsingTextureForMatrices) {
  77541. defines.push("#define BONETEXTURE");
  77542. }
  77543. else {
  77544. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77545. }
  77546. }
  77547. else {
  77548. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77549. }
  77550. // Morph targets
  77551. var manager = mesh.morphTargetManager;
  77552. var morphInfluencers = 0;
  77553. if (manager) {
  77554. if (manager.numInfluencers > 0) {
  77555. defines.push("#define MORPHTARGETS");
  77556. morphInfluencers = manager.numInfluencers;
  77557. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77558. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77559. }
  77560. }
  77561. // Instances
  77562. if (useInstances) {
  77563. defines.push("#define INSTANCES");
  77564. attribs.push("world0");
  77565. attribs.push("world1");
  77566. attribs.push("world2");
  77567. attribs.push("world3");
  77568. }
  77569. // Get correct effect
  77570. var join = defines.join("\n");
  77571. if (this._cachedDefines !== join) {
  77572. this._cachedDefines = join;
  77573. 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 });
  77574. }
  77575. if (!this._effect.isReady()) {
  77576. return false;
  77577. }
  77578. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77579. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77580. this._initializeBlurRTTAndPostProcesses();
  77581. }
  77582. }
  77583. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77584. return false;
  77585. }
  77586. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77587. return false;
  77588. }
  77589. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77590. return false;
  77591. }
  77592. return true;
  77593. };
  77594. /**
  77595. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77596. * @param defines Defines of the material we want to update
  77597. * @param lightIndex Index of the light in the enabled light list of the material
  77598. */
  77599. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77600. var scene = this._scene;
  77601. var light = this._light;
  77602. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77603. return;
  77604. }
  77605. defines["SHADOW" + lightIndex] = true;
  77606. if (this.useContactHardeningShadow) {
  77607. defines["SHADOWPCSS" + lightIndex] = true;
  77608. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77609. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77610. }
  77611. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77612. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77613. }
  77614. // else default to high.
  77615. }
  77616. if (this.usePercentageCloserFiltering) {
  77617. defines["SHADOWPCF" + lightIndex] = true;
  77618. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77619. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77620. }
  77621. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77622. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77623. }
  77624. // else default to high.
  77625. }
  77626. else if (this.usePoissonSampling) {
  77627. defines["SHADOWPOISSON" + lightIndex] = true;
  77628. }
  77629. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77630. defines["SHADOWESM" + lightIndex] = true;
  77631. }
  77632. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77633. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77634. }
  77635. if (light.needCube()) {
  77636. defines["SHADOWCUBE" + lightIndex] = true;
  77637. }
  77638. };
  77639. /**
  77640. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77641. * defined in the generator but impacting the effect).
  77642. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77643. * @param effect The effect we are binfing the information for
  77644. */
  77645. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77646. var light = this._light;
  77647. var scene = this._scene;
  77648. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77649. return;
  77650. }
  77651. var camera = scene.activeCamera;
  77652. if (!camera) {
  77653. return;
  77654. }
  77655. var shadowMap = this.getShadowMap();
  77656. if (!shadowMap) {
  77657. return;
  77658. }
  77659. if (!light.needCube()) {
  77660. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77661. }
  77662. // Only PCF uses depth stencil texture.
  77663. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77664. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77665. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77666. }
  77667. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77668. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77669. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77670. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77671. }
  77672. else {
  77673. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77674. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77675. }
  77676. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77677. };
  77678. /**
  77679. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77680. * (eq to shadow prjection matrix * light transform matrix)
  77681. * @returns The transform matrix used to create the shadow map
  77682. */
  77683. ShadowGenerator.prototype.getTransformMatrix = function () {
  77684. var scene = this._scene;
  77685. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77686. return this._transformMatrix;
  77687. }
  77688. this._currentRenderID = scene.getRenderId();
  77689. this._currentFaceIndexCache = this._currentFaceIndex;
  77690. var lightPosition = this._light.position;
  77691. if (this._light.computeTransformedInformation()) {
  77692. lightPosition = this._light.transformedPosition;
  77693. }
  77694. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77695. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77696. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77697. }
  77698. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77699. this._cachedPosition.copyFrom(lightPosition);
  77700. this._cachedDirection.copyFrom(this._lightDirection);
  77701. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77702. var shadowMap = this.getShadowMap();
  77703. if (shadowMap) {
  77704. var renderList = shadowMap.renderList;
  77705. if (renderList) {
  77706. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77707. }
  77708. }
  77709. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77710. }
  77711. return this._transformMatrix;
  77712. };
  77713. /**
  77714. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77715. * Cube and 2D textures for instance.
  77716. */
  77717. ShadowGenerator.prototype.recreateShadowMap = function () {
  77718. var shadowMap = this._shadowMap;
  77719. if (!shadowMap) {
  77720. return;
  77721. }
  77722. // Track render list.
  77723. var renderList = shadowMap.renderList;
  77724. // Clean up existing data.
  77725. this._disposeRTTandPostProcesses();
  77726. // Reinitializes.
  77727. this._initializeGenerator();
  77728. // Reaffect the filter to ensure a correct fallback if necessary.
  77729. this.filter = this.filter;
  77730. // Reaffect the filter.
  77731. this._applyFilterValues();
  77732. // Reaffect Render List.
  77733. this._shadowMap.renderList = renderList;
  77734. };
  77735. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77736. if (this._shadowMap2) {
  77737. this._shadowMap2.dispose();
  77738. this._shadowMap2 = null;
  77739. }
  77740. if (this._boxBlurPostprocess) {
  77741. this._boxBlurPostprocess.dispose();
  77742. this._boxBlurPostprocess = null;
  77743. }
  77744. if (this._kernelBlurXPostprocess) {
  77745. this._kernelBlurXPostprocess.dispose();
  77746. this._kernelBlurXPostprocess = null;
  77747. }
  77748. if (this._kernelBlurYPostprocess) {
  77749. this._kernelBlurYPostprocess.dispose();
  77750. this._kernelBlurYPostprocess = null;
  77751. }
  77752. this._blurPostProcesses = [];
  77753. };
  77754. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77755. if (this._shadowMap) {
  77756. this._shadowMap.dispose();
  77757. this._shadowMap = null;
  77758. }
  77759. this._disposeBlurPostProcesses();
  77760. };
  77761. /**
  77762. * Disposes the ShadowGenerator.
  77763. * Returns nothing.
  77764. */
  77765. ShadowGenerator.prototype.dispose = function () {
  77766. this._disposeRTTandPostProcesses();
  77767. if (this._light) {
  77768. this._light._shadowGenerator = null;
  77769. this._light._markMeshesAsLightDirty();
  77770. }
  77771. };
  77772. /**
  77773. * Serializes the shadow generator setup to a json object.
  77774. * @returns The serialized JSON object
  77775. */
  77776. ShadowGenerator.prototype.serialize = function () {
  77777. var serializationObject = {};
  77778. var shadowMap = this.getShadowMap();
  77779. if (!shadowMap) {
  77780. return serializationObject;
  77781. }
  77782. serializationObject.lightId = this._light.id;
  77783. serializationObject.mapSize = shadowMap.getRenderSize();
  77784. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77785. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77786. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77787. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77788. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77789. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77790. serializationObject.depthScale = this.depthScale;
  77791. serializationObject.darkness = this.getDarkness();
  77792. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77793. serializationObject.blurKernel = this.blurKernel;
  77794. serializationObject.blurScale = this.blurScale;
  77795. serializationObject.useKernelBlur = this.useKernelBlur;
  77796. serializationObject.transparencyShadow = this._transparencyShadow;
  77797. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77798. serializationObject.bias = this.bias;
  77799. serializationObject.normalBias = this.normalBias;
  77800. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77801. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77802. serializationObject.filteringQuality = this.filteringQuality;
  77803. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77804. serializationObject.renderList = [];
  77805. if (shadowMap.renderList) {
  77806. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77807. var mesh = shadowMap.renderList[meshIndex];
  77808. serializationObject.renderList.push(mesh.id);
  77809. }
  77810. }
  77811. return serializationObject;
  77812. };
  77813. /**
  77814. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77815. * @param parsedShadowGenerator The JSON object to parse
  77816. * @param scene The scene to create the shadow map for
  77817. * @returns The parsed shadow generator
  77818. */
  77819. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77820. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77821. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77822. var shadowMap = shadowGenerator.getShadowMap();
  77823. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77824. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77825. meshes.forEach(function (mesh) {
  77826. if (!shadowMap) {
  77827. return;
  77828. }
  77829. if (!shadowMap.renderList) {
  77830. shadowMap.renderList = [];
  77831. }
  77832. shadowMap.renderList.push(mesh);
  77833. });
  77834. }
  77835. if (parsedShadowGenerator.usePoissonSampling) {
  77836. shadowGenerator.usePoissonSampling = true;
  77837. }
  77838. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77839. shadowGenerator.useExponentialShadowMap = true;
  77840. }
  77841. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77842. shadowGenerator.useBlurExponentialShadowMap = true;
  77843. }
  77844. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77845. shadowGenerator.useCloseExponentialShadowMap = true;
  77846. }
  77847. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77848. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77849. }
  77850. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77851. shadowGenerator.usePercentageCloserFiltering = true;
  77852. }
  77853. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77854. shadowGenerator.useContactHardeningShadow = true;
  77855. }
  77856. if (parsedShadowGenerator.filteringQuality) {
  77857. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77858. }
  77859. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77860. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77861. }
  77862. // Backward compat
  77863. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77864. shadowGenerator.useExponentialShadowMap = true;
  77865. }
  77866. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77867. shadowGenerator.useBlurExponentialShadowMap = true;
  77868. }
  77869. if (parsedShadowGenerator.depthScale) {
  77870. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77871. }
  77872. if (parsedShadowGenerator.blurScale) {
  77873. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77874. }
  77875. if (parsedShadowGenerator.blurBoxOffset) {
  77876. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77877. }
  77878. if (parsedShadowGenerator.useKernelBlur) {
  77879. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77880. }
  77881. if (parsedShadowGenerator.blurKernel) {
  77882. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77883. }
  77884. if (parsedShadowGenerator.bias !== undefined) {
  77885. shadowGenerator.bias = parsedShadowGenerator.bias;
  77886. }
  77887. if (parsedShadowGenerator.normalBias !== undefined) {
  77888. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77889. }
  77890. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77891. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77892. }
  77893. if (parsedShadowGenerator.darkness) {
  77894. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77895. }
  77896. if (parsedShadowGenerator.transparencyShadow) {
  77897. shadowGenerator.setTransparencyShadow(true);
  77898. }
  77899. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77900. return shadowGenerator;
  77901. };
  77902. /**
  77903. * Shadow generator mode None: no filtering applied.
  77904. */
  77905. ShadowGenerator.FILTER_NONE = 0;
  77906. /**
  77907. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77908. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77909. */
  77910. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77911. /**
  77912. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77913. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77914. */
  77915. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77916. /**
  77917. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77918. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77919. */
  77920. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77921. /**
  77922. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77923. * edge artifacts on steep falloff.
  77924. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77925. */
  77926. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77927. /**
  77928. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77929. * edge artifacts on steep falloff.
  77930. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77931. */
  77932. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77933. /**
  77934. * Shadow generator mode PCF: Percentage Closer Filtering
  77935. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77936. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77937. */
  77938. ShadowGenerator.FILTER_PCF = 6;
  77939. /**
  77940. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77941. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77942. * Contact Hardening
  77943. */
  77944. ShadowGenerator.FILTER_PCSS = 7;
  77945. /**
  77946. * Reserved for PCF and PCSS
  77947. * Highest Quality.
  77948. *
  77949. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77950. *
  77951. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77952. */
  77953. ShadowGenerator.QUALITY_HIGH = 0;
  77954. /**
  77955. * Reserved for PCF and PCSS
  77956. * Good tradeoff for quality/perf cross devices
  77957. *
  77958. * Execute PCF on a 3*3 kernel.
  77959. *
  77960. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77961. */
  77962. ShadowGenerator.QUALITY_MEDIUM = 1;
  77963. /**
  77964. * Reserved for PCF and PCSS
  77965. * The lowest quality but the fastest.
  77966. *
  77967. * Execute PCF on a 1*1 kernel.
  77968. *
  77969. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77970. */
  77971. ShadowGenerator.QUALITY_LOW = 2;
  77972. return ShadowGenerator;
  77973. }());
  77974. BABYLON.ShadowGenerator = ShadowGenerator;
  77975. })(BABYLON || (BABYLON = {}));
  77976. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77977. var BABYLON;
  77978. (function (BABYLON) {
  77979. // Adds the parser to the scene parsers.
  77980. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77981. // Shadows
  77982. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77983. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77984. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77985. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77986. // SG would be available on their associated lights
  77987. }
  77988. }
  77989. });
  77990. /**
  77991. * Defines the shadow generator component responsible to manage any shadow generators
  77992. * in a given scene.
  77993. */
  77994. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77995. /**
  77996. * Creates a new instance of the component for the given scene
  77997. * @param scene Defines the scene to register the component in
  77998. */
  77999. function ShadowGeneratorSceneComponent(scene) {
  78000. /**
  78001. * The component name helpfull to identify the component in the list of scene components.
  78002. */
  78003. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  78004. this.scene = scene;
  78005. }
  78006. /**
  78007. * Registers the component in a given scene
  78008. */
  78009. ShadowGeneratorSceneComponent.prototype.register = function () {
  78010. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  78011. };
  78012. /**
  78013. * Rebuilds the elements related to this component in case of
  78014. * context lost for instance.
  78015. */
  78016. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  78017. // Nothing To Do Here.
  78018. };
  78019. /**
  78020. * Serializes the component data to the specified json object
  78021. * @param serializationObject The object to serialize to
  78022. */
  78023. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  78024. // Shadows
  78025. serializationObject.shadowGenerators = [];
  78026. var lights = this.scene.lights;
  78027. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  78028. var light = lights_1[_i];
  78029. var shadowGenerator = light.getShadowGenerator();
  78030. if (shadowGenerator) {
  78031. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  78032. }
  78033. }
  78034. };
  78035. /**
  78036. * Adds all the element from the container to the scene
  78037. * @param container the container holding the elements
  78038. */
  78039. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  78040. // Nothing To Do Here. (directly attached to a light)
  78041. };
  78042. /**
  78043. * Removes all the elements in the container from the scene
  78044. * @param container contains the elements to remove
  78045. */
  78046. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  78047. // Nothing To Do Here. (directly attached to a light)
  78048. };
  78049. /**
  78050. * Rebuilds the elements related to this component in case of
  78051. * context lost for instance.
  78052. */
  78053. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  78054. // Nothing To Do Here.
  78055. };
  78056. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  78057. // Shadows
  78058. var scene = this.scene;
  78059. if (this.scene.shadowsEnabled) {
  78060. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  78061. var light = scene.lights[lightIndex];
  78062. var shadowGenerator = light.getShadowGenerator();
  78063. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  78064. var shadowMap = (shadowGenerator.getShadowMap());
  78065. if (scene.textures.indexOf(shadowMap) !== -1) {
  78066. renderTargets.push(shadowMap);
  78067. }
  78068. }
  78069. }
  78070. }
  78071. };
  78072. return ShadowGeneratorSceneComponent;
  78073. }());
  78074. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  78075. })(BABYLON || (BABYLON = {}));
  78076. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  78077. var BABYLON;
  78078. (function (BABYLON) {
  78079. /**
  78080. * Class used for the default loading screen
  78081. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  78082. */
  78083. var DefaultLoadingScreen = /** @class */ (function () {
  78084. /**
  78085. * Creates a new default loading screen
  78086. * @param _renderingCanvas defines the canvas used to render the scene
  78087. * @param _loadingText defines the default text to display
  78088. * @param _loadingDivBackgroundColor defines the default background color
  78089. */
  78090. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  78091. if (_loadingText === void 0) { _loadingText = ""; }
  78092. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  78093. var _this = this;
  78094. this._renderingCanvas = _renderingCanvas;
  78095. this._loadingText = _loadingText;
  78096. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  78097. // Resize
  78098. this._resizeLoadingUI = function () {
  78099. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  78100. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  78101. if (!_this._loadingDiv) {
  78102. return;
  78103. }
  78104. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  78105. _this._loadingDiv.style.left = canvasRect.left + "px";
  78106. _this._loadingDiv.style.top = canvasRect.top + "px";
  78107. _this._loadingDiv.style.width = canvasRect.width + "px";
  78108. _this._loadingDiv.style.height = canvasRect.height + "px";
  78109. };
  78110. }
  78111. /**
  78112. * Function called to display the loading screen
  78113. */
  78114. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  78115. if (this._loadingDiv) {
  78116. // Do not add a loading screen if there is already one
  78117. return;
  78118. }
  78119. this._loadingDiv = document.createElement("div");
  78120. this._loadingDiv.id = "babylonjsLoadingDiv";
  78121. this._loadingDiv.style.opacity = "0";
  78122. this._loadingDiv.style.transition = "opacity 1.5s ease";
  78123. this._loadingDiv.style.pointerEvents = "none";
  78124. // Loading text
  78125. this._loadingTextDiv = document.createElement("div");
  78126. this._loadingTextDiv.style.position = "absolute";
  78127. this._loadingTextDiv.style.left = "0";
  78128. this._loadingTextDiv.style.top = "50%";
  78129. this._loadingTextDiv.style.marginTop = "80px";
  78130. this._loadingTextDiv.style.width = "100%";
  78131. this._loadingTextDiv.style.height = "20px";
  78132. this._loadingTextDiv.style.fontFamily = "Arial";
  78133. this._loadingTextDiv.style.fontSize = "14px";
  78134. this._loadingTextDiv.style.color = "white";
  78135. this._loadingTextDiv.style.textAlign = "center";
  78136. this._loadingTextDiv.innerHTML = "Loading";
  78137. this._loadingDiv.appendChild(this._loadingTextDiv);
  78138. //set the predefined text
  78139. this._loadingTextDiv.innerHTML = this._loadingText;
  78140. // Generating keyframes
  78141. var style = document.createElement('style');
  78142. style.type = 'text/css';
  78143. 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 }";
  78144. style.innerHTML = keyFrames;
  78145. document.getElementsByTagName('head')[0].appendChild(style);
  78146. // Loading img
  78147. var imgBack = new Image();
  78148. imgBack.src = "data:image/png;base64,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";
  78149. imgBack.style.position = "absolute";
  78150. imgBack.style.left = "50%";
  78151. imgBack.style.top = "50%";
  78152. imgBack.style.marginLeft = "-60px";
  78153. imgBack.style.marginTop = "-60px";
  78154. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  78155. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  78156. imgBack.style.transformOrigin = "50% 50%";
  78157. imgBack.style.webkitTransformOrigin = "50% 50%";
  78158. this._loadingDiv.appendChild(imgBack);
  78159. this._resizeLoadingUI();
  78160. window.addEventListener("resize", this._resizeLoadingUI);
  78161. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78162. document.body.appendChild(this._loadingDiv);
  78163. this._loadingDiv.style.opacity = "1";
  78164. };
  78165. /**
  78166. * Function called to hide the loading screen
  78167. */
  78168. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  78169. var _this = this;
  78170. if (!this._loadingDiv) {
  78171. return;
  78172. }
  78173. var onTransitionEnd = function () {
  78174. if (!_this._loadingDiv) {
  78175. return;
  78176. }
  78177. if (_this._loadingDiv.parentElement) {
  78178. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  78179. }
  78180. window.removeEventListener("resize", _this._resizeLoadingUI);
  78181. _this._loadingDiv = null;
  78182. };
  78183. this._loadingDiv.style.opacity = "0";
  78184. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  78185. };
  78186. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  78187. get: function () {
  78188. return this._loadingText;
  78189. },
  78190. /**
  78191. * Gets or sets the text to display while loading
  78192. */
  78193. set: function (text) {
  78194. this._loadingText = text;
  78195. if (this._loadingTextDiv) {
  78196. this._loadingTextDiv.innerHTML = this._loadingText;
  78197. }
  78198. },
  78199. enumerable: true,
  78200. configurable: true
  78201. });
  78202. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  78203. /**
  78204. * Gets or sets the color to use for the background
  78205. */
  78206. get: function () {
  78207. return this._loadingDivBackgroundColor;
  78208. },
  78209. set: function (color) {
  78210. this._loadingDivBackgroundColor = color;
  78211. if (!this._loadingDiv) {
  78212. return;
  78213. }
  78214. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78215. },
  78216. enumerable: true,
  78217. configurable: true
  78218. });
  78219. return DefaultLoadingScreen;
  78220. }());
  78221. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  78222. })(BABYLON || (BABYLON = {}));
  78223. //# sourceMappingURL=babylon.loadingScreen.js.map
  78224. var BABYLON;
  78225. (function (BABYLON) {
  78226. /**
  78227. * Class used to represent data loading progression
  78228. */
  78229. var SceneLoaderProgressEvent = /** @class */ (function () {
  78230. /**
  78231. * Create a new progress event
  78232. * @param lengthComputable defines if data length to load can be evaluated
  78233. * @param loaded defines the loaded data length
  78234. * @param total defines the data length to load
  78235. */
  78236. function SceneLoaderProgressEvent(
  78237. /** defines if data length to load can be evaluated */
  78238. lengthComputable,
  78239. /** defines the loaded data length */
  78240. loaded,
  78241. /** defines the data length to load */
  78242. total) {
  78243. this.lengthComputable = lengthComputable;
  78244. this.loaded = loaded;
  78245. this.total = total;
  78246. }
  78247. /**
  78248. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  78249. * @param event defines the source event
  78250. * @returns a new SceneLoaderProgressEvent
  78251. */
  78252. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  78253. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  78254. };
  78255. return SceneLoaderProgressEvent;
  78256. }());
  78257. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78258. /**
  78259. * Class used to load scene from various file formats using registered plugins
  78260. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78261. */
  78262. var SceneLoader = /** @class */ (function () {
  78263. function SceneLoader() {
  78264. }
  78265. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78266. /**
  78267. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78268. */
  78269. get: function () {
  78270. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78271. },
  78272. set: function (value) {
  78273. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78274. },
  78275. enumerable: true,
  78276. configurable: true
  78277. });
  78278. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78279. /**
  78280. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78281. */
  78282. get: function () {
  78283. return SceneLoader._ShowLoadingScreen;
  78284. },
  78285. set: function (value) {
  78286. SceneLoader._ShowLoadingScreen = value;
  78287. },
  78288. enumerable: true,
  78289. configurable: true
  78290. });
  78291. Object.defineProperty(SceneLoader, "loggingLevel", {
  78292. /**
  78293. * Defines the current logging level (while loading the scene)
  78294. * @ignorenaming
  78295. */
  78296. get: function () {
  78297. return SceneLoader._loggingLevel;
  78298. },
  78299. set: function (value) {
  78300. SceneLoader._loggingLevel = value;
  78301. },
  78302. enumerable: true,
  78303. configurable: true
  78304. });
  78305. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78306. /**
  78307. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78308. */
  78309. get: function () {
  78310. return SceneLoader._CleanBoneMatrixWeights;
  78311. },
  78312. set: function (value) {
  78313. SceneLoader._CleanBoneMatrixWeights = value;
  78314. },
  78315. enumerable: true,
  78316. configurable: true
  78317. });
  78318. SceneLoader._getDefaultPlugin = function () {
  78319. return SceneLoader._registeredPlugins[".babylon"];
  78320. };
  78321. SceneLoader._getPluginForExtension = function (extension) {
  78322. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78323. if (registeredPlugin) {
  78324. return registeredPlugin;
  78325. }
  78326. 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");
  78327. return SceneLoader._getDefaultPlugin();
  78328. };
  78329. SceneLoader._getPluginForDirectLoad = function (data) {
  78330. for (var extension in SceneLoader._registeredPlugins) {
  78331. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78332. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78333. return SceneLoader._registeredPlugins[extension];
  78334. }
  78335. }
  78336. return SceneLoader._getDefaultPlugin();
  78337. };
  78338. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78339. var queryStringPosition = sceneFilename.indexOf("?");
  78340. if (queryStringPosition !== -1) {
  78341. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78342. }
  78343. var dotPosition = sceneFilename.lastIndexOf(".");
  78344. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78345. return SceneLoader._getPluginForExtension(extension);
  78346. };
  78347. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78348. SceneLoader._getDirectLoad = function (sceneFilename) {
  78349. if (sceneFilename.substr(0, 5) === "data:") {
  78350. return sceneFilename.substr(5);
  78351. }
  78352. return null;
  78353. };
  78354. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78355. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78356. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78357. var plugin;
  78358. if (registeredPlugin.plugin.createPlugin) {
  78359. plugin = registeredPlugin.plugin.createPlugin();
  78360. }
  78361. else {
  78362. plugin = registeredPlugin.plugin;
  78363. }
  78364. var useArrayBuffer = registeredPlugin.isBinary;
  78365. var offlineProvider;
  78366. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78367. var dataCallback = function (data, responseURL) {
  78368. if (scene.isDisposed) {
  78369. onError("Scene has been disposed");
  78370. return;
  78371. }
  78372. scene.offlineProvider = offlineProvider;
  78373. onSuccess(plugin, data, responseURL);
  78374. };
  78375. var request = null;
  78376. var pluginDisposed = false;
  78377. var onDisposeObservable = plugin.onDisposeObservable;
  78378. if (onDisposeObservable) {
  78379. onDisposeObservable.add(function () {
  78380. pluginDisposed = true;
  78381. if (request) {
  78382. request.abort();
  78383. request = null;
  78384. }
  78385. onDispose();
  78386. });
  78387. }
  78388. var manifestChecked = function () {
  78389. if (pluginDisposed) {
  78390. return;
  78391. }
  78392. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78393. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78394. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78395. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78396. });
  78397. };
  78398. if (directLoad) {
  78399. dataCallback(directLoad);
  78400. return plugin;
  78401. }
  78402. var file = fileInfo.file || BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78403. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78404. var engine = scene.getEngine();
  78405. var canUseOfflineSupport = engine.enableOfflineSupport;
  78406. if (canUseOfflineSupport) {
  78407. // Also check for exceptions
  78408. var exceptionFound = false;
  78409. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78410. var regex = _a[_i];
  78411. if (regex.test(fileInfo.url)) {
  78412. exceptionFound = true;
  78413. break;
  78414. }
  78415. }
  78416. canUseOfflineSupport = !exceptionFound;
  78417. }
  78418. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78419. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78420. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78421. }
  78422. else {
  78423. manifestChecked();
  78424. }
  78425. }
  78426. // Loading file from disk via input file or drag'n'drop
  78427. else {
  78428. if (file) {
  78429. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78430. }
  78431. else {
  78432. onError("Unable to find file named " + fileInfo.name);
  78433. }
  78434. }
  78435. return plugin;
  78436. };
  78437. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78438. var url;
  78439. var name;
  78440. var file = null;
  78441. if (!sceneFilename) {
  78442. url = rootUrl;
  78443. name = BABYLON.Tools.GetFilename(rootUrl);
  78444. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78445. }
  78446. else if (sceneFilename instanceof File) {
  78447. url = rootUrl + sceneFilename.name;
  78448. name = sceneFilename.name;
  78449. file = sceneFilename;
  78450. }
  78451. else {
  78452. if (sceneFilename.substr(0, 1) === "/") {
  78453. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78454. return null;
  78455. }
  78456. url = rootUrl + sceneFilename;
  78457. name = sceneFilename;
  78458. }
  78459. return {
  78460. url: url,
  78461. rootUrl: rootUrl,
  78462. name: name,
  78463. file: file
  78464. };
  78465. };
  78466. // Public functions
  78467. /**
  78468. * Gets a plugin that can load the given extension
  78469. * @param extension defines the extension to load
  78470. * @returns a plugin or null if none works
  78471. */
  78472. SceneLoader.GetPluginForExtension = function (extension) {
  78473. return SceneLoader._getPluginForExtension(extension).plugin;
  78474. };
  78475. /**
  78476. * Gets a boolean indicating that the given extension can be loaded
  78477. * @param extension defines the extension to load
  78478. * @returns true if the extension is supported
  78479. */
  78480. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78481. return !!SceneLoader._registeredPlugins[extension];
  78482. };
  78483. /**
  78484. * Adds a new plugin to the list of registered plugins
  78485. * @param plugin defines the plugin to add
  78486. */
  78487. SceneLoader.RegisterPlugin = function (plugin) {
  78488. if (typeof plugin.extensions === "string") {
  78489. var extension = plugin.extensions;
  78490. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78491. plugin: plugin,
  78492. isBinary: false
  78493. };
  78494. }
  78495. else {
  78496. var extensions = plugin.extensions;
  78497. Object.keys(extensions).forEach(function (extension) {
  78498. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78499. plugin: plugin,
  78500. isBinary: extensions[extension].isBinary
  78501. };
  78502. });
  78503. }
  78504. };
  78505. /**
  78506. * Import meshes into a scene
  78507. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78508. * @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)
  78509. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78510. * @param scene the instance of BABYLON.Scene to append to
  78511. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78512. * @param onProgress a callback with a progress event for each file being loaded
  78513. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78514. * @param pluginExtension the extension used to determine the plugin
  78515. * @returns The loaded plugin
  78516. */
  78517. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78518. if (sceneFilename === void 0) { sceneFilename = ""; }
  78519. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78520. if (onSuccess === void 0) { onSuccess = null; }
  78521. if (onProgress === void 0) { onProgress = null; }
  78522. if (onError === void 0) { onError = null; }
  78523. if (pluginExtension === void 0) { pluginExtension = null; }
  78524. if (!scene) {
  78525. BABYLON.Tools.Error("No scene available to import mesh to");
  78526. return null;
  78527. }
  78528. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78529. if (!fileInfo) {
  78530. return null;
  78531. }
  78532. var loadingToken = {};
  78533. scene._addPendingData(loadingToken);
  78534. var disposeHandler = function () {
  78535. scene._removePendingData(loadingToken);
  78536. };
  78537. var errorHandler = function (message, exception) {
  78538. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78539. if (onError) {
  78540. onError(scene, errorMessage, exception);
  78541. }
  78542. else {
  78543. BABYLON.Tools.Error(errorMessage);
  78544. // should the exception be thrown?
  78545. }
  78546. disposeHandler();
  78547. };
  78548. var progressHandler = onProgress ? function (event) {
  78549. try {
  78550. onProgress(event);
  78551. }
  78552. catch (e) {
  78553. errorHandler("Error in onProgress callback", e);
  78554. }
  78555. } : undefined;
  78556. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78557. scene.importedMeshesFiles.push(fileInfo.url);
  78558. if (onSuccess) {
  78559. try {
  78560. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78561. }
  78562. catch (e) {
  78563. errorHandler("Error in onSuccess callback", e);
  78564. }
  78565. }
  78566. scene._removePendingData(loadingToken);
  78567. };
  78568. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78569. if (plugin.rewriteRootURL) {
  78570. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78571. }
  78572. if (plugin.importMesh) {
  78573. var syncedPlugin = plugin;
  78574. var meshes = new Array();
  78575. var particleSystems = new Array();
  78576. var skeletons = new Array();
  78577. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78578. return;
  78579. }
  78580. scene.loadingPluginName = plugin.name;
  78581. successHandler(meshes, particleSystems, skeletons, []);
  78582. }
  78583. else {
  78584. var asyncedPlugin = plugin;
  78585. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78586. scene.loadingPluginName = plugin.name;
  78587. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78588. }).catch(function (error) {
  78589. errorHandler(error.message, error);
  78590. });
  78591. }
  78592. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78593. };
  78594. /**
  78595. * Import meshes into a scene
  78596. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78597. * @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)
  78598. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78599. * @param scene the instance of BABYLON.Scene to append to
  78600. * @param onProgress a callback with a progress event for each file being loaded
  78601. * @param pluginExtension the extension used to determine the plugin
  78602. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78603. */
  78604. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78605. if (sceneFilename === void 0) { sceneFilename = ""; }
  78606. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78607. if (onProgress === void 0) { onProgress = null; }
  78608. if (pluginExtension === void 0) { pluginExtension = null; }
  78609. return new Promise(function (resolve, reject) {
  78610. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78611. resolve({
  78612. meshes: meshes,
  78613. particleSystems: particleSystems,
  78614. skeletons: skeletons,
  78615. animationGroups: animationGroups
  78616. });
  78617. }, onProgress, function (scene, message, exception) {
  78618. reject(exception || new Error(message));
  78619. }, pluginExtension);
  78620. });
  78621. };
  78622. /**
  78623. * Load a scene
  78624. * @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)
  78625. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78626. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78627. * @param onSuccess a callback with the scene when import succeeds
  78628. * @param onProgress a callback with a progress event for each file being loaded
  78629. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78630. * @param pluginExtension the extension used to determine the plugin
  78631. * @returns The loaded plugin
  78632. */
  78633. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78634. if (sceneFilename === void 0) { sceneFilename = ""; }
  78635. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78636. if (onSuccess === void 0) { onSuccess = null; }
  78637. if (onProgress === void 0) { onProgress = null; }
  78638. if (onError === void 0) { onError = null; }
  78639. if (pluginExtension === void 0) { pluginExtension = null; }
  78640. if (!engine) {
  78641. BABYLON.Tools.Error("No engine available");
  78642. return null;
  78643. }
  78644. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78645. };
  78646. /**
  78647. * Load a scene
  78648. * @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)
  78649. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78650. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78651. * @param onProgress a callback with a progress event for each file being loaded
  78652. * @param pluginExtension the extension used to determine the plugin
  78653. * @returns The loaded scene
  78654. */
  78655. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78656. if (sceneFilename === void 0) { sceneFilename = ""; }
  78657. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78658. if (onProgress === void 0) { onProgress = null; }
  78659. if (pluginExtension === void 0) { pluginExtension = null; }
  78660. return new Promise(function (resolve, reject) {
  78661. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78662. resolve(scene);
  78663. }, onProgress, function (scene, message, exception) {
  78664. reject(exception || new Error(message));
  78665. }, pluginExtension);
  78666. });
  78667. };
  78668. /**
  78669. * Append a scene
  78670. * @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)
  78671. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78672. * @param scene is the instance of BABYLON.Scene to append to
  78673. * @param onSuccess a callback with the scene when import succeeds
  78674. * @param onProgress a callback with a progress event for each file being loaded
  78675. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78676. * @param pluginExtension the extension used to determine the plugin
  78677. * @returns The loaded plugin
  78678. */
  78679. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78680. if (sceneFilename === void 0) { sceneFilename = ""; }
  78681. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78682. if (onSuccess === void 0) { onSuccess = null; }
  78683. if (onProgress === void 0) { onProgress = null; }
  78684. if (onError === void 0) { onError = null; }
  78685. if (pluginExtension === void 0) { pluginExtension = null; }
  78686. if (!scene) {
  78687. BABYLON.Tools.Error("No scene available to append to");
  78688. return null;
  78689. }
  78690. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78691. if (!fileInfo) {
  78692. return null;
  78693. }
  78694. if (SceneLoader.ShowLoadingScreen) {
  78695. scene.getEngine().displayLoadingUI();
  78696. }
  78697. var loadingToken = {};
  78698. scene._addPendingData(loadingToken);
  78699. var disposeHandler = function () {
  78700. scene._removePendingData(loadingToken);
  78701. scene.getEngine().hideLoadingUI();
  78702. };
  78703. var errorHandler = function (message, exception) {
  78704. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78705. if (onError) {
  78706. onError(scene, errorMessage, exception);
  78707. }
  78708. else {
  78709. BABYLON.Tools.Error(errorMessage);
  78710. // should the exception be thrown?
  78711. }
  78712. disposeHandler();
  78713. };
  78714. var progressHandler = onProgress ? function (event) {
  78715. try {
  78716. onProgress(event);
  78717. }
  78718. catch (e) {
  78719. errorHandler("Error in onProgress callback", e);
  78720. }
  78721. } : undefined;
  78722. var successHandler = function () {
  78723. if (onSuccess) {
  78724. try {
  78725. onSuccess(scene);
  78726. }
  78727. catch (e) {
  78728. errorHandler("Error in onSuccess callback", e);
  78729. }
  78730. }
  78731. scene._removePendingData(loadingToken);
  78732. };
  78733. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78734. if (plugin.load) {
  78735. var syncedPlugin = plugin;
  78736. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78737. return;
  78738. }
  78739. scene.loadingPluginName = plugin.name;
  78740. successHandler();
  78741. }
  78742. else {
  78743. var asyncedPlugin = plugin;
  78744. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78745. scene.loadingPluginName = plugin.name;
  78746. successHandler();
  78747. }).catch(function (error) {
  78748. errorHandler(error.message, error);
  78749. });
  78750. }
  78751. if (SceneLoader.ShowLoadingScreen) {
  78752. scene.executeWhenReady(function () {
  78753. scene.getEngine().hideLoadingUI();
  78754. });
  78755. }
  78756. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78757. };
  78758. /**
  78759. * Append a scene
  78760. * @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)
  78761. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78762. * @param scene is the instance of BABYLON.Scene to append to
  78763. * @param onProgress a callback with a progress event for each file being loaded
  78764. * @param pluginExtension the extension used to determine the plugin
  78765. * @returns The given scene
  78766. */
  78767. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78768. if (sceneFilename === void 0) { sceneFilename = ""; }
  78769. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78770. if (onProgress === void 0) { onProgress = null; }
  78771. if (pluginExtension === void 0) { pluginExtension = null; }
  78772. return new Promise(function (resolve, reject) {
  78773. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78774. resolve(scene);
  78775. }, onProgress, function (scene, message, exception) {
  78776. reject(exception || new Error(message));
  78777. }, pluginExtension);
  78778. });
  78779. };
  78780. /**
  78781. * Load a scene into an asset container
  78782. * @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)
  78783. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78784. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78785. * @param onSuccess a callback with the scene when import succeeds
  78786. * @param onProgress a callback with a progress event for each file being loaded
  78787. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78788. * @param pluginExtension the extension used to determine the plugin
  78789. * @returns The loaded plugin
  78790. */
  78791. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78792. if (sceneFilename === void 0) { sceneFilename = ""; }
  78793. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78794. if (onSuccess === void 0) { onSuccess = null; }
  78795. if (onProgress === void 0) { onProgress = null; }
  78796. if (onError === void 0) { onError = null; }
  78797. if (pluginExtension === void 0) { pluginExtension = null; }
  78798. if (!scene) {
  78799. BABYLON.Tools.Error("No scene available to load asset container to");
  78800. return null;
  78801. }
  78802. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78803. if (!fileInfo) {
  78804. return null;
  78805. }
  78806. var loadingToken = {};
  78807. scene._addPendingData(loadingToken);
  78808. var disposeHandler = function () {
  78809. scene._removePendingData(loadingToken);
  78810. };
  78811. var errorHandler = function (message, exception) {
  78812. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78813. if (onError) {
  78814. onError(scene, errorMessage, exception);
  78815. }
  78816. else {
  78817. BABYLON.Tools.Error(errorMessage);
  78818. // should the exception be thrown?
  78819. }
  78820. disposeHandler();
  78821. };
  78822. var progressHandler = onProgress ? function (event) {
  78823. try {
  78824. onProgress(event);
  78825. }
  78826. catch (e) {
  78827. errorHandler("Error in onProgress callback", e);
  78828. }
  78829. } : undefined;
  78830. var successHandler = function (assets) {
  78831. if (onSuccess) {
  78832. try {
  78833. onSuccess(assets);
  78834. }
  78835. catch (e) {
  78836. errorHandler("Error in onSuccess callback", e);
  78837. }
  78838. }
  78839. scene._removePendingData(loadingToken);
  78840. };
  78841. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78842. if (plugin.loadAssetContainer) {
  78843. var syncedPlugin = plugin;
  78844. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78845. if (!assetContainer) {
  78846. return;
  78847. }
  78848. scene.loadingPluginName = plugin.name;
  78849. successHandler(assetContainer);
  78850. }
  78851. else if (plugin.loadAssetContainerAsync) {
  78852. var asyncedPlugin = plugin;
  78853. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78854. scene.loadingPluginName = plugin.name;
  78855. successHandler(assetContainer);
  78856. }).catch(function (error) {
  78857. errorHandler(error.message, error);
  78858. });
  78859. }
  78860. else {
  78861. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78862. }
  78863. if (SceneLoader.ShowLoadingScreen) {
  78864. scene.executeWhenReady(function () {
  78865. scene.getEngine().hideLoadingUI();
  78866. });
  78867. }
  78868. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78869. };
  78870. /**
  78871. * Load a scene into an asset container
  78872. * @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)
  78873. * @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)
  78874. * @param scene is the instance of BABYLON.Scene to append to
  78875. * @param onProgress a callback with a progress event for each file being loaded
  78876. * @param pluginExtension the extension used to determine the plugin
  78877. * @returns The loaded asset container
  78878. */
  78879. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78880. if (sceneFilename === void 0) { sceneFilename = ""; }
  78881. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78882. if (onProgress === void 0) { onProgress = null; }
  78883. if (pluginExtension === void 0) { pluginExtension = null; }
  78884. return new Promise(function (resolve, reject) {
  78885. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78886. resolve(assetContainer);
  78887. }, onProgress, function (scene, message, exception) {
  78888. reject(exception || new Error(message));
  78889. }, pluginExtension);
  78890. });
  78891. };
  78892. // Flags
  78893. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78894. SceneLoader._ShowLoadingScreen = true;
  78895. SceneLoader._CleanBoneMatrixWeights = false;
  78896. /**
  78897. * No logging while loading
  78898. */
  78899. SceneLoader.NO_LOGGING = 0;
  78900. /**
  78901. * Minimal logging while loading
  78902. */
  78903. SceneLoader.MINIMAL_LOGGING = 1;
  78904. /**
  78905. * Summary logging while loading
  78906. */
  78907. SceneLoader.SUMMARY_LOGGING = 2;
  78908. /**
  78909. * Detailled logging while loading
  78910. */
  78911. SceneLoader.DETAILED_LOGGING = 3;
  78912. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78913. // Members
  78914. /**
  78915. * Event raised when a plugin is used to load a scene
  78916. */
  78917. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78918. SceneLoader._registeredPlugins = {};
  78919. return SceneLoader;
  78920. }());
  78921. BABYLON.SceneLoader = SceneLoader;
  78922. })(BABYLON || (BABYLON = {}));
  78923. //# sourceMappingURL=babylon.sceneLoader.js.map
  78924. var BABYLON;
  78925. (function (BABYLON) {
  78926. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78927. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78928. var parsedMaterial = parsedData.materials[index];
  78929. if (parsedMaterial.id === id) {
  78930. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78931. }
  78932. }
  78933. return null;
  78934. };
  78935. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78936. for (var i in names) {
  78937. if (mesh.name === names[i]) {
  78938. hierarchyIds.push(mesh.id);
  78939. return true;
  78940. }
  78941. }
  78942. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78943. hierarchyIds.push(mesh.id);
  78944. return true;
  78945. }
  78946. return false;
  78947. };
  78948. var logOperation = function (operation, producer) {
  78949. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78950. };
  78951. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78952. if (addToScene === void 0) { addToScene = false; }
  78953. var container = new BABYLON.AssetContainer(scene);
  78954. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78955. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78956. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78957. // and avoid problems with multiple concurrent .babylon loads.
  78958. var log = "importScene has failed JSON parse";
  78959. try {
  78960. var parsedData = JSON.parse(data);
  78961. log = "";
  78962. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78963. var index;
  78964. var cache;
  78965. // Lights
  78966. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78967. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78968. var parsedLight = parsedData.lights[index];
  78969. var light = BABYLON.Light.Parse(parsedLight, scene);
  78970. if (light) {
  78971. container.lights.push(light);
  78972. log += (index === 0 ? "\n\tLights:" : "");
  78973. log += "\n\t\t" + light.toString(fullDetails);
  78974. }
  78975. }
  78976. }
  78977. // Reflection probes
  78978. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  78979. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  78980. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  78981. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  78982. if (reflectionProbe) {
  78983. container.reflectionProbes.push(reflectionProbe);
  78984. log += (index === 0 ? "\n\tReflection Probes:" : "");
  78985. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  78986. }
  78987. }
  78988. }
  78989. // Animations
  78990. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78991. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78992. var parsedAnimation = parsedData.animations[index];
  78993. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78994. scene.animations.push(animation);
  78995. container.animations.push(animation);
  78996. log += (index === 0 ? "\n\tAnimations:" : "");
  78997. log += "\n\t\t" + animation.toString(fullDetails);
  78998. }
  78999. }
  79000. // Materials
  79001. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  79002. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  79003. var parsedMaterial = parsedData.materials[index];
  79004. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  79005. container.materials.push(mat);
  79006. log += (index === 0 ? "\n\tMaterials:" : "");
  79007. log += "\n\t\t" + mat.toString(fullDetails);
  79008. }
  79009. }
  79010. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79011. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  79012. var parsedMultiMaterial = parsedData.multiMaterials[index];
  79013. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79014. container.multiMaterials.push(mmat);
  79015. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  79016. log += "\n\t\t" + mmat.toString(fullDetails);
  79017. }
  79018. }
  79019. // Morph targets
  79020. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79021. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79022. var managerData = _a[_i];
  79023. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  79024. }
  79025. }
  79026. // Skeletons
  79027. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79028. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  79029. var parsedSkeleton = parsedData.skeletons[index];
  79030. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79031. container.skeletons.push(skeleton);
  79032. log += (index === 0 ? "\n\tSkeletons:" : "");
  79033. log += "\n\t\t" + skeleton.toString(fullDetails);
  79034. }
  79035. }
  79036. // Geometries
  79037. var geometries = parsedData.geometries;
  79038. if (geometries !== undefined && geometries !== null) {
  79039. var addedGeometry = new Array();
  79040. // Boxes
  79041. var boxes = geometries.boxes;
  79042. if (boxes !== undefined && boxes !== null) {
  79043. for (index = 0, cache = boxes.length; index < cache; index++) {
  79044. var parsedBox = boxes[index];
  79045. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  79046. }
  79047. }
  79048. // Spheres
  79049. var spheres = geometries.spheres;
  79050. if (spheres !== undefined && spheres !== null) {
  79051. for (index = 0, cache = spheres.length; index < cache; index++) {
  79052. var parsedSphere = spheres[index];
  79053. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  79054. }
  79055. }
  79056. // Cylinders
  79057. var cylinders = geometries.cylinders;
  79058. if (cylinders !== undefined && cylinders !== null) {
  79059. for (index = 0, cache = cylinders.length; index < cache; index++) {
  79060. var parsedCylinder = cylinders[index];
  79061. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  79062. }
  79063. }
  79064. // Toruses
  79065. var toruses = geometries.toruses;
  79066. if (toruses !== undefined && toruses !== null) {
  79067. for (index = 0, cache = toruses.length; index < cache; index++) {
  79068. var parsedTorus = toruses[index];
  79069. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  79070. }
  79071. }
  79072. // Grounds
  79073. var grounds = geometries.grounds;
  79074. if (grounds !== undefined && grounds !== null) {
  79075. for (index = 0, cache = grounds.length; index < cache; index++) {
  79076. var parsedGround = grounds[index];
  79077. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  79078. }
  79079. }
  79080. // Planes
  79081. var planes = geometries.planes;
  79082. if (planes !== undefined && planes !== null) {
  79083. for (index = 0, cache = planes.length; index < cache; index++) {
  79084. var parsedPlane = planes[index];
  79085. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  79086. }
  79087. }
  79088. // TorusKnots
  79089. var torusKnots = geometries.torusKnots;
  79090. if (torusKnots !== undefined && torusKnots !== null) {
  79091. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  79092. var parsedTorusKnot = torusKnots[index];
  79093. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  79094. }
  79095. }
  79096. // VertexData
  79097. var vertexData = geometries.vertexData;
  79098. if (vertexData !== undefined && vertexData !== null) {
  79099. for (index = 0, cache = vertexData.length; index < cache; index++) {
  79100. var parsedVertexData = vertexData[index];
  79101. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  79102. }
  79103. }
  79104. addedGeometry.forEach(function (g) {
  79105. if (g) {
  79106. container.geometries.push(g);
  79107. }
  79108. });
  79109. }
  79110. // Transform nodes
  79111. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  79112. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  79113. var parsedTransformNode = parsedData.transformNodes[index];
  79114. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  79115. container.transformNodes.push(node);
  79116. }
  79117. }
  79118. // Meshes
  79119. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79120. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79121. var parsedMesh = parsedData.meshes[index];
  79122. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79123. container.meshes.push(mesh);
  79124. log += (index === 0 ? "\n\tMeshes:" : "");
  79125. log += "\n\t\t" + mesh.toString(fullDetails);
  79126. }
  79127. }
  79128. // Cameras
  79129. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  79130. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  79131. var parsedCamera = parsedData.cameras[index];
  79132. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  79133. container.cameras.push(camera);
  79134. log += (index === 0 ? "\n\tCameras:" : "");
  79135. log += "\n\t\t" + camera.toString(fullDetails);
  79136. }
  79137. }
  79138. // Animation Groups
  79139. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  79140. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  79141. var parsedAnimationGroup = parsedData.animationGroups[index];
  79142. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  79143. container.animationGroups.push(animationGroup);
  79144. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  79145. log += "\n\t\t" + animationGroup.toString(fullDetails);
  79146. }
  79147. }
  79148. // Browsing all the graph to connect the dots
  79149. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  79150. var camera = scene.cameras[index];
  79151. if (camera._waitingParentId) {
  79152. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  79153. camera._waitingParentId = null;
  79154. }
  79155. }
  79156. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79157. var light_1 = scene.lights[index];
  79158. if (light_1 && light_1._waitingParentId) {
  79159. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  79160. light_1._waitingParentId = null;
  79161. }
  79162. }
  79163. // Connect parents & children and parse actions
  79164. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  79165. var transformNode = scene.transformNodes[index];
  79166. if (transformNode._waitingParentId) {
  79167. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  79168. transformNode._waitingParentId = null;
  79169. }
  79170. }
  79171. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79172. var mesh = scene.meshes[index];
  79173. if (mesh._waitingParentId) {
  79174. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  79175. mesh._waitingParentId = null;
  79176. }
  79177. }
  79178. // freeze world matrix application
  79179. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79180. var currentMesh = scene.meshes[index];
  79181. if (currentMesh._waitingFreezeWorldMatrix) {
  79182. currentMesh.freezeWorldMatrix();
  79183. currentMesh._waitingFreezeWorldMatrix = null;
  79184. }
  79185. else {
  79186. currentMesh.computeWorldMatrix(true);
  79187. }
  79188. }
  79189. // Lights exclusions / inclusions
  79190. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79191. var light_2 = scene.lights[index];
  79192. // Excluded check
  79193. if (light_2._excludedMeshesIds.length > 0) {
  79194. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  79195. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  79196. if (excludedMesh) {
  79197. light_2.excludedMeshes.push(excludedMesh);
  79198. }
  79199. }
  79200. light_2._excludedMeshesIds = [];
  79201. }
  79202. // Included check
  79203. if (light_2._includedOnlyMeshesIds.length > 0) {
  79204. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  79205. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  79206. if (includedOnlyMesh) {
  79207. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  79208. }
  79209. }
  79210. light_2._includedOnlyMeshesIds = [];
  79211. }
  79212. }
  79213. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  79214. // Actions (scene) Done last as it can access other objects.
  79215. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79216. var mesh = scene.meshes[index];
  79217. if (mesh._waitingActions) {
  79218. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  79219. mesh._waitingActions = null;
  79220. }
  79221. }
  79222. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  79223. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  79224. }
  79225. if (!addToScene) {
  79226. container.removeAllFromScene();
  79227. }
  79228. }
  79229. catch (err) {
  79230. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  79231. if (onError) {
  79232. onError(msg, err);
  79233. }
  79234. else {
  79235. BABYLON.Tools.Log(msg);
  79236. throw err;
  79237. }
  79238. }
  79239. finally {
  79240. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79241. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79242. }
  79243. }
  79244. return container;
  79245. };
  79246. BABYLON.SceneLoader.RegisterPlugin({
  79247. name: "babylon.js",
  79248. extensions: ".babylon",
  79249. canDirectLoad: function (data) {
  79250. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  79251. return true;
  79252. }
  79253. return false;
  79254. },
  79255. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  79256. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79257. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79258. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79259. // and avoid problems with multiple concurrent .babylon loads.
  79260. var log = "importMesh has failed JSON parse";
  79261. try {
  79262. var parsedData = JSON.parse(data);
  79263. log = "";
  79264. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79265. if (!meshesNames) {
  79266. meshesNames = null;
  79267. }
  79268. else if (!Array.isArray(meshesNames)) {
  79269. meshesNames = [meshesNames];
  79270. }
  79271. var hierarchyIds = new Array();
  79272. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79273. var loadedSkeletonsIds = [];
  79274. var loadedMaterialsIds = [];
  79275. var index;
  79276. var cache;
  79277. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79278. var parsedMesh = parsedData.meshes[index];
  79279. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79280. if (meshesNames !== null) {
  79281. // Remove found mesh name from list.
  79282. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79283. }
  79284. //Geometry?
  79285. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79286. //does the file contain geometries?
  79287. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79288. //find the correct geometry and add it to the scene
  79289. var found = false;
  79290. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79291. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79292. return;
  79293. }
  79294. else {
  79295. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79296. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79297. switch (geometryType) {
  79298. case "boxes":
  79299. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79300. break;
  79301. case "spheres":
  79302. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79303. break;
  79304. case "cylinders":
  79305. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79306. break;
  79307. case "toruses":
  79308. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79309. break;
  79310. case "grounds":
  79311. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79312. break;
  79313. case "planes":
  79314. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79315. break;
  79316. case "torusKnots":
  79317. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79318. break;
  79319. case "vertexData":
  79320. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79321. break;
  79322. }
  79323. found = true;
  79324. }
  79325. });
  79326. }
  79327. });
  79328. if (found === false) {
  79329. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79330. }
  79331. }
  79332. }
  79333. // Material ?
  79334. if (parsedMesh.materialId) {
  79335. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79336. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79337. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79338. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79339. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79340. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79341. var subMatId = parsedMultiMaterial.materials[matIndex];
  79342. loadedMaterialsIds.push(subMatId);
  79343. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79344. if (mat) {
  79345. log += "\n\tMaterial " + mat.toString(fullDetails);
  79346. }
  79347. }
  79348. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79349. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79350. if (mmat) {
  79351. materialFound = true;
  79352. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79353. }
  79354. break;
  79355. }
  79356. }
  79357. }
  79358. if (materialFound === false) {
  79359. loadedMaterialsIds.push(parsedMesh.materialId);
  79360. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79361. if (!mat) {
  79362. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79363. }
  79364. else {
  79365. log += "\n\tMaterial " + mat.toString(fullDetails);
  79366. }
  79367. }
  79368. }
  79369. // Skeleton ?
  79370. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79371. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79372. if (skeletonAlreadyLoaded === false) {
  79373. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79374. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79375. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79376. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79377. skeletons.push(skeleton);
  79378. loadedSkeletonsIds.push(parsedSkeleton.id);
  79379. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79380. }
  79381. }
  79382. }
  79383. }
  79384. // Morph targets ?
  79385. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79386. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79387. var managerData = _a[_i];
  79388. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79389. }
  79390. }
  79391. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79392. meshes.push(mesh);
  79393. log += "\n\tMesh " + mesh.toString(fullDetails);
  79394. }
  79395. }
  79396. // Connecting parents
  79397. var currentMesh;
  79398. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79399. currentMesh = scene.meshes[index];
  79400. if (currentMesh._waitingParentId) {
  79401. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79402. currentMesh._waitingParentId = null;
  79403. }
  79404. }
  79405. // freeze and compute world matrix application
  79406. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79407. currentMesh = scene.meshes[index];
  79408. if (currentMesh._waitingFreezeWorldMatrix) {
  79409. currentMesh.freezeWorldMatrix();
  79410. currentMesh._waitingFreezeWorldMatrix = null;
  79411. }
  79412. else {
  79413. currentMesh.computeWorldMatrix(true);
  79414. }
  79415. }
  79416. }
  79417. // Particles
  79418. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79419. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79420. if (parser) {
  79421. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79422. var parsedParticleSystem = parsedData.particleSystems[index];
  79423. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79424. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79425. }
  79426. }
  79427. }
  79428. }
  79429. return true;
  79430. }
  79431. catch (err) {
  79432. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79433. if (onError) {
  79434. onError(msg, err);
  79435. }
  79436. else {
  79437. BABYLON.Tools.Log(msg);
  79438. throw err;
  79439. }
  79440. }
  79441. finally {
  79442. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79443. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79444. }
  79445. }
  79446. return false;
  79447. },
  79448. load: function (scene, data, rootUrl, onError) {
  79449. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79450. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79451. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79452. // and avoid problems with multiple concurrent .babylon loads.
  79453. var log = "importScene has failed JSON parse";
  79454. try {
  79455. var parsedData = JSON.parse(data);
  79456. log = "";
  79457. // Scene
  79458. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79459. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79460. }
  79461. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79462. scene.autoClear = parsedData.autoClear;
  79463. }
  79464. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79465. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79466. }
  79467. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79468. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79469. }
  79470. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79471. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79472. }
  79473. // Fog
  79474. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79475. scene.fogMode = parsedData.fogMode;
  79476. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79477. scene.fogStart = parsedData.fogStart;
  79478. scene.fogEnd = parsedData.fogEnd;
  79479. scene.fogDensity = parsedData.fogDensity;
  79480. log += "\tFog mode for scene: ";
  79481. switch (scene.fogMode) {
  79482. // getters not compiling, so using hardcoded
  79483. case 1:
  79484. log += "exp\n";
  79485. break;
  79486. case 2:
  79487. log += "exp2\n";
  79488. break;
  79489. case 3:
  79490. log += "linear\n";
  79491. break;
  79492. }
  79493. }
  79494. //Physics
  79495. if (parsedData.physicsEnabled) {
  79496. var physicsPlugin;
  79497. if (parsedData.physicsEngine === "cannon") {
  79498. physicsPlugin = new BABYLON.CannonJSPlugin();
  79499. }
  79500. else if (parsedData.physicsEngine === "oimo") {
  79501. physicsPlugin = new BABYLON.OimoJSPlugin();
  79502. }
  79503. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79504. //else - default engine, which is currently oimo
  79505. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79506. scene.enablePhysics(physicsGravity, physicsPlugin);
  79507. }
  79508. // Metadata
  79509. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79510. scene.metadata = parsedData.metadata;
  79511. }
  79512. //collisions, if defined. otherwise, default is true
  79513. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79514. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79515. }
  79516. scene.workerCollisions = !!parsedData.workerCollisions;
  79517. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79518. if (!container) {
  79519. return false;
  79520. }
  79521. if (parsedData.autoAnimate) {
  79522. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79523. }
  79524. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79525. scene.setActiveCameraByID(parsedData.activeCameraID);
  79526. }
  79527. // Environment texture
  79528. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79529. // PBR needed for both HDR texture (gamma space) & a sky box
  79530. var isPBR = parsedData.isPBR !== undefined ? parsedData.isPBR : true;
  79531. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79532. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79533. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize, true, !isPBR);
  79534. if (parsedData.environmentTextureRotationY) {
  79535. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79536. }
  79537. scene.environmentTexture = hdrTexture;
  79538. }
  79539. else {
  79540. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79541. if (parsedData.environmentTextureRotationY) {
  79542. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79543. }
  79544. scene.environmentTexture = cubeTexture;
  79545. }
  79546. if (parsedData.createDefaultSkybox === true) {
  79547. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79548. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79549. scene.createDefaultSkybox(scene.environmentTexture, isPBR, skyboxScale, skyboxBlurLevel);
  79550. }
  79551. }
  79552. // Finish
  79553. return true;
  79554. }
  79555. catch (err) {
  79556. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79557. if (onError) {
  79558. onError(msg, err);
  79559. }
  79560. else {
  79561. BABYLON.Tools.Log(msg);
  79562. throw err;
  79563. }
  79564. }
  79565. finally {
  79566. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79567. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79568. }
  79569. }
  79570. return false;
  79571. },
  79572. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79573. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79574. return container;
  79575. }
  79576. });
  79577. })(BABYLON || (BABYLON = {}));
  79578. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79579. var BABYLON;
  79580. (function (BABYLON) {
  79581. /**
  79582. * Class used to help managing file picking and drag'n'drop
  79583. */
  79584. var FilesInput = /** @class */ (function () {
  79585. /**
  79586. * Creates a new FilesInput
  79587. * @param engine defines the rendering engine
  79588. * @param scene defines the hosting scene
  79589. * @param sceneLoadedCallback callback called when scene is loaded
  79590. * @param progressCallback callback called to track progress
  79591. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79592. * @param textureLoadingCallback callback called when a texture is loading
  79593. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79594. * @param onReloadCallback callback called when a reload is requested
  79595. * @param errorCallback callback call if an error occurs
  79596. */
  79597. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79598. /**
  79599. * Callback called when a file is processed
  79600. */
  79601. this.onProcessFileCallback = function () { return true; };
  79602. this._engine = engine;
  79603. this._currentScene = scene;
  79604. this._sceneLoadedCallback = sceneLoadedCallback;
  79605. this._progressCallback = progressCallback;
  79606. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79607. this._textureLoadingCallback = textureLoadingCallback;
  79608. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79609. this._onReloadCallback = onReloadCallback;
  79610. this._errorCallback = errorCallback;
  79611. }
  79612. /**
  79613. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79614. * @param elementToMonitor defines the DOM element to track
  79615. */
  79616. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79617. var _this = this;
  79618. if (elementToMonitor) {
  79619. this._elementToMonitor = elementToMonitor;
  79620. this._dragEnterHandler = function (e) { _this.drag(e); };
  79621. this._dragOverHandler = function (e) { _this.drag(e); };
  79622. this._dropHandler = function (e) { _this.drop(e); };
  79623. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79624. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79625. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79626. }
  79627. };
  79628. /**
  79629. * Release all associated resources
  79630. */
  79631. FilesInput.prototype.dispose = function () {
  79632. if (!this._elementToMonitor) {
  79633. return;
  79634. }
  79635. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79636. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79637. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79638. };
  79639. FilesInput.prototype.renderFunction = function () {
  79640. if (this._additionalRenderLoopLogicCallback) {
  79641. this._additionalRenderLoopLogicCallback();
  79642. }
  79643. if (this._currentScene) {
  79644. if (this._textureLoadingCallback) {
  79645. var remaining = this._currentScene.getWaitingItemsCount();
  79646. if (remaining > 0) {
  79647. this._textureLoadingCallback(remaining);
  79648. }
  79649. }
  79650. this._currentScene.render();
  79651. }
  79652. };
  79653. FilesInput.prototype.drag = function (e) {
  79654. e.stopPropagation();
  79655. e.preventDefault();
  79656. };
  79657. FilesInput.prototype.drop = function (eventDrop) {
  79658. eventDrop.stopPropagation();
  79659. eventDrop.preventDefault();
  79660. this.loadFiles(eventDrop);
  79661. };
  79662. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79663. var _this = this;
  79664. var reader = folder.createReader();
  79665. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79666. reader.readEntries(function (entries) {
  79667. remaining.count += entries.length;
  79668. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79669. var entry = entries_1[_i];
  79670. if (entry.isFile) {
  79671. entry.file(function (file) {
  79672. file.correctName = relativePath + file.name;
  79673. files.push(file);
  79674. if (--remaining.count === 0) {
  79675. callback();
  79676. }
  79677. });
  79678. }
  79679. else if (entry.isDirectory) {
  79680. _this._traverseFolder(entry, files, remaining, callback);
  79681. }
  79682. }
  79683. if (--remaining.count) {
  79684. callback();
  79685. }
  79686. });
  79687. };
  79688. FilesInput.prototype._processFiles = function (files) {
  79689. for (var i = 0; i < files.length; i++) {
  79690. var name = files[i].correctName.toLowerCase();
  79691. var extension = name.split('.').pop();
  79692. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79693. continue;
  79694. }
  79695. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79696. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79697. this._sceneFileToLoad = files[i];
  79698. }
  79699. FilesInput.FilesToLoad[name] = files[i];
  79700. }
  79701. };
  79702. /**
  79703. * Load files from a drop event
  79704. * @param event defines the drop event to use as source
  79705. */
  79706. FilesInput.prototype.loadFiles = function (event) {
  79707. var _this = this;
  79708. // Handling data transfer via drag'n'drop
  79709. if (event && event.dataTransfer && event.dataTransfer.files) {
  79710. this._filesToLoad = event.dataTransfer.files;
  79711. }
  79712. // Handling files from input files
  79713. if (event && event.target && event.target.files) {
  79714. this._filesToLoad = event.target.files;
  79715. }
  79716. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79717. return;
  79718. }
  79719. if (this._startingProcessingFilesCallback) {
  79720. this._startingProcessingFilesCallback(this._filesToLoad);
  79721. }
  79722. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79723. var files_1 = new Array();
  79724. var folders = [];
  79725. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79726. for (var i = 0; i < this._filesToLoad.length; i++) {
  79727. var fileToLoad = this._filesToLoad[i];
  79728. var name_1 = fileToLoad.name.toLowerCase();
  79729. var entry = void 0;
  79730. fileToLoad.correctName = name_1;
  79731. if (items) {
  79732. var item = items[i];
  79733. if (item.getAsEntry) {
  79734. entry = item.getAsEntry();
  79735. }
  79736. else if (item.webkitGetAsEntry) {
  79737. entry = item.webkitGetAsEntry();
  79738. }
  79739. }
  79740. if (!entry) {
  79741. files_1.push(fileToLoad);
  79742. }
  79743. else {
  79744. if (entry.isDirectory) {
  79745. folders.push(entry);
  79746. }
  79747. else {
  79748. files_1.push(fileToLoad);
  79749. }
  79750. }
  79751. }
  79752. if (folders.length === 0) {
  79753. this._processFiles(files_1);
  79754. this._processReload();
  79755. }
  79756. else {
  79757. var remaining = { count: folders.length };
  79758. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79759. var folder = folders_1[_i];
  79760. this._traverseFolder(folder, files_1, remaining, function () {
  79761. _this._processFiles(files_1);
  79762. if (remaining.count === 0) {
  79763. _this._processReload();
  79764. }
  79765. });
  79766. }
  79767. }
  79768. }
  79769. };
  79770. FilesInput.prototype._processReload = function () {
  79771. if (this._onReloadCallback) {
  79772. this._onReloadCallback(this._sceneFileToLoad);
  79773. }
  79774. else {
  79775. this.reload();
  79776. }
  79777. };
  79778. /**
  79779. * Reload the current scene from the loaded files
  79780. */
  79781. FilesInput.prototype.reload = function () {
  79782. var _this = this;
  79783. // If a scene file has been provided
  79784. if (this._sceneFileToLoad) {
  79785. if (this._currentScene) {
  79786. if (BABYLON.Tools.errorsCount > 0) {
  79787. BABYLON.Tools.ClearLogCache();
  79788. }
  79789. this._engine.stopRenderLoop();
  79790. }
  79791. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad, this._engine, function (progress) {
  79792. if (_this._progressCallback) {
  79793. _this._progressCallback(progress);
  79794. }
  79795. }).then(function (scene) {
  79796. if (_this._currentScene) {
  79797. _this._currentScene.dispose();
  79798. }
  79799. _this._currentScene = scene;
  79800. if (_this._sceneLoadedCallback) {
  79801. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79802. }
  79803. // Wait for textures and shaders to be ready
  79804. _this._currentScene.executeWhenReady(function () {
  79805. _this._engine.runRenderLoop(function () {
  79806. _this.renderFunction();
  79807. });
  79808. });
  79809. }).catch(function (error) {
  79810. if (_this._errorCallback) {
  79811. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79812. }
  79813. });
  79814. }
  79815. else {
  79816. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79817. }
  79818. };
  79819. /**
  79820. * List of files ready to be loaded
  79821. */
  79822. FilesInput.FilesToLoad = {};
  79823. return FilesInput;
  79824. }());
  79825. BABYLON.FilesInput = FilesInput;
  79826. })(BABYLON || (BABYLON = {}));
  79827. //# sourceMappingURL=babylon.filesInput.js.map
  79828. var BABYLON;
  79829. (function (BABYLON) {
  79830. /**
  79831. * Class used to store custom tags
  79832. */
  79833. var Tags = /** @class */ (function () {
  79834. function Tags() {
  79835. }
  79836. /**
  79837. * Adds support for tags on the given object
  79838. * @param obj defines the object to use
  79839. */
  79840. Tags.EnableFor = function (obj) {
  79841. obj._tags = obj._tags || {};
  79842. obj.hasTags = function () {
  79843. return Tags.HasTags(obj);
  79844. };
  79845. obj.addTags = function (tagsString) {
  79846. return Tags.AddTagsTo(obj, tagsString);
  79847. };
  79848. obj.removeTags = function (tagsString) {
  79849. return Tags.RemoveTagsFrom(obj, tagsString);
  79850. };
  79851. obj.matchesTagsQuery = function (tagsQuery) {
  79852. return Tags.MatchesQuery(obj, tagsQuery);
  79853. };
  79854. };
  79855. /**
  79856. * Removes tags support
  79857. * @param obj defines the object to use
  79858. */
  79859. Tags.DisableFor = function (obj) {
  79860. delete obj._tags;
  79861. delete obj.hasTags;
  79862. delete obj.addTags;
  79863. delete obj.removeTags;
  79864. delete obj.matchesTagsQuery;
  79865. };
  79866. /**
  79867. * Gets a boolean indicating if the given object has tags
  79868. * @param obj defines the object to use
  79869. * @returns a boolean
  79870. */
  79871. Tags.HasTags = function (obj) {
  79872. if (!obj._tags) {
  79873. return false;
  79874. }
  79875. return !BABYLON.Tools.IsEmpty(obj._tags);
  79876. };
  79877. /**
  79878. * Gets the tags available on a given object
  79879. * @param obj defines the object to use
  79880. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79881. * @returns the tags
  79882. */
  79883. Tags.GetTags = function (obj, asString) {
  79884. if (asString === void 0) { asString = true; }
  79885. if (!obj._tags) {
  79886. return null;
  79887. }
  79888. if (asString) {
  79889. var tagsArray = [];
  79890. for (var tag in obj._tags) {
  79891. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79892. tagsArray.push(tag);
  79893. }
  79894. }
  79895. return tagsArray.join(" ");
  79896. }
  79897. else {
  79898. return obj._tags;
  79899. }
  79900. };
  79901. /**
  79902. * Adds tags to an object
  79903. * @param obj defines the object to use
  79904. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79905. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79906. */
  79907. Tags.AddTagsTo = function (obj, tagsString) {
  79908. if (!tagsString) {
  79909. return;
  79910. }
  79911. if (typeof tagsString !== "string") {
  79912. return;
  79913. }
  79914. var tags = tagsString.split(" ");
  79915. tags.forEach(function (tag, index, array) {
  79916. Tags._AddTagTo(obj, tag);
  79917. });
  79918. };
  79919. /**
  79920. * @hidden
  79921. */
  79922. Tags._AddTagTo = function (obj, tag) {
  79923. tag = tag.trim();
  79924. if (tag === "" || tag === "true" || tag === "false") {
  79925. return;
  79926. }
  79927. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79928. return;
  79929. }
  79930. Tags.EnableFor(obj);
  79931. obj._tags[tag] = true;
  79932. };
  79933. /**
  79934. * Removes specific tags from a specific object
  79935. * @param obj defines the object to use
  79936. * @param tagsString defines the tags to remove
  79937. */
  79938. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79939. if (!Tags.HasTags(obj)) {
  79940. return;
  79941. }
  79942. var tags = tagsString.split(" ");
  79943. for (var t in tags) {
  79944. Tags._RemoveTagFrom(obj, tags[t]);
  79945. }
  79946. };
  79947. /**
  79948. * @hidden
  79949. */
  79950. Tags._RemoveTagFrom = function (obj, tag) {
  79951. delete obj._tags[tag];
  79952. };
  79953. /**
  79954. * Defines if tags hosted on an object match a given query
  79955. * @param obj defines the object to use
  79956. * @param tagsQuery defines the tag query
  79957. * @returns a boolean
  79958. */
  79959. Tags.MatchesQuery = function (obj, tagsQuery) {
  79960. if (tagsQuery === undefined) {
  79961. return true;
  79962. }
  79963. if (tagsQuery === "") {
  79964. return Tags.HasTags(obj);
  79965. }
  79966. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79967. };
  79968. return Tags;
  79969. }());
  79970. BABYLON.Tags = Tags;
  79971. })(BABYLON || (BABYLON = {}));
  79972. //# sourceMappingURL=babylon.tags.js.map
  79973. var BABYLON;
  79974. (function (BABYLON) {
  79975. /**
  79976. * Class used to evalaute queries containing `and` and `or` operators
  79977. */
  79978. var AndOrNotEvaluator = /** @class */ (function () {
  79979. function AndOrNotEvaluator() {
  79980. }
  79981. /**
  79982. * Evaluate a query
  79983. * @param query defines the query to evaluate
  79984. * @param evaluateCallback defines the callback used to filter result
  79985. * @returns true if the query matches
  79986. */
  79987. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79988. if (!query.match(/\([^\(\)]*\)/g)) {
  79989. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79990. }
  79991. else {
  79992. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79993. // remove parenthesis
  79994. r = r.slice(1, r.length - 1);
  79995. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79996. });
  79997. }
  79998. if (query === "true") {
  79999. return true;
  80000. }
  80001. if (query === "false") {
  80002. return false;
  80003. }
  80004. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  80005. };
  80006. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  80007. evaluateCallback = evaluateCallback || (function (r) {
  80008. return r === "true" ? true : false;
  80009. });
  80010. var result;
  80011. var or = parenthesisContent.split("||");
  80012. for (var i in or) {
  80013. if (or.hasOwnProperty(i)) {
  80014. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  80015. var and = ori.split("&&");
  80016. if (and.length > 1) {
  80017. for (var j = 0; j < and.length; ++j) {
  80018. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  80019. if (andj !== "true" && andj !== "false") {
  80020. if (andj[0] === "!") {
  80021. result = !evaluateCallback(andj.substring(1));
  80022. }
  80023. else {
  80024. result = evaluateCallback(andj);
  80025. }
  80026. }
  80027. else {
  80028. result = andj === "true" ? true : false;
  80029. }
  80030. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  80031. ori = "false";
  80032. break;
  80033. }
  80034. }
  80035. }
  80036. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  80037. result = true;
  80038. break;
  80039. }
  80040. // result equals false (or undefined)
  80041. if (ori !== "true" && ori !== "false") {
  80042. if (ori[0] === "!") {
  80043. result = !evaluateCallback(ori.substring(1));
  80044. }
  80045. else {
  80046. result = evaluateCallback(ori);
  80047. }
  80048. }
  80049. else {
  80050. result = ori === "true" ? true : false;
  80051. }
  80052. }
  80053. }
  80054. // the whole parenthesis scope is replaced by 'true' or 'false'
  80055. return result ? "true" : "false";
  80056. };
  80057. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  80058. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  80059. // remove whitespaces
  80060. r = r.replace(/[\s]/g, function () { return ""; });
  80061. return r.length % 2 ? "!" : "";
  80062. });
  80063. booleanString = booleanString.trim();
  80064. if (booleanString === "!true") {
  80065. booleanString = "false";
  80066. }
  80067. else if (booleanString === "!false") {
  80068. booleanString = "true";
  80069. }
  80070. return booleanString;
  80071. };
  80072. return AndOrNotEvaluator;
  80073. }());
  80074. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  80075. })(BABYLON || (BABYLON = {}));
  80076. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  80077. var BABYLON;
  80078. (function (BABYLON) {
  80079. // Sets the default offline provider to Babylon.js
  80080. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  80081. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80082. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  80083. };
  80084. /**
  80085. * Class used to enable access to IndexedDB
  80086. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  80087. */
  80088. var Database = /** @class */ (function () {
  80089. /**
  80090. * Creates a new Database
  80091. * @param urlToScene defines the url to load the scene
  80092. * @param callbackManifestChecked defines the callback to use when manifest is checked
  80093. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  80094. */
  80095. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  80096. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80097. var _this = this;
  80098. // Handling various flavors of prefixed version of IndexedDB
  80099. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  80100. this._callbackManifestChecked = callbackManifestChecked;
  80101. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  80102. this._db = null;
  80103. this._enableSceneOffline = false;
  80104. this._enableTexturesOffline = false;
  80105. this._manifestVersionFound = 0;
  80106. this._mustUpdateRessources = false;
  80107. this._hasReachedQuota = false;
  80108. if (!Database.IDBStorageEnabled) {
  80109. this._callbackManifestChecked(true);
  80110. }
  80111. else {
  80112. if (disableManifestCheck) {
  80113. this._enableSceneOffline = true;
  80114. this._enableTexturesOffline = true;
  80115. this._manifestVersionFound = 1;
  80116. BABYLON.Tools.SetImmediate(function () {
  80117. _this._callbackManifestChecked(true);
  80118. });
  80119. }
  80120. else {
  80121. this._checkManifestFile();
  80122. }
  80123. }
  80124. }
  80125. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  80126. /**
  80127. * Gets a boolean indicating if scene must be saved in the database
  80128. */
  80129. get: function () {
  80130. return this._enableSceneOffline;
  80131. },
  80132. enumerable: true,
  80133. configurable: true
  80134. });
  80135. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  80136. /**
  80137. * Gets a boolean indicating if textures must be saved in the database
  80138. */
  80139. get: function () {
  80140. return this._enableTexturesOffline;
  80141. },
  80142. enumerable: true,
  80143. configurable: true
  80144. });
  80145. Database.prototype._checkManifestFile = function () {
  80146. var _this = this;
  80147. var noManifestFile = function () {
  80148. _this._enableSceneOffline = false;
  80149. _this._enableTexturesOffline = false;
  80150. _this._callbackManifestChecked(false);
  80151. };
  80152. var timeStampUsed = false;
  80153. var manifestURL = this._currentSceneUrl + ".manifest";
  80154. var xhr = new XMLHttpRequest();
  80155. if (navigator.onLine) {
  80156. // Adding a timestamp to by-pass browsers' cache
  80157. timeStampUsed = true;
  80158. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  80159. }
  80160. xhr.open("GET", manifestURL, true);
  80161. xhr.addEventListener("load", function () {
  80162. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80163. try {
  80164. var manifestFile = JSON.parse(xhr.response);
  80165. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  80166. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  80167. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  80168. _this._manifestVersionFound = manifestFile.version;
  80169. }
  80170. if (_this._callbackManifestChecked) {
  80171. _this._callbackManifestChecked(true);
  80172. }
  80173. }
  80174. catch (ex) {
  80175. noManifestFile();
  80176. }
  80177. }
  80178. else {
  80179. noManifestFile();
  80180. }
  80181. }, false);
  80182. xhr.addEventListener("error", function (event) {
  80183. if (timeStampUsed) {
  80184. timeStampUsed = false;
  80185. // Let's retry without the timeStamp
  80186. // It could fail when coupled with HTML5 Offline API
  80187. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  80188. xhr.open("GET", retryManifestURL, true);
  80189. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80190. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80191. }
  80192. xhr.send();
  80193. }
  80194. else {
  80195. noManifestFile();
  80196. }
  80197. }, false);
  80198. try {
  80199. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80200. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80201. }
  80202. xhr.send();
  80203. }
  80204. catch (ex) {
  80205. BABYLON.Tools.Error("Error on XHR send request.");
  80206. this._callbackManifestChecked(false);
  80207. }
  80208. };
  80209. /**
  80210. * Open the database and make it available
  80211. * @param successCallback defines the callback to call on success
  80212. * @param errorCallback defines the callback to call on error
  80213. */
  80214. Database.prototype.open = function (successCallback, errorCallback) {
  80215. var _this = this;
  80216. var handleError = function () {
  80217. _this._isSupported = false;
  80218. if (errorCallback) {
  80219. errorCallback();
  80220. }
  80221. };
  80222. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  80223. // Your browser doesn't support IndexedDB
  80224. this._isSupported = false;
  80225. if (errorCallback) {
  80226. errorCallback();
  80227. }
  80228. }
  80229. else {
  80230. // If the DB hasn't been opened or created yet
  80231. if (!this._db) {
  80232. this._hasReachedQuota = false;
  80233. this._isSupported = true;
  80234. var request = this._idbFactory.open("babylonjs", 1);
  80235. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  80236. request.onerror = function (event) {
  80237. handleError();
  80238. };
  80239. // executes when a version change transaction cannot complete due to other active transactions
  80240. request.onblocked = function (event) {
  80241. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  80242. handleError();
  80243. };
  80244. // DB has been opened successfully
  80245. request.onsuccess = function (event) {
  80246. _this._db = request.result;
  80247. successCallback();
  80248. };
  80249. // Initialization of the DB. Creating Scenes & Textures stores
  80250. request.onupgradeneeded = function (event) {
  80251. _this._db = (event.target).result;
  80252. if (_this._db) {
  80253. try {
  80254. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  80255. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  80256. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  80257. }
  80258. catch (ex) {
  80259. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  80260. handleError();
  80261. }
  80262. }
  80263. };
  80264. }
  80265. // DB has already been created and opened
  80266. else {
  80267. if (successCallback) {
  80268. successCallback();
  80269. }
  80270. }
  80271. }
  80272. };
  80273. /**
  80274. * Loads an image from the database
  80275. * @param url defines the url to load from
  80276. * @param image defines the target DOM image
  80277. */
  80278. Database.prototype.loadImage = function (url, image) {
  80279. var _this = this;
  80280. var completeURL = Database._ReturnFullUrlLocation(url);
  80281. var saveAndLoadImage = function () {
  80282. if (!_this._hasReachedQuota && _this._db !== null) {
  80283. // the texture is not yet in the DB, let's try to save it
  80284. _this._saveImageIntoDBAsync(completeURL, image);
  80285. }
  80286. // If the texture is not in the DB and we've reached the DB quota limit
  80287. // let's load it directly from the web
  80288. else {
  80289. image.src = url;
  80290. }
  80291. };
  80292. if (!this._mustUpdateRessources) {
  80293. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80294. }
  80295. // First time we're download the images or update requested in the manifest file by a version change
  80296. else {
  80297. saveAndLoadImage();
  80298. }
  80299. };
  80300. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80301. if (this._isSupported && this._db !== null) {
  80302. var texture;
  80303. var transaction = this._db.transaction(["textures"]);
  80304. transaction.onabort = function (event) {
  80305. image.src = url;
  80306. };
  80307. transaction.oncomplete = function (event) {
  80308. var blobTextureURL;
  80309. if (texture) {
  80310. var URL = window.URL || window.webkitURL;
  80311. blobTextureURL = URL.createObjectURL(texture.data);
  80312. image.onerror = function () {
  80313. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80314. image.src = url;
  80315. };
  80316. image.src = blobTextureURL;
  80317. }
  80318. else {
  80319. notInDBCallback();
  80320. }
  80321. };
  80322. var getRequest = transaction.objectStore("textures").get(url);
  80323. getRequest.onsuccess = function (event) {
  80324. texture = (event.target).result;
  80325. };
  80326. getRequest.onerror = function (event) {
  80327. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80328. image.src = url;
  80329. };
  80330. }
  80331. else {
  80332. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80333. image.src = url;
  80334. }
  80335. };
  80336. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80337. var _this = this;
  80338. if (this._isSupported) {
  80339. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80340. var generateBlobUrl = function () {
  80341. var blobTextureURL;
  80342. if (blob) {
  80343. var URL = window.URL || window.webkitURL;
  80344. try {
  80345. blobTextureURL = URL.createObjectURL(blob);
  80346. }
  80347. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80348. catch (ex) {
  80349. blobTextureURL = URL.createObjectURL(blob);
  80350. }
  80351. }
  80352. if (blobTextureURL) {
  80353. image.src = blobTextureURL;
  80354. }
  80355. };
  80356. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80357. var xhr = new XMLHttpRequest(), blob;
  80358. xhr.open("GET", url, true);
  80359. xhr.responseType = "blob";
  80360. xhr.addEventListener("load", function () {
  80361. if (xhr.status === 200 && _this._db) {
  80362. // Blob as response (XHR2)
  80363. blob = xhr.response;
  80364. var transaction = _this._db.transaction(["textures"], "readwrite");
  80365. // the transaction could abort because of a QuotaExceededError error
  80366. transaction.onabort = function (event) {
  80367. try {
  80368. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80369. var srcElement = (event.srcElement || event.target);
  80370. var error = srcElement.error;
  80371. if (error && error.name === "QuotaExceededError") {
  80372. _this._hasReachedQuota = true;
  80373. }
  80374. }
  80375. catch (ex) { }
  80376. generateBlobUrl();
  80377. };
  80378. transaction.oncomplete = function (event) {
  80379. generateBlobUrl();
  80380. };
  80381. var newTexture = { textureUrl: url, data: blob };
  80382. try {
  80383. // Put the blob into the dabase
  80384. var addRequest = transaction.objectStore("textures").put(newTexture);
  80385. addRequest.onsuccess = function (event) {
  80386. };
  80387. addRequest.onerror = function (event) {
  80388. generateBlobUrl();
  80389. };
  80390. }
  80391. catch (ex) {
  80392. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80393. if (ex.code === 25) {
  80394. Database.IsUASupportingBlobStorage = false;
  80395. _this._enableTexturesOffline = false;
  80396. }
  80397. image.src = url;
  80398. }
  80399. }
  80400. else {
  80401. image.src = url;
  80402. }
  80403. }, false);
  80404. xhr.addEventListener("error", function (event) {
  80405. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80406. image.src = url;
  80407. }, false);
  80408. if (BABYLON.Tools.CustomRequestHeaders) {
  80409. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80410. }
  80411. xhr.send();
  80412. }
  80413. else {
  80414. image.src = url;
  80415. }
  80416. }
  80417. else {
  80418. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80419. image.src = url;
  80420. }
  80421. };
  80422. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80423. var _this = this;
  80424. var updateVersion = function () {
  80425. // the version is not yet in the DB or we need to update it
  80426. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80427. };
  80428. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80429. };
  80430. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80431. var _this = this;
  80432. if (this._isSupported && this._db) {
  80433. var version;
  80434. try {
  80435. var transaction = this._db.transaction(["versions"]);
  80436. transaction.oncomplete = function (event) {
  80437. if (version) {
  80438. // If the version in the JSON file is different from the version in DB
  80439. if (_this._manifestVersionFound !== version.data) {
  80440. _this._mustUpdateRessources = true;
  80441. updateInDBCallback();
  80442. }
  80443. else {
  80444. callback(version.data);
  80445. }
  80446. }
  80447. // version was not found in DB
  80448. else {
  80449. _this._mustUpdateRessources = true;
  80450. updateInDBCallback();
  80451. }
  80452. };
  80453. transaction.onabort = function (event) {
  80454. callback(-1);
  80455. };
  80456. var getRequest = transaction.objectStore("versions").get(url);
  80457. getRequest.onsuccess = function (event) {
  80458. version = (event.target).result;
  80459. };
  80460. getRequest.onerror = function (event) {
  80461. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80462. callback(-1);
  80463. };
  80464. }
  80465. catch (ex) {
  80466. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80467. callback(-1);
  80468. }
  80469. }
  80470. else {
  80471. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80472. callback(-1);
  80473. }
  80474. };
  80475. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80476. var _this = this;
  80477. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80478. try {
  80479. // Open a transaction to the database
  80480. var transaction = this._db.transaction(["versions"], "readwrite");
  80481. // the transaction could abort because of a QuotaExceededError error
  80482. transaction.onabort = function (event) {
  80483. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80484. var error = event.srcElement['error'];
  80485. if (error && error.name === "QuotaExceededError") {
  80486. _this._hasReachedQuota = true;
  80487. }
  80488. }
  80489. catch (ex) { }
  80490. callback(-1);
  80491. };
  80492. transaction.oncomplete = function (event) {
  80493. callback(_this._manifestVersionFound);
  80494. };
  80495. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80496. // Put the scene into the database
  80497. var addRequest = transaction.objectStore("versions").put(newVersion);
  80498. addRequest.onsuccess = function (event) {
  80499. };
  80500. addRequest.onerror = function (event) {
  80501. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80502. };
  80503. }
  80504. catch (ex) {
  80505. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80506. callback(-1);
  80507. }
  80508. }
  80509. else {
  80510. callback(-1);
  80511. }
  80512. };
  80513. /**
  80514. * Loads a file from database
  80515. * @param url defines the URL to load from
  80516. * @param sceneLoaded defines a callback to call on success
  80517. * @param progressCallBack defines a callback to call when progress changed
  80518. * @param errorCallback defines a callback to call on error
  80519. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80520. */
  80521. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80522. var _this = this;
  80523. var completeUrl = Database._ReturnFullUrlLocation(url);
  80524. var saveAndLoadFile = function () {
  80525. // the scene is not yet in the DB, let's try to save it
  80526. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80527. };
  80528. this._checkVersionFromDB(completeUrl, function (version) {
  80529. if (version !== -1) {
  80530. if (!_this._mustUpdateRessources) {
  80531. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80532. }
  80533. else {
  80534. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80535. }
  80536. }
  80537. else {
  80538. if (errorCallback) {
  80539. errorCallback();
  80540. }
  80541. }
  80542. });
  80543. };
  80544. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80545. if (this._isSupported && this._db) {
  80546. var targetStore;
  80547. if (url.indexOf(".babylon") !== -1) {
  80548. targetStore = "scenes";
  80549. }
  80550. else {
  80551. targetStore = "textures";
  80552. }
  80553. var file;
  80554. var transaction = this._db.transaction([targetStore]);
  80555. transaction.oncomplete = function (event) {
  80556. if (file) {
  80557. callback(file.data);
  80558. }
  80559. // file was not found in DB
  80560. else {
  80561. notInDBCallback();
  80562. }
  80563. };
  80564. transaction.onabort = function (event) {
  80565. notInDBCallback();
  80566. };
  80567. var getRequest = transaction.objectStore(targetStore).get(url);
  80568. getRequest.onsuccess = function (event) {
  80569. file = (event.target).result;
  80570. };
  80571. getRequest.onerror = function (event) {
  80572. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80573. notInDBCallback();
  80574. };
  80575. }
  80576. else {
  80577. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80578. callback();
  80579. }
  80580. };
  80581. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80582. var _this = this;
  80583. if (this._isSupported) {
  80584. var targetStore;
  80585. if (url.indexOf(".babylon") !== -1) {
  80586. targetStore = "scenes";
  80587. }
  80588. else {
  80589. targetStore = "textures";
  80590. }
  80591. // Create XHR
  80592. var xhr = new XMLHttpRequest();
  80593. var fileData;
  80594. xhr.open("GET", url + "?" + Date.now(), true);
  80595. if (useArrayBuffer) {
  80596. xhr.responseType = "arraybuffer";
  80597. }
  80598. if (progressCallback) {
  80599. xhr.onprogress = progressCallback;
  80600. }
  80601. xhr.addEventListener("load", function () {
  80602. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80603. // Blob as response (XHR2)
  80604. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80605. if (!_this._hasReachedQuota && _this._db) {
  80606. // Open a transaction to the database
  80607. var transaction = _this._db.transaction([targetStore], "readwrite");
  80608. // the transaction could abort because of a QuotaExceededError error
  80609. transaction.onabort = function (event) {
  80610. try {
  80611. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80612. var error = event.srcElement['error'];
  80613. if (error && error.name === "QuotaExceededError") {
  80614. _this._hasReachedQuota = true;
  80615. }
  80616. }
  80617. catch (ex) { }
  80618. callback(fileData);
  80619. };
  80620. transaction.oncomplete = function (event) {
  80621. callback(fileData);
  80622. };
  80623. var newFile;
  80624. if (targetStore === "scenes") {
  80625. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80626. }
  80627. else {
  80628. newFile = { textureUrl: url, data: fileData };
  80629. }
  80630. try {
  80631. // Put the scene into the database
  80632. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80633. addRequest.onsuccess = function (event) {
  80634. };
  80635. addRequest.onerror = function (event) {
  80636. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80637. };
  80638. }
  80639. catch (ex) {
  80640. callback(fileData);
  80641. }
  80642. }
  80643. else {
  80644. callback(fileData);
  80645. }
  80646. }
  80647. else {
  80648. if (xhr.status >= 400 && errorCallback) {
  80649. errorCallback(xhr);
  80650. }
  80651. else {
  80652. callback();
  80653. }
  80654. }
  80655. }, false);
  80656. xhr.addEventListener("error", function (event) {
  80657. BABYLON.Tools.Error("error on XHR request.");
  80658. callback();
  80659. }, false);
  80660. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80661. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80662. }
  80663. xhr.send();
  80664. }
  80665. else {
  80666. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80667. callback();
  80668. }
  80669. };
  80670. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80671. Database.IsUASupportingBlobStorage = true;
  80672. /**
  80673. * Gets a boolean indicating if Database storate is enabled (off by default)
  80674. */
  80675. Database.IDBStorageEnabled = false;
  80676. Database._ParseURL = function (url) {
  80677. var a = document.createElement('a');
  80678. a.href = url;
  80679. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80680. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80681. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80682. return absLocation;
  80683. };
  80684. Database._ReturnFullUrlLocation = function (url) {
  80685. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80686. return (Database._ParseURL(window.location.href) + url);
  80687. }
  80688. else {
  80689. return url;
  80690. }
  80691. };
  80692. return Database;
  80693. }());
  80694. BABYLON.Database = Database;
  80695. })(BABYLON || (BABYLON = {}));
  80696. //# sourceMappingURL=babylon.database.js.map
  80697. var BABYLON;
  80698. (function (BABYLON) {
  80699. /**
  80700. * This represents all the required information to add a fresnel effect on a material:
  80701. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80702. */
  80703. var FresnelParameters = /** @class */ (function () {
  80704. function FresnelParameters() {
  80705. this._isEnabled = true;
  80706. /**
  80707. * Define the color used on edges (grazing angle)
  80708. */
  80709. this.leftColor = BABYLON.Color3.White();
  80710. /**
  80711. * Define the color used on center
  80712. */
  80713. this.rightColor = BABYLON.Color3.Black();
  80714. /**
  80715. * Define bias applied to computed fresnel term
  80716. */
  80717. this.bias = 0;
  80718. /**
  80719. * Defined the power exponent applied to fresnel term
  80720. */
  80721. this.power = 1;
  80722. }
  80723. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80724. /**
  80725. * Define if the fresnel effect is enable or not.
  80726. */
  80727. get: function () {
  80728. return this._isEnabled;
  80729. },
  80730. set: function (value) {
  80731. if (this._isEnabled === value) {
  80732. return;
  80733. }
  80734. this._isEnabled = value;
  80735. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80736. },
  80737. enumerable: true,
  80738. configurable: true
  80739. });
  80740. /**
  80741. * Clones the current fresnel and its valuues
  80742. * @returns a clone fresnel configuration
  80743. */
  80744. FresnelParameters.prototype.clone = function () {
  80745. var newFresnelParameters = new FresnelParameters();
  80746. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80747. return newFresnelParameters;
  80748. };
  80749. /**
  80750. * Serializes the current fresnel parameters to a JSON representation.
  80751. * @return the JSON serialization
  80752. */
  80753. FresnelParameters.prototype.serialize = function () {
  80754. var serializationObject = {};
  80755. serializationObject.isEnabled = this.isEnabled;
  80756. serializationObject.leftColor = this.leftColor.asArray();
  80757. serializationObject.rightColor = this.rightColor.asArray();
  80758. serializationObject.bias = this.bias;
  80759. serializationObject.power = this.power;
  80760. return serializationObject;
  80761. };
  80762. /**
  80763. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80764. * @param parsedFresnelParameters Define the JSON representation
  80765. * @returns the parsed parameters
  80766. */
  80767. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80768. var fresnelParameters = new FresnelParameters();
  80769. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80770. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80771. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80772. fresnelParameters.bias = parsedFresnelParameters.bias;
  80773. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80774. return fresnelParameters;
  80775. };
  80776. return FresnelParameters;
  80777. }());
  80778. BABYLON.FresnelParameters = FresnelParameters;
  80779. })(BABYLON || (BABYLON = {}));
  80780. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80781. var BABYLON;
  80782. (function (BABYLON) {
  80783. /**
  80784. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80785. * separate meshes. This can be use to improve performances.
  80786. * @see http://doc.babylonjs.com/how_to/multi_materials
  80787. */
  80788. var MultiMaterial = /** @class */ (function (_super) {
  80789. __extends(MultiMaterial, _super);
  80790. /**
  80791. * Instantiates a new Multi Material
  80792. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80793. * separate meshes. This can be use to improve performances.
  80794. * @see http://doc.babylonjs.com/how_to/multi_materials
  80795. * @param name Define the name in the scene
  80796. * @param scene Define the scene the material belongs to
  80797. */
  80798. function MultiMaterial(name, scene) {
  80799. var _this = _super.call(this, name, scene, true) || this;
  80800. scene.multiMaterials.push(_this);
  80801. _this.subMaterials = new Array();
  80802. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80803. return _this;
  80804. }
  80805. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80806. /**
  80807. * Gets or Sets the list of Materials used within the multi material.
  80808. * They need to be ordered according to the submeshes order in the associated mesh
  80809. */
  80810. get: function () {
  80811. return this._subMaterials;
  80812. },
  80813. set: function (value) {
  80814. this._subMaterials = value;
  80815. this._hookArray(value);
  80816. },
  80817. enumerable: true,
  80818. configurable: true
  80819. });
  80820. /**
  80821. * Function used to align with Node.getChildren()
  80822. * @returns the list of Materials used within the multi material
  80823. */
  80824. MultiMaterial.prototype.getChildren = function () {
  80825. return this.subMaterials;
  80826. };
  80827. MultiMaterial.prototype._hookArray = function (array) {
  80828. var _this = this;
  80829. var oldPush = array.push;
  80830. array.push = function () {
  80831. var items = [];
  80832. for (var _i = 0; _i < arguments.length; _i++) {
  80833. items[_i] = arguments[_i];
  80834. }
  80835. var result = oldPush.apply(array, items);
  80836. _this._markAllSubMeshesAsTexturesDirty();
  80837. return result;
  80838. };
  80839. var oldSplice = array.splice;
  80840. array.splice = function (index, deleteCount) {
  80841. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80842. _this._markAllSubMeshesAsTexturesDirty();
  80843. return deleted;
  80844. };
  80845. };
  80846. /**
  80847. * Get one of the submaterial by its index in the submaterials array
  80848. * @param index The index to look the sub material at
  80849. * @returns The Material if the index has been defined
  80850. */
  80851. MultiMaterial.prototype.getSubMaterial = function (index) {
  80852. if (index < 0 || index >= this.subMaterials.length) {
  80853. return this.getScene().defaultMaterial;
  80854. }
  80855. return this.subMaterials[index];
  80856. };
  80857. /**
  80858. * Get the list of active textures for the whole sub materials list.
  80859. * @returns All the textures that will be used during the rendering
  80860. */
  80861. MultiMaterial.prototype.getActiveTextures = function () {
  80862. var _a;
  80863. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80864. if (subMaterial) {
  80865. return subMaterial.getActiveTextures();
  80866. }
  80867. else {
  80868. return [];
  80869. }
  80870. }));
  80871. };
  80872. /**
  80873. * Gets the current class name of the material e.g. "MultiMaterial"
  80874. * Mainly use in serialization.
  80875. * @returns the class name
  80876. */
  80877. MultiMaterial.prototype.getClassName = function () {
  80878. return "MultiMaterial";
  80879. };
  80880. /**
  80881. * Checks if the material is ready to render the requested sub mesh
  80882. * @param mesh Define the mesh the submesh belongs to
  80883. * @param subMesh Define the sub mesh to look readyness for
  80884. * @param useInstances Define whether or not the material is used with instances
  80885. * @returns true if ready, otherwise false
  80886. */
  80887. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80888. for (var index = 0; index < this.subMaterials.length; index++) {
  80889. var subMaterial = this.subMaterials[index];
  80890. if (subMaterial) {
  80891. if (subMaterial._storeEffectOnSubMeshes) {
  80892. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80893. return false;
  80894. }
  80895. continue;
  80896. }
  80897. if (!subMaterial.isReady(mesh)) {
  80898. return false;
  80899. }
  80900. }
  80901. }
  80902. return true;
  80903. };
  80904. /**
  80905. * Clones the current material and its related sub materials
  80906. * @param name Define the name of the newly cloned material
  80907. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80908. * @returns the cloned material
  80909. */
  80910. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80911. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80912. for (var index = 0; index < this.subMaterials.length; index++) {
  80913. var subMaterial = null;
  80914. var current = this.subMaterials[index];
  80915. if (cloneChildren && current) {
  80916. subMaterial = current.clone(name + "-" + current.name);
  80917. }
  80918. else {
  80919. subMaterial = this.subMaterials[index];
  80920. }
  80921. newMultiMaterial.subMaterials.push(subMaterial);
  80922. }
  80923. return newMultiMaterial;
  80924. };
  80925. /**
  80926. * Serializes the materials into a JSON representation.
  80927. * @returns the JSON representation
  80928. */
  80929. MultiMaterial.prototype.serialize = function () {
  80930. var serializationObject = {};
  80931. serializationObject.name = this.name;
  80932. serializationObject.id = this.id;
  80933. if (BABYLON.Tags) {
  80934. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80935. }
  80936. serializationObject.materials = [];
  80937. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80938. var subMat = this.subMaterials[matIndex];
  80939. if (subMat) {
  80940. serializationObject.materials.push(subMat.id);
  80941. }
  80942. else {
  80943. serializationObject.materials.push(null);
  80944. }
  80945. }
  80946. return serializationObject;
  80947. };
  80948. /**
  80949. * Dispose the material and release its associated resources
  80950. * @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)
  80951. * @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)
  80952. */
  80953. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80954. var scene = this.getScene();
  80955. if (!scene) {
  80956. return;
  80957. }
  80958. var index = scene.multiMaterials.indexOf(this);
  80959. if (index >= 0) {
  80960. scene.multiMaterials.splice(index, 1);
  80961. }
  80962. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80963. };
  80964. return MultiMaterial;
  80965. }(BABYLON.Material));
  80966. BABYLON.MultiMaterial = MultiMaterial;
  80967. })(BABYLON || (BABYLON = {}));
  80968. //# sourceMappingURL=babylon.multiMaterial.js.map
  80969. var BABYLON;
  80970. (function (BABYLON) {
  80971. /**
  80972. * Manage the touch inputs to control the movement of a free camera.
  80973. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80974. */
  80975. var FreeCameraTouchInput = /** @class */ (function () {
  80976. function FreeCameraTouchInput() {
  80977. /**
  80978. * Defines the touch sensibility for rotation.
  80979. * The higher the faster.
  80980. */
  80981. this.touchAngularSensibility = 200000.0;
  80982. /**
  80983. * Defines the touch sensibility for move.
  80984. * The higher the faster.
  80985. */
  80986. this.touchMoveSensibility = 250.0;
  80987. this._offsetX = null;
  80988. this._offsetY = null;
  80989. this._pointerPressed = new Array();
  80990. }
  80991. /**
  80992. * Attach the input controls to a specific dom element to get the input from.
  80993. * @param element Defines the element the controls should be listened from
  80994. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80995. */
  80996. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80997. var _this = this;
  80998. var previousPosition = null;
  80999. if (this._pointerInput === undefined) {
  81000. this._onLostFocus = function (evt) {
  81001. _this._offsetX = null;
  81002. _this._offsetY = null;
  81003. };
  81004. this._pointerInput = function (p, s) {
  81005. var evt = p.event;
  81006. if (evt.pointerType === "mouse") {
  81007. return;
  81008. }
  81009. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  81010. if (!noPreventDefault) {
  81011. evt.preventDefault();
  81012. }
  81013. _this._pointerPressed.push(evt.pointerId);
  81014. if (_this._pointerPressed.length !== 1) {
  81015. return;
  81016. }
  81017. previousPosition = {
  81018. x: evt.clientX,
  81019. y: evt.clientY
  81020. };
  81021. }
  81022. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  81023. if (!noPreventDefault) {
  81024. evt.preventDefault();
  81025. }
  81026. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81027. if (index === -1) {
  81028. return;
  81029. }
  81030. _this._pointerPressed.splice(index, 1);
  81031. if (index != 0) {
  81032. return;
  81033. }
  81034. previousPosition = null;
  81035. _this._offsetX = null;
  81036. _this._offsetY = null;
  81037. }
  81038. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  81039. if (!noPreventDefault) {
  81040. evt.preventDefault();
  81041. }
  81042. if (!previousPosition) {
  81043. return;
  81044. }
  81045. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81046. if (index != 0) {
  81047. return;
  81048. }
  81049. _this._offsetX = evt.clientX - previousPosition.x;
  81050. _this._offsetY = -(evt.clientY - previousPosition.y);
  81051. }
  81052. };
  81053. }
  81054. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  81055. if (this._onLostFocus) {
  81056. element.addEventListener("blur", this._onLostFocus);
  81057. }
  81058. };
  81059. /**
  81060. * Detach the current controls from the specified dom element.
  81061. * @param element Defines the element to stop listening the inputs from
  81062. */
  81063. FreeCameraTouchInput.prototype.detachControl = function (element) {
  81064. if (this._pointerInput && element) {
  81065. if (this._observer) {
  81066. this.camera.getScene().onPointerObservable.remove(this._observer);
  81067. this._observer = null;
  81068. }
  81069. if (this._onLostFocus) {
  81070. element.removeEventListener("blur", this._onLostFocus);
  81071. this._onLostFocus = null;
  81072. }
  81073. this._pointerPressed = [];
  81074. this._offsetX = null;
  81075. this._offsetY = null;
  81076. }
  81077. };
  81078. /**
  81079. * Update the current camera state depending on the inputs that have been used this frame.
  81080. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81081. */
  81082. FreeCameraTouchInput.prototype.checkInputs = function () {
  81083. if (this._offsetX && this._offsetY) {
  81084. var camera = this.camera;
  81085. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  81086. if (this._pointerPressed.length > 1) {
  81087. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  81088. }
  81089. else {
  81090. var speed = camera._computeLocalCameraSpeed();
  81091. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  81092. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  81093. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  81094. }
  81095. }
  81096. };
  81097. /**
  81098. * Gets the class name of the current intput.
  81099. * @returns the class name
  81100. */
  81101. FreeCameraTouchInput.prototype.getClassName = function () {
  81102. return "FreeCameraTouchInput";
  81103. };
  81104. /**
  81105. * Get the friendly name associated with the input class.
  81106. * @returns the input friendly name
  81107. */
  81108. FreeCameraTouchInput.prototype.getSimpleName = function () {
  81109. return "touch";
  81110. };
  81111. __decorate([
  81112. BABYLON.serialize()
  81113. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  81114. __decorate([
  81115. BABYLON.serialize()
  81116. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  81117. return FreeCameraTouchInput;
  81118. }());
  81119. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  81120. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  81121. })(BABYLON || (BABYLON = {}));
  81122. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  81123. var BABYLON;
  81124. (function (BABYLON) {
  81125. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  81126. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  81127. });
  81128. /**
  81129. * This represents a FPS type of camera controlled by touch.
  81130. * This is like a universal camera minus the Gamepad controls.
  81131. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81132. */
  81133. var TouchCamera = /** @class */ (function (_super) {
  81134. __extends(TouchCamera, _super);
  81135. /**
  81136. * Instantiates a new touch camera.
  81137. * This represents a FPS type of camera controlled by touch.
  81138. * This is like a universal camera minus the Gamepad controls.
  81139. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81140. * @param name Define the name of the camera in the scene
  81141. * @param position Define the start position of the camera in the scene
  81142. * @param scene Define the scene the camera belongs to
  81143. */
  81144. function TouchCamera(name, position, scene) {
  81145. var _this = _super.call(this, name, position, scene) || this;
  81146. _this.inputs.addTouch();
  81147. _this._setupInputs();
  81148. return _this;
  81149. }
  81150. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  81151. /**
  81152. * Defines the touch sensibility for rotation.
  81153. * The higher the faster.
  81154. */
  81155. get: function () {
  81156. var touch = this.inputs.attached["touch"];
  81157. if (touch) {
  81158. return touch.touchAngularSensibility;
  81159. }
  81160. return 0;
  81161. },
  81162. set: function (value) {
  81163. var touch = this.inputs.attached["touch"];
  81164. if (touch) {
  81165. touch.touchAngularSensibility = value;
  81166. }
  81167. },
  81168. enumerable: true,
  81169. configurable: true
  81170. });
  81171. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  81172. /**
  81173. * Defines the touch sensibility for move.
  81174. * The higher the faster.
  81175. */
  81176. get: function () {
  81177. var touch = this.inputs.attached["touch"];
  81178. if (touch) {
  81179. return touch.touchMoveSensibility;
  81180. }
  81181. return 0;
  81182. },
  81183. set: function (value) {
  81184. var touch = this.inputs.attached["touch"];
  81185. if (touch) {
  81186. touch.touchMoveSensibility = value;
  81187. }
  81188. },
  81189. enumerable: true,
  81190. configurable: true
  81191. });
  81192. /**
  81193. * Gets the current object class name.
  81194. * @return the class name
  81195. */
  81196. TouchCamera.prototype.getClassName = function () {
  81197. return "TouchCamera";
  81198. };
  81199. /** @hidden */
  81200. TouchCamera.prototype._setupInputs = function () {
  81201. var mouse = this.inputs.attached["mouse"];
  81202. if (mouse) {
  81203. mouse.touchEnabled = false;
  81204. }
  81205. };
  81206. return TouchCamera;
  81207. }(BABYLON.FreeCamera));
  81208. BABYLON.TouchCamera = TouchCamera;
  81209. })(BABYLON || (BABYLON = {}));
  81210. //# sourceMappingURL=babylon.touchCamera.js.map
  81211. var BABYLON;
  81212. (function (BABYLON) {
  81213. /**
  81214. * 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.
  81215. * This is the base class of any Procedural texture and contains most of the shareable code.
  81216. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81217. */
  81218. var ProceduralTexture = /** @class */ (function (_super) {
  81219. __extends(ProceduralTexture, _super);
  81220. /**
  81221. * Instantiates a new procedural texture.
  81222. * 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.
  81223. * This is the base class of any Procedural texture and contains most of the shareable code.
  81224. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81225. * @param name Define the name of the texture
  81226. * @param size Define the size of the texture to create
  81227. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81228. * @param scene Define the scene the texture belongs to
  81229. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81230. * @param generateMipMaps Define if the texture should creates mip maps or not
  81231. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81232. */
  81233. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  81234. if (fallbackTexture === void 0) { fallbackTexture = null; }
  81235. if (generateMipMaps === void 0) { generateMipMaps = true; }
  81236. if (isCube === void 0) { isCube = false; }
  81237. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  81238. _this.isCube = isCube;
  81239. /**
  81240. * Define if the texture is enabled or not (disabled texture will not render)
  81241. */
  81242. _this.isEnabled = true;
  81243. /**
  81244. * Define if the texture must be cleared before rendering (default is true)
  81245. */
  81246. _this.autoClear = true;
  81247. /**
  81248. * Event raised when the texture is generated
  81249. */
  81250. _this.onGeneratedObservable = new BABYLON.Observable();
  81251. /** @hidden */
  81252. _this._textures = {};
  81253. _this._currentRefreshId = -1;
  81254. _this._refreshRate = 1;
  81255. _this._vertexBuffers = {};
  81256. _this._uniforms = new Array();
  81257. _this._samplers = new Array();
  81258. _this._floats = {};
  81259. _this._ints = {};
  81260. _this._floatsArrays = {};
  81261. _this._colors3 = {};
  81262. _this._colors4 = {};
  81263. _this._vectors2 = {};
  81264. _this._vectors3 = {};
  81265. _this._matrices = {};
  81266. _this._fallbackTextureUsed = false;
  81267. _this._cachedDefines = "";
  81268. _this._contentUpdateId = -1;
  81269. scene = _this.getScene();
  81270. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  81271. if (!component) {
  81272. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  81273. scene._addComponent(component);
  81274. }
  81275. scene.proceduralTextures.push(_this);
  81276. _this._engine = scene.getEngine();
  81277. _this.name = name;
  81278. _this.isRenderTarget = true;
  81279. _this._size = size;
  81280. _this._generateMipMaps = generateMipMaps;
  81281. _this.setFragment(fragment);
  81282. _this._fallbackTexture = fallbackTexture;
  81283. if (isCube) {
  81284. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81285. _this.setFloat("face", 0);
  81286. }
  81287. else {
  81288. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81289. }
  81290. // VBO
  81291. var vertices = [];
  81292. vertices.push(1, 1);
  81293. vertices.push(-1, 1);
  81294. vertices.push(-1, -1);
  81295. vertices.push(1, -1);
  81296. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81297. _this._createIndexBuffer();
  81298. return _this;
  81299. }
  81300. /**
  81301. * The effect that is created when initializing the post process.
  81302. * @returns The created effect corrisponding the the postprocess.
  81303. */
  81304. ProceduralTexture.prototype.getEffect = function () {
  81305. return this._effect;
  81306. };
  81307. /**
  81308. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81309. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81310. */
  81311. ProceduralTexture.prototype.getContent = function () {
  81312. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81313. return this._contentData;
  81314. }
  81315. this._contentData = this.readPixels(0, 0, this._contentData);
  81316. this._contentUpdateId = this._currentRefreshId;
  81317. return this._contentData;
  81318. };
  81319. ProceduralTexture.prototype._createIndexBuffer = function () {
  81320. var engine = this._engine;
  81321. // Indices
  81322. var indices = [];
  81323. indices.push(0);
  81324. indices.push(1);
  81325. indices.push(2);
  81326. indices.push(0);
  81327. indices.push(2);
  81328. indices.push(3);
  81329. this._indexBuffer = engine.createIndexBuffer(indices);
  81330. };
  81331. /** @hidden */
  81332. ProceduralTexture.prototype._rebuild = function () {
  81333. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81334. if (vb) {
  81335. vb._rebuild();
  81336. }
  81337. this._createIndexBuffer();
  81338. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81339. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81340. }
  81341. };
  81342. /**
  81343. * Resets the texture in order to recreate its associated resources.
  81344. * This can be called in case of context loss
  81345. */
  81346. ProceduralTexture.prototype.reset = function () {
  81347. if (this._effect === undefined) {
  81348. return;
  81349. }
  81350. var engine = this._engine;
  81351. engine._releaseEffect(this._effect);
  81352. };
  81353. ProceduralTexture.prototype._getDefines = function () {
  81354. return "";
  81355. };
  81356. /**
  81357. * Is the texture ready to be used ? (rendered at least once)
  81358. * @returns true if ready, otherwise, false.
  81359. */
  81360. ProceduralTexture.prototype.isReady = function () {
  81361. var _this = this;
  81362. var engine = this._engine;
  81363. var shaders;
  81364. if (!this._fragment) {
  81365. return false;
  81366. }
  81367. if (this._fallbackTextureUsed) {
  81368. return true;
  81369. }
  81370. var defines = this._getDefines();
  81371. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81372. return true;
  81373. }
  81374. if (this._fragment.fragmentElement !== undefined) {
  81375. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81376. }
  81377. else {
  81378. shaders = { vertex: "procedural", fragment: this._fragment };
  81379. }
  81380. this._cachedDefines = defines;
  81381. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81382. _this.releaseInternalTexture();
  81383. if (_this._fallbackTexture) {
  81384. _this._texture = _this._fallbackTexture._texture;
  81385. if (_this._texture) {
  81386. _this._texture.incrementReferences();
  81387. }
  81388. }
  81389. _this._fallbackTextureUsed = true;
  81390. });
  81391. return this._effect.isReady();
  81392. };
  81393. /**
  81394. * Resets the refresh counter of the texture and start bak from scratch.
  81395. * Could be useful to regenerate the texture if it is setup to render only once.
  81396. */
  81397. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81398. this._currentRefreshId = -1;
  81399. };
  81400. /**
  81401. * Set the fragment shader to use in order to render the texture.
  81402. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81403. */
  81404. ProceduralTexture.prototype.setFragment = function (fragment) {
  81405. this._fragment = fragment;
  81406. };
  81407. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81408. /**
  81409. * Define the refresh rate of the texture or the rendering frequency.
  81410. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81411. */
  81412. get: function () {
  81413. return this._refreshRate;
  81414. },
  81415. set: function (value) {
  81416. this._refreshRate = value;
  81417. this.resetRefreshCounter();
  81418. },
  81419. enumerable: true,
  81420. configurable: true
  81421. });
  81422. /** @hidden */
  81423. ProceduralTexture.prototype._shouldRender = function () {
  81424. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81425. if (this._texture) {
  81426. this._texture.isReady = false;
  81427. }
  81428. return false;
  81429. }
  81430. if (this._fallbackTextureUsed) {
  81431. return false;
  81432. }
  81433. if (this._currentRefreshId === -1) { // At least render once
  81434. this._currentRefreshId = 1;
  81435. return true;
  81436. }
  81437. if (this.refreshRate === this._currentRefreshId) {
  81438. this._currentRefreshId = 1;
  81439. return true;
  81440. }
  81441. this._currentRefreshId++;
  81442. return false;
  81443. };
  81444. /**
  81445. * Get the size the texture is rendering at.
  81446. * @returns the size (texture is always squared)
  81447. */
  81448. ProceduralTexture.prototype.getRenderSize = function () {
  81449. return this._size;
  81450. };
  81451. /**
  81452. * Resize the texture to new value.
  81453. * @param size Define the new size the texture should have
  81454. * @param generateMipMaps Define whether the new texture should create mip maps
  81455. */
  81456. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81457. if (this._fallbackTextureUsed) {
  81458. return;
  81459. }
  81460. this.releaseInternalTexture();
  81461. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81462. // Update properties
  81463. this._size = size;
  81464. this._generateMipMaps = generateMipMaps;
  81465. };
  81466. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81467. if (this._uniforms.indexOf(uniformName) === -1) {
  81468. this._uniforms.push(uniformName);
  81469. }
  81470. };
  81471. /**
  81472. * Set a texture in the shader program used to render.
  81473. * @param name Define the name of the uniform samplers as defined in the shader
  81474. * @param texture Define the texture to bind to this sampler
  81475. * @return the texture itself allowing "fluent" like uniform updates
  81476. */
  81477. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81478. if (this._samplers.indexOf(name) === -1) {
  81479. this._samplers.push(name);
  81480. }
  81481. this._textures[name] = texture;
  81482. return this;
  81483. };
  81484. /**
  81485. * Set a float in the shader.
  81486. * @param name Define the name of the uniform as defined in the shader
  81487. * @param value Define the value to give to the uniform
  81488. * @return the texture itself allowing "fluent" like uniform updates
  81489. */
  81490. ProceduralTexture.prototype.setFloat = function (name, value) {
  81491. this._checkUniform(name);
  81492. this._floats[name] = value;
  81493. return this;
  81494. };
  81495. /**
  81496. * Set a int in the shader.
  81497. * @param name Define the name of the uniform as defined in the shader
  81498. * @param value Define the value to give to the uniform
  81499. * @return the texture itself allowing "fluent" like uniform updates
  81500. */
  81501. ProceduralTexture.prototype.setInt = function (name, value) {
  81502. this._checkUniform(name);
  81503. this._ints[name] = value;
  81504. return this;
  81505. };
  81506. /**
  81507. * Set an array of floats in the shader.
  81508. * @param name Define the name of the uniform as defined in the shader
  81509. * @param value Define the value to give to the uniform
  81510. * @return the texture itself allowing "fluent" like uniform updates
  81511. */
  81512. ProceduralTexture.prototype.setFloats = function (name, value) {
  81513. this._checkUniform(name);
  81514. this._floatsArrays[name] = value;
  81515. return this;
  81516. };
  81517. /**
  81518. * Set a vec3 in the shader from a Color3.
  81519. * @param name Define the name of the uniform as defined in the shader
  81520. * @param value Define the value to give to the uniform
  81521. * @return the texture itself allowing "fluent" like uniform updates
  81522. */
  81523. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81524. this._checkUniform(name);
  81525. this._colors3[name] = value;
  81526. return this;
  81527. };
  81528. /**
  81529. * Set a vec4 in the shader from a Color4.
  81530. * @param name Define the name of the uniform as defined in the shader
  81531. * @param value Define the value to give to the uniform
  81532. * @return the texture itself allowing "fluent" like uniform updates
  81533. */
  81534. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81535. this._checkUniform(name);
  81536. this._colors4[name] = value;
  81537. return this;
  81538. };
  81539. /**
  81540. * Set a vec2 in the shader from a Vector2.
  81541. * @param name Define the name of the uniform as defined in the shader
  81542. * @param value Define the value to give to the uniform
  81543. * @return the texture itself allowing "fluent" like uniform updates
  81544. */
  81545. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81546. this._checkUniform(name);
  81547. this._vectors2[name] = value;
  81548. return this;
  81549. };
  81550. /**
  81551. * Set a vec3 in the shader from a Vector3.
  81552. * @param name Define the name of the uniform as defined in the shader
  81553. * @param value Define the value to give to the uniform
  81554. * @return the texture itself allowing "fluent" like uniform updates
  81555. */
  81556. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81557. this._checkUniform(name);
  81558. this._vectors3[name] = value;
  81559. return this;
  81560. };
  81561. /**
  81562. * Set a mat4 in the shader from a MAtrix.
  81563. * @param name Define the name of the uniform as defined in the shader
  81564. * @param value Define the value to give to the uniform
  81565. * @return the texture itself allowing "fluent" like uniform updates
  81566. */
  81567. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81568. this._checkUniform(name);
  81569. this._matrices[name] = value;
  81570. return this;
  81571. };
  81572. /**
  81573. * Render the texture to its associated render target.
  81574. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81575. */
  81576. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81577. var scene = this.getScene();
  81578. if (!scene) {
  81579. return;
  81580. }
  81581. var engine = this._engine;
  81582. // Render
  81583. engine.enableEffect(this._effect);
  81584. engine.setState(false);
  81585. // Texture
  81586. for (var name in this._textures) {
  81587. this._effect.setTexture(name, this._textures[name]);
  81588. }
  81589. // Float
  81590. for (name in this._ints) {
  81591. this._effect.setInt(name, this._ints[name]);
  81592. }
  81593. // Float
  81594. for (name in this._floats) {
  81595. this._effect.setFloat(name, this._floats[name]);
  81596. }
  81597. // Floats
  81598. for (name in this._floatsArrays) {
  81599. this._effect.setArray(name, this._floatsArrays[name]);
  81600. }
  81601. // Color3
  81602. for (name in this._colors3) {
  81603. this._effect.setColor3(name, this._colors3[name]);
  81604. }
  81605. // Color4
  81606. for (name in this._colors4) {
  81607. var color = this._colors4[name];
  81608. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81609. }
  81610. // Vector2
  81611. for (name in this._vectors2) {
  81612. this._effect.setVector2(name, this._vectors2[name]);
  81613. }
  81614. // Vector3
  81615. for (name in this._vectors3) {
  81616. this._effect.setVector3(name, this._vectors3[name]);
  81617. }
  81618. // Matrix
  81619. for (name in this._matrices) {
  81620. this._effect.setMatrix(name, this._matrices[name]);
  81621. }
  81622. if (!this._texture) {
  81623. return;
  81624. }
  81625. if (this.isCube) {
  81626. for (var face = 0; face < 6; face++) {
  81627. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81628. // VBOs
  81629. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81630. this._effect.setFloat("face", face);
  81631. // Clear
  81632. if (this.autoClear) {
  81633. engine.clear(scene.clearColor, true, false, false);
  81634. }
  81635. // Draw order
  81636. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81637. // Mipmaps
  81638. if (face === 5) {
  81639. engine.generateMipMapsForCubemap(this._texture);
  81640. }
  81641. }
  81642. }
  81643. else {
  81644. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81645. // VBOs
  81646. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81647. // Clear
  81648. if (this.autoClear) {
  81649. engine.clear(scene.clearColor, true, false, false);
  81650. }
  81651. // Draw order
  81652. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81653. }
  81654. // Unbind
  81655. engine.unBindFramebuffer(this._texture, this.isCube);
  81656. if (this.onGenerated) {
  81657. this.onGenerated();
  81658. }
  81659. this.onGeneratedObservable.notifyObservers(this);
  81660. };
  81661. /**
  81662. * Clone the texture.
  81663. * @returns the cloned texture
  81664. */
  81665. ProceduralTexture.prototype.clone = function () {
  81666. var textureSize = this.getSize();
  81667. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81668. // Base texture
  81669. newTexture.hasAlpha = this.hasAlpha;
  81670. newTexture.level = this.level;
  81671. // RenderTarget Texture
  81672. newTexture.coordinatesMode = this.coordinatesMode;
  81673. return newTexture;
  81674. };
  81675. /**
  81676. * Dispose the texture and release its asoociated resources.
  81677. */
  81678. ProceduralTexture.prototype.dispose = function () {
  81679. var scene = this.getScene();
  81680. if (!scene) {
  81681. return;
  81682. }
  81683. var index = scene.proceduralTextures.indexOf(this);
  81684. if (index >= 0) {
  81685. scene.proceduralTextures.splice(index, 1);
  81686. }
  81687. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81688. if (vertexBuffer) {
  81689. vertexBuffer.dispose();
  81690. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81691. }
  81692. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81693. this._indexBuffer = null;
  81694. }
  81695. _super.prototype.dispose.call(this);
  81696. };
  81697. __decorate([
  81698. BABYLON.serialize()
  81699. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81700. __decorate([
  81701. BABYLON.serialize()
  81702. ], ProceduralTexture.prototype, "autoClear", void 0);
  81703. __decorate([
  81704. BABYLON.serialize()
  81705. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81706. __decorate([
  81707. BABYLON.serialize()
  81708. ], ProceduralTexture.prototype, "_size", void 0);
  81709. __decorate([
  81710. BABYLON.serialize()
  81711. ], ProceduralTexture.prototype, "refreshRate", null);
  81712. return ProceduralTexture;
  81713. }(BABYLON.Texture));
  81714. BABYLON.ProceduralTexture = ProceduralTexture;
  81715. })(BABYLON || (BABYLON = {}));
  81716. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81717. var BABYLON;
  81718. (function (BABYLON) {
  81719. /**
  81720. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81721. * in a given scene.
  81722. */
  81723. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81724. /**
  81725. * Creates a new instance of the component for the given scene
  81726. * @param scene Defines the scene to register the component in
  81727. */
  81728. function ProceduralTextureSceneComponent(scene) {
  81729. /**
  81730. * The component name helpfull to identify the component in the list of scene components.
  81731. */
  81732. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81733. this.scene = scene;
  81734. this.scene.proceduralTextures = new Array();
  81735. scene.layers = new Array();
  81736. }
  81737. /**
  81738. * Registers the component in a given scene
  81739. */
  81740. ProceduralTextureSceneComponent.prototype.register = function () {
  81741. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81742. };
  81743. /**
  81744. * Rebuilds the elements related to this component in case of
  81745. * context lost for instance.
  81746. */
  81747. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81748. // Nothing to do here.
  81749. };
  81750. /**
  81751. * Disposes the component and the associated ressources.
  81752. */
  81753. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81754. // Nothing to do here.
  81755. };
  81756. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81757. if (this.scene.proceduralTexturesEnabled) {
  81758. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81759. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81760. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81761. if (proceduralTexture._shouldRender()) {
  81762. proceduralTexture.render();
  81763. }
  81764. }
  81765. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81766. }
  81767. };
  81768. return ProceduralTextureSceneComponent;
  81769. }());
  81770. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81771. })(BABYLON || (BABYLON = {}));
  81772. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81773. var BABYLON;
  81774. (function (BABYLON) {
  81775. /**
  81776. * 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.
  81777. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81778. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81779. */
  81780. var CustomProceduralTexture = /** @class */ (function (_super) {
  81781. __extends(CustomProceduralTexture, _super);
  81782. /**
  81783. * Instantiates a new Custom Procedural Texture.
  81784. * 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.
  81785. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81786. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81787. * @param name Define the name of the texture
  81788. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81789. * @param size Define the size of the texture to create
  81790. * @param scene Define the scene the texture belongs to
  81791. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81792. * @param generateMipMaps Define if the texture should creates mip maps or not
  81793. */
  81794. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81795. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81796. _this._animate = true;
  81797. _this._time = 0;
  81798. _this._texturePath = texturePath;
  81799. //Try to load json
  81800. _this._loadJson(texturePath);
  81801. _this.refreshRate = 1;
  81802. return _this;
  81803. }
  81804. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81805. var _this = this;
  81806. var noConfigFile = function () {
  81807. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81808. try {
  81809. _this.setFragment(_this._texturePath);
  81810. }
  81811. catch (ex) {
  81812. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81813. }
  81814. };
  81815. var configFileUrl = jsonUrl + "/config.json";
  81816. var xhr = new XMLHttpRequest();
  81817. xhr.open("GET", configFileUrl, true);
  81818. xhr.addEventListener("load", function () {
  81819. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81820. try {
  81821. _this._config = JSON.parse(xhr.response);
  81822. _this.updateShaderUniforms();
  81823. _this.updateTextures();
  81824. _this.setFragment(_this._texturePath + "/custom");
  81825. _this._animate = _this._config.animate;
  81826. _this.refreshRate = _this._config.refreshrate;
  81827. }
  81828. catch (ex) {
  81829. noConfigFile();
  81830. }
  81831. }
  81832. else {
  81833. noConfigFile();
  81834. }
  81835. }, false);
  81836. xhr.addEventListener("error", function () {
  81837. noConfigFile();
  81838. }, false);
  81839. try {
  81840. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81841. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81842. }
  81843. xhr.send();
  81844. }
  81845. catch (ex) {
  81846. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81847. }
  81848. };
  81849. /**
  81850. * Is the texture ready to be used ? (rendered at least once)
  81851. * @returns true if ready, otherwise, false.
  81852. */
  81853. CustomProceduralTexture.prototype.isReady = function () {
  81854. if (!_super.prototype.isReady.call(this)) {
  81855. return false;
  81856. }
  81857. for (var name in this._textures) {
  81858. var texture = this._textures[name];
  81859. if (!texture.isReady()) {
  81860. return false;
  81861. }
  81862. }
  81863. return true;
  81864. };
  81865. /**
  81866. * Render the texture to its associated render target.
  81867. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81868. */
  81869. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81870. var scene = this.getScene();
  81871. if (this._animate && scene) {
  81872. this._time += scene.getAnimationRatio() * 0.03;
  81873. this.updateShaderUniforms();
  81874. }
  81875. _super.prototype.render.call(this, useCameraPostProcess);
  81876. };
  81877. /**
  81878. * Update the list of dependant textures samplers in the shader.
  81879. */
  81880. CustomProceduralTexture.prototype.updateTextures = function () {
  81881. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81882. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81883. }
  81884. };
  81885. /**
  81886. * Update the uniform values of the procedural texture in the shader.
  81887. */
  81888. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81889. if (this._config) {
  81890. for (var j = 0; j < this._config.uniforms.length; j++) {
  81891. var uniform = this._config.uniforms[j];
  81892. switch (uniform.type) {
  81893. case "float":
  81894. this.setFloat(uniform.name, uniform.value);
  81895. break;
  81896. case "color3":
  81897. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81898. break;
  81899. case "color4":
  81900. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81901. break;
  81902. case "vector2":
  81903. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81904. break;
  81905. case "vector3":
  81906. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81907. break;
  81908. }
  81909. }
  81910. }
  81911. this.setFloat("time", this._time);
  81912. };
  81913. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81914. /**
  81915. * Define if the texture animates or not.
  81916. */
  81917. get: function () {
  81918. return this._animate;
  81919. },
  81920. set: function (value) {
  81921. this._animate = value;
  81922. },
  81923. enumerable: true,
  81924. configurable: true
  81925. });
  81926. return CustomProceduralTexture;
  81927. }(BABYLON.ProceduralTexture));
  81928. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81929. })(BABYLON || (BABYLON = {}));
  81930. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81931. var BABYLON;
  81932. (function (BABYLON) {
  81933. /**
  81934. * Manage the gamepad inputs to control a free camera.
  81935. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81936. */
  81937. var FreeCameraGamepadInput = /** @class */ (function () {
  81938. function FreeCameraGamepadInput() {
  81939. /**
  81940. * Defines the gamepad rotation sensiblity.
  81941. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81942. */
  81943. this.gamepadAngularSensibility = 200;
  81944. /**
  81945. * Defines the gamepad move sensiblity.
  81946. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81947. */
  81948. this.gamepadMoveSensibility = 40;
  81949. this._cameraTransform = BABYLON.Matrix.Identity();
  81950. this._deltaTransform = BABYLON.Vector3.Zero();
  81951. this._vector3 = BABYLON.Vector3.Zero();
  81952. this._vector2 = BABYLON.Vector2.Zero();
  81953. }
  81954. /**
  81955. * Attach the input controls to a specific dom element to get the input from.
  81956. * @param element Defines the element the controls should be listened from
  81957. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81958. */
  81959. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81960. var _this = this;
  81961. var manager = this.camera.getScene().gamepadManager;
  81962. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81963. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81964. // prioritize XBOX gamepads.
  81965. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81966. _this.gamepad = gamepad;
  81967. }
  81968. }
  81969. });
  81970. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81971. if (_this.gamepad === gamepad) {
  81972. _this.gamepad = null;
  81973. }
  81974. });
  81975. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81976. };
  81977. /**
  81978. * Detach the current controls from the specified dom element.
  81979. * @param element Defines the element to stop listening the inputs from
  81980. */
  81981. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81982. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81983. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81984. this.gamepad = null;
  81985. };
  81986. /**
  81987. * Update the current camera state depending on the inputs that have been used this frame.
  81988. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81989. */
  81990. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81991. if (this.gamepad && this.gamepad.leftStick) {
  81992. var camera = this.camera;
  81993. var LSValues = this.gamepad.leftStick;
  81994. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81995. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81996. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81997. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81998. var RSValues = this.gamepad.rightStick;
  81999. if (RSValues) {
  82000. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  82001. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  82002. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  82003. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  82004. }
  82005. else {
  82006. RSValues = { x: 0, y: 0 };
  82007. }
  82008. if (!camera.rotationQuaternion) {
  82009. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  82010. }
  82011. else {
  82012. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  82013. }
  82014. var speed = camera._computeLocalCameraSpeed() * 50.0;
  82015. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  82016. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  82017. camera.cameraDirection.addInPlace(this._deltaTransform);
  82018. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  82019. camera.cameraRotation.addInPlace(this._vector2);
  82020. }
  82021. };
  82022. /**
  82023. * Gets the class name of the current intput.
  82024. * @returns the class name
  82025. */
  82026. FreeCameraGamepadInput.prototype.getClassName = function () {
  82027. return "FreeCameraGamepadInput";
  82028. };
  82029. /**
  82030. * Get the friendly name associated with the input class.
  82031. * @returns the input friendly name
  82032. */
  82033. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  82034. return "gamepad";
  82035. };
  82036. __decorate([
  82037. BABYLON.serialize()
  82038. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  82039. __decorate([
  82040. BABYLON.serialize()
  82041. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82042. return FreeCameraGamepadInput;
  82043. }());
  82044. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  82045. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  82046. })(BABYLON || (BABYLON = {}));
  82047. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  82048. var BABYLON;
  82049. (function (BABYLON) {
  82050. /**
  82051. * Manage the gamepad inputs to control an arc rotate camera.
  82052. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  82053. */
  82054. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  82055. function ArcRotateCameraGamepadInput() {
  82056. /**
  82057. * Defines the gamepad rotation sensiblity.
  82058. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  82059. */
  82060. this.gamepadRotationSensibility = 80;
  82061. /**
  82062. * Defines the gamepad move sensiblity.
  82063. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  82064. */
  82065. this.gamepadMoveSensibility = 40;
  82066. }
  82067. /**
  82068. * Attach the input controls to a specific dom element to get the input from.
  82069. * @param element Defines the element the controls should be listened from
  82070. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  82071. */
  82072. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  82073. var _this = this;
  82074. var manager = this.camera.getScene().gamepadManager;
  82075. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  82076. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  82077. // prioritize XBOX gamepads.
  82078. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  82079. _this.gamepad = gamepad;
  82080. }
  82081. }
  82082. });
  82083. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  82084. if (_this.gamepad === gamepad) {
  82085. _this.gamepad = null;
  82086. }
  82087. });
  82088. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  82089. };
  82090. /**
  82091. * Detach the current controls from the specified dom element.
  82092. * @param element Defines the element to stop listening the inputs from
  82093. */
  82094. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  82095. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  82096. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  82097. this.gamepad = null;
  82098. };
  82099. /**
  82100. * Update the current camera state depending on the inputs that have been used this frame.
  82101. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  82102. */
  82103. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  82104. if (this.gamepad) {
  82105. var camera = this.camera;
  82106. var RSValues = this.gamepad.rightStick;
  82107. if (RSValues) {
  82108. if (RSValues.x != 0) {
  82109. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  82110. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  82111. camera.inertialAlphaOffset += normalizedRX;
  82112. }
  82113. }
  82114. if (RSValues.y != 0) {
  82115. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  82116. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  82117. camera.inertialBetaOffset += normalizedRY;
  82118. }
  82119. }
  82120. }
  82121. var LSValues = this.gamepad.leftStick;
  82122. if (LSValues && LSValues.y != 0) {
  82123. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82124. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  82125. this.camera.inertialRadiusOffset -= normalizedLY;
  82126. }
  82127. }
  82128. }
  82129. };
  82130. /**
  82131. * Gets the class name of the current intput.
  82132. * @returns the class name
  82133. */
  82134. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  82135. return "ArcRotateCameraGamepadInput";
  82136. };
  82137. /**
  82138. * Get the friendly name associated with the input class.
  82139. * @returns the input friendly name
  82140. */
  82141. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  82142. return "gamepad";
  82143. };
  82144. __decorate([
  82145. BABYLON.serialize()
  82146. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  82147. __decorate([
  82148. BABYLON.serialize()
  82149. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82150. return ArcRotateCameraGamepadInput;
  82151. }());
  82152. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  82153. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  82154. })(BABYLON || (BABYLON = {}));
  82155. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  82156. var BABYLON;
  82157. (function (BABYLON) {
  82158. /**
  82159. * Manager for handling gamepads
  82160. */
  82161. var GamepadManager = /** @class */ (function () {
  82162. /**
  82163. * Initializes the gamepad manager
  82164. * @param _scene BabylonJS scene
  82165. */
  82166. function GamepadManager(_scene) {
  82167. var _this = this;
  82168. this._scene = _scene;
  82169. this._babylonGamepads = [];
  82170. this._oneGamepadConnected = false;
  82171. /** @hidden */
  82172. this._isMonitoring = false;
  82173. /**
  82174. * observable to be triggered when the gamepad controller has been disconnected
  82175. */
  82176. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  82177. if (!BABYLON.Tools.IsWindowObjectExist()) {
  82178. this._gamepadEventSupported = false;
  82179. }
  82180. else {
  82181. this._gamepadEventSupported = 'GamepadEvent' in window;
  82182. this._gamepadSupport = (navigator.getGamepads ||
  82183. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  82184. }
  82185. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  82186. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  82187. for (var i in _this._babylonGamepads) {
  82188. var gamepad = _this._babylonGamepads[i];
  82189. if (gamepad && gamepad._isConnected) {
  82190. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  82191. }
  82192. }
  82193. });
  82194. this._onGamepadConnectedEvent = function (evt) {
  82195. var gamepad = evt.gamepad;
  82196. if (gamepad.index in _this._babylonGamepads) {
  82197. if (_this._babylonGamepads[gamepad.index].isConnected) {
  82198. return;
  82199. }
  82200. }
  82201. var newGamepad;
  82202. if (_this._babylonGamepads[gamepad.index]) {
  82203. newGamepad = _this._babylonGamepads[gamepad.index];
  82204. newGamepad.browserGamepad = gamepad;
  82205. newGamepad._isConnected = true;
  82206. }
  82207. else {
  82208. newGamepad = _this._addNewGamepad(gamepad);
  82209. }
  82210. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82211. _this._startMonitoringGamepads();
  82212. };
  82213. this._onGamepadDisconnectedEvent = function (evt) {
  82214. var gamepad = evt.gamepad;
  82215. // Remove the gamepad from the list of gamepads to monitor.
  82216. for (var i in _this._babylonGamepads) {
  82217. if (_this._babylonGamepads[i].index === gamepad.index) {
  82218. var disconnectedGamepad = _this._babylonGamepads[i];
  82219. disconnectedGamepad._isConnected = false;
  82220. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  82221. break;
  82222. }
  82223. }
  82224. };
  82225. if (this._gamepadSupport) {
  82226. //first add already-connected gamepads
  82227. this._updateGamepadObjects();
  82228. if (this._babylonGamepads.length) {
  82229. this._startMonitoringGamepads();
  82230. }
  82231. // Checking if the gamepad connected event is supported (like in Firefox)
  82232. if (this._gamepadEventSupported) {
  82233. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  82234. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  82235. }
  82236. else {
  82237. this._startMonitoringGamepads();
  82238. }
  82239. }
  82240. }
  82241. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  82242. /**
  82243. * The gamepads in the game pad manager
  82244. */
  82245. get: function () {
  82246. return this._babylonGamepads;
  82247. },
  82248. enumerable: true,
  82249. configurable: true
  82250. });
  82251. /**
  82252. * Get the gamepad controllers based on type
  82253. * @param type The type of gamepad controller
  82254. * @returns Nullable gamepad
  82255. */
  82256. GamepadManager.prototype.getGamepadByType = function (type) {
  82257. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  82258. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  82259. var gamepad = _a[_i];
  82260. if (gamepad && gamepad.type === type) {
  82261. return gamepad;
  82262. }
  82263. }
  82264. return null;
  82265. };
  82266. /**
  82267. * Disposes the gamepad manager
  82268. */
  82269. GamepadManager.prototype.dispose = function () {
  82270. if (this._gamepadEventSupported) {
  82271. if (this._onGamepadConnectedEvent) {
  82272. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  82273. }
  82274. if (this._onGamepadDisconnectedEvent) {
  82275. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82276. }
  82277. this._onGamepadConnectedEvent = null;
  82278. this._onGamepadDisconnectedEvent = null;
  82279. }
  82280. this._babylonGamepads.forEach(function (gamepad) {
  82281. gamepad.dispose();
  82282. });
  82283. this.onGamepadConnectedObservable.clear();
  82284. this.onGamepadDisconnectedObservable.clear();
  82285. this._oneGamepadConnected = false;
  82286. this._stopMonitoringGamepads();
  82287. this._babylonGamepads = [];
  82288. };
  82289. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82290. if (!this._oneGamepadConnected) {
  82291. this._oneGamepadConnected = true;
  82292. }
  82293. var newGamepad;
  82294. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82295. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82296. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82297. }
  82298. // if pose is supported, use the (WebVR) pose enabled controller
  82299. else if (gamepad.pose) {
  82300. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82301. }
  82302. else {
  82303. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82304. }
  82305. this._babylonGamepads[newGamepad.index] = newGamepad;
  82306. return newGamepad;
  82307. };
  82308. GamepadManager.prototype._startMonitoringGamepads = function () {
  82309. if (!this._isMonitoring) {
  82310. this._isMonitoring = true;
  82311. //back-comp
  82312. if (!this._scene) {
  82313. this._checkGamepadsStatus();
  82314. }
  82315. }
  82316. };
  82317. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82318. this._isMonitoring = false;
  82319. };
  82320. /** @hidden */
  82321. GamepadManager.prototype._checkGamepadsStatus = function () {
  82322. var _this = this;
  82323. // Hack to be compatible Chrome
  82324. this._updateGamepadObjects();
  82325. for (var i in this._babylonGamepads) {
  82326. var gamepad = this._babylonGamepads[i];
  82327. if (!gamepad || !gamepad.isConnected) {
  82328. continue;
  82329. }
  82330. gamepad.update();
  82331. }
  82332. if (this._isMonitoring && !this._scene) {
  82333. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82334. }
  82335. };
  82336. // This function is called only on Chrome, which does not properly support
  82337. // connection/disconnection events and forces you to recopy again the gamepad object
  82338. GamepadManager.prototype._updateGamepadObjects = function () {
  82339. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82340. for (var i = 0; i < gamepads.length; i++) {
  82341. var gamepad = gamepads[i];
  82342. if (gamepad) {
  82343. if (!this._babylonGamepads[gamepad.index]) {
  82344. var newGamepad = this._addNewGamepad(gamepad);
  82345. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82346. }
  82347. else {
  82348. // Forced to copy again this object for Chrome for unknown reason
  82349. this._babylonGamepads[i].browserGamepad = gamepad;
  82350. if (!this._babylonGamepads[i].isConnected) {
  82351. this._babylonGamepads[i]._isConnected = true;
  82352. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82353. }
  82354. }
  82355. }
  82356. }
  82357. };
  82358. return GamepadManager;
  82359. }());
  82360. BABYLON.GamepadManager = GamepadManager;
  82361. })(BABYLON || (BABYLON = {}));
  82362. //# sourceMappingURL=babylon.gamepadManager.js.map
  82363. var BABYLON;
  82364. (function (BABYLON) {
  82365. /**
  82366. * Represents a gamepad control stick position
  82367. */
  82368. var StickValues = /** @class */ (function () {
  82369. /**
  82370. * Initializes the gamepad x and y control stick values
  82371. * @param x The x component of the gamepad control stick value
  82372. * @param y The y component of the gamepad control stick value
  82373. */
  82374. function StickValues(
  82375. /**
  82376. * The x component of the control stick
  82377. */
  82378. x,
  82379. /**
  82380. * The y component of the control stick
  82381. */
  82382. y) {
  82383. this.x = x;
  82384. this.y = y;
  82385. }
  82386. return StickValues;
  82387. }());
  82388. BABYLON.StickValues = StickValues;
  82389. /**
  82390. * Represents a gamepad
  82391. */
  82392. var Gamepad = /** @class */ (function () {
  82393. /**
  82394. * Initializes the gamepad
  82395. * @param id The id of the gamepad
  82396. * @param index The index of the gamepad
  82397. * @param browserGamepad The browser gamepad
  82398. * @param leftStickX The x component of the left joystick
  82399. * @param leftStickY The y component of the left joystick
  82400. * @param rightStickX The x component of the right joystick
  82401. * @param rightStickY The y component of the right joystick
  82402. */
  82403. function Gamepad(
  82404. /**
  82405. * The id of the gamepad
  82406. */
  82407. id,
  82408. /**
  82409. * The index of the gamepad
  82410. */
  82411. index,
  82412. /**
  82413. * The browser gamepad
  82414. */
  82415. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82416. if (leftStickX === void 0) { leftStickX = 0; }
  82417. if (leftStickY === void 0) { leftStickY = 1; }
  82418. if (rightStickX === void 0) { rightStickX = 2; }
  82419. if (rightStickY === void 0) { rightStickY = 3; }
  82420. this.id = id;
  82421. this.index = index;
  82422. this.browserGamepad = browserGamepad;
  82423. this._leftStick = { x: 0, y: 0 };
  82424. this._rightStick = { x: 0, y: 0 };
  82425. /** @hidden */
  82426. this._isConnected = true;
  82427. /**
  82428. * Specifies whether the left control stick should be Y-inverted
  82429. */
  82430. this._invertLeftStickY = false;
  82431. this.type = Gamepad.GAMEPAD;
  82432. this._leftStickAxisX = leftStickX;
  82433. this._leftStickAxisY = leftStickY;
  82434. this._rightStickAxisX = rightStickX;
  82435. this._rightStickAxisY = rightStickY;
  82436. if (this.browserGamepad.axes.length >= 2) {
  82437. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82438. }
  82439. if (this.browserGamepad.axes.length >= 4) {
  82440. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82441. }
  82442. }
  82443. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82444. /**
  82445. * Specifies if the gamepad has been connected
  82446. */
  82447. get: function () {
  82448. return this._isConnected;
  82449. },
  82450. enumerable: true,
  82451. configurable: true
  82452. });
  82453. /**
  82454. * Callback triggered when the left joystick has changed
  82455. * @param callback
  82456. */
  82457. Gamepad.prototype.onleftstickchanged = function (callback) {
  82458. this._onleftstickchanged = callback;
  82459. };
  82460. /**
  82461. * Callback triggered when the right joystick has changed
  82462. * @param callback
  82463. */
  82464. Gamepad.prototype.onrightstickchanged = function (callback) {
  82465. this._onrightstickchanged = callback;
  82466. };
  82467. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82468. /**
  82469. * Gets the left joystick
  82470. */
  82471. get: function () {
  82472. return this._leftStick;
  82473. },
  82474. /**
  82475. * Sets the left joystick values
  82476. */
  82477. set: function (newValues) {
  82478. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82479. this._onleftstickchanged(newValues);
  82480. }
  82481. this._leftStick = newValues;
  82482. },
  82483. enumerable: true,
  82484. configurable: true
  82485. });
  82486. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82487. /**
  82488. * Gets the right joystick
  82489. */
  82490. get: function () {
  82491. return this._rightStick;
  82492. },
  82493. /**
  82494. * Sets the right joystick value
  82495. */
  82496. set: function (newValues) {
  82497. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82498. this._onrightstickchanged(newValues);
  82499. }
  82500. this._rightStick = newValues;
  82501. },
  82502. enumerable: true,
  82503. configurable: true
  82504. });
  82505. /**
  82506. * Updates the gamepad joystick positions
  82507. */
  82508. Gamepad.prototype.update = function () {
  82509. if (this._leftStick) {
  82510. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82511. if (this._invertLeftStickY) {
  82512. this.leftStick.y *= -1;
  82513. }
  82514. }
  82515. if (this._rightStick) {
  82516. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82517. }
  82518. };
  82519. /**
  82520. * Disposes the gamepad
  82521. */
  82522. Gamepad.prototype.dispose = function () {
  82523. };
  82524. /**
  82525. * Represents a gamepad controller
  82526. */
  82527. Gamepad.GAMEPAD = 0;
  82528. /**
  82529. * Represents a generic controller
  82530. */
  82531. Gamepad.GENERIC = 1;
  82532. /**
  82533. * Represents an XBox controller
  82534. */
  82535. Gamepad.XBOX = 2;
  82536. /**
  82537. * Represents a pose-enabled controller
  82538. */
  82539. Gamepad.POSE_ENABLED = 3;
  82540. return Gamepad;
  82541. }());
  82542. BABYLON.Gamepad = Gamepad;
  82543. /**
  82544. * Represents a generic gamepad
  82545. */
  82546. var GenericPad = /** @class */ (function (_super) {
  82547. __extends(GenericPad, _super);
  82548. /**
  82549. * Initializes the generic gamepad
  82550. * @param id The id of the generic gamepad
  82551. * @param index The index of the generic gamepad
  82552. * @param browserGamepad The browser gamepad
  82553. */
  82554. function GenericPad(id, index, browserGamepad) {
  82555. var _this = _super.call(this, id, index, browserGamepad) || this;
  82556. /**
  82557. * Observable triggered when a button has been pressed
  82558. */
  82559. _this.onButtonDownObservable = new BABYLON.Observable();
  82560. /**
  82561. * Observable triggered when a button has been released
  82562. */
  82563. _this.onButtonUpObservable = new BABYLON.Observable();
  82564. _this.type = Gamepad.GENERIC;
  82565. _this._buttons = new Array(browserGamepad.buttons.length);
  82566. return _this;
  82567. }
  82568. /**
  82569. * Callback triggered when a button has been pressed
  82570. * @param callback Called when a button has been pressed
  82571. */
  82572. GenericPad.prototype.onbuttondown = function (callback) {
  82573. this._onbuttondown = callback;
  82574. };
  82575. /**
  82576. * Callback triggered when a button has been released
  82577. * @param callback Called when a button has been released
  82578. */
  82579. GenericPad.prototype.onbuttonup = function (callback) {
  82580. this._onbuttonup = callback;
  82581. };
  82582. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82583. if (newValue !== currentValue) {
  82584. if (newValue === 1) {
  82585. if (this._onbuttondown) {
  82586. this._onbuttondown(buttonIndex);
  82587. }
  82588. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82589. }
  82590. if (newValue === 0) {
  82591. if (this._onbuttonup) {
  82592. this._onbuttonup(buttonIndex);
  82593. }
  82594. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82595. }
  82596. }
  82597. return newValue;
  82598. };
  82599. /**
  82600. * Updates the generic gamepad
  82601. */
  82602. GenericPad.prototype.update = function () {
  82603. _super.prototype.update.call(this);
  82604. for (var index = 0; index < this._buttons.length; index++) {
  82605. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82606. }
  82607. };
  82608. /**
  82609. * Disposes the generic gamepad
  82610. */
  82611. GenericPad.prototype.dispose = function () {
  82612. _super.prototype.dispose.call(this);
  82613. this.onButtonDownObservable.clear();
  82614. this.onButtonUpObservable.clear();
  82615. };
  82616. return GenericPad;
  82617. }(Gamepad));
  82618. BABYLON.GenericPad = GenericPad;
  82619. })(BABYLON || (BABYLON = {}));
  82620. //# sourceMappingURL=babylon.gamepad.js.map
  82621. var BABYLON;
  82622. (function (BABYLON) {
  82623. /**
  82624. * Defines supported buttons for XBox360 compatible gamepads
  82625. */
  82626. var Xbox360Button;
  82627. (function (Xbox360Button) {
  82628. /** A */
  82629. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82630. /** B */
  82631. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82632. /** X */
  82633. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82634. /** Y */
  82635. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82636. /** Start */
  82637. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82638. /** Back */
  82639. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82640. /** Left button */
  82641. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82642. /** Right button */
  82643. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82644. /** Left stick */
  82645. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82646. /** Right stick */
  82647. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82648. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82649. /** Defines values for XBox360 DPad */
  82650. var Xbox360Dpad;
  82651. (function (Xbox360Dpad) {
  82652. /** Up */
  82653. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82654. /** Down */
  82655. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82656. /** Left */
  82657. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82658. /** Right */
  82659. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82660. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82661. /**
  82662. * Defines a XBox360 gamepad
  82663. */
  82664. var Xbox360Pad = /** @class */ (function (_super) {
  82665. __extends(Xbox360Pad, _super);
  82666. /**
  82667. * Creates a new XBox360 gamepad object
  82668. * @param id defines the id of this gamepad
  82669. * @param index defines its index
  82670. * @param gamepad defines the internal HTML gamepad object
  82671. * @param xboxOne defines if it is a XBox One gamepad
  82672. */
  82673. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82674. if (xboxOne === void 0) { xboxOne = false; }
  82675. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82676. _this._leftTrigger = 0;
  82677. _this._rightTrigger = 0;
  82678. /** Observable raised when a button is pressed */
  82679. _this.onButtonDownObservable = new BABYLON.Observable();
  82680. /** Observable raised when a button is released */
  82681. _this.onButtonUpObservable = new BABYLON.Observable();
  82682. /** Observable raised when a pad is pressed */
  82683. _this.onPadDownObservable = new BABYLON.Observable();
  82684. /** Observable raised when a pad is released */
  82685. _this.onPadUpObservable = new BABYLON.Observable();
  82686. _this._buttonA = 0;
  82687. _this._buttonB = 0;
  82688. _this._buttonX = 0;
  82689. _this._buttonY = 0;
  82690. _this._buttonBack = 0;
  82691. _this._buttonStart = 0;
  82692. _this._buttonLB = 0;
  82693. _this._buttonRB = 0;
  82694. _this._buttonLeftStick = 0;
  82695. _this._buttonRightStick = 0;
  82696. _this._dPadUp = 0;
  82697. _this._dPadDown = 0;
  82698. _this._dPadLeft = 0;
  82699. _this._dPadRight = 0;
  82700. _this._isXboxOnePad = false;
  82701. _this.type = BABYLON.Gamepad.XBOX;
  82702. _this._isXboxOnePad = xboxOne;
  82703. return _this;
  82704. }
  82705. /**
  82706. * Defines the callback to call when left trigger is pressed
  82707. * @param callback defines the callback to use
  82708. */
  82709. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82710. this._onlefttriggerchanged = callback;
  82711. };
  82712. /**
  82713. * Defines the callback to call when right trigger is pressed
  82714. * @param callback defines the callback to use
  82715. */
  82716. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82717. this._onrighttriggerchanged = callback;
  82718. };
  82719. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82720. /**
  82721. * Gets the left trigger value
  82722. */
  82723. get: function () {
  82724. return this._leftTrigger;
  82725. },
  82726. /**
  82727. * Sets the left trigger value
  82728. */
  82729. set: function (newValue) {
  82730. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82731. this._onlefttriggerchanged(newValue);
  82732. }
  82733. this._leftTrigger = newValue;
  82734. },
  82735. enumerable: true,
  82736. configurable: true
  82737. });
  82738. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82739. /**
  82740. * Gets the right trigger value
  82741. */
  82742. get: function () {
  82743. return this._rightTrigger;
  82744. },
  82745. /**
  82746. * Sets the right trigger value
  82747. */
  82748. set: function (newValue) {
  82749. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82750. this._onrighttriggerchanged(newValue);
  82751. }
  82752. this._rightTrigger = newValue;
  82753. },
  82754. enumerable: true,
  82755. configurable: true
  82756. });
  82757. /**
  82758. * Defines the callback to call when a button is pressed
  82759. * @param callback defines the callback to use
  82760. */
  82761. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82762. this._onbuttondown = callback;
  82763. };
  82764. /**
  82765. * Defines the callback to call when a button is released
  82766. * @param callback defines the callback to use
  82767. */
  82768. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82769. this._onbuttonup = callback;
  82770. };
  82771. /**
  82772. * Defines the callback to call when a pad is pressed
  82773. * @param callback defines the callback to use
  82774. */
  82775. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82776. this._ondpaddown = callback;
  82777. };
  82778. /**
  82779. * Defines the callback to call when a pad is released
  82780. * @param callback defines the callback to use
  82781. */
  82782. Xbox360Pad.prototype.ondpadup = function (callback) {
  82783. this._ondpadup = callback;
  82784. };
  82785. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82786. if (newValue !== currentValue) {
  82787. if (newValue === 1) {
  82788. if (this._onbuttondown) {
  82789. this._onbuttondown(buttonType);
  82790. }
  82791. this.onButtonDownObservable.notifyObservers(buttonType);
  82792. }
  82793. if (newValue === 0) {
  82794. if (this._onbuttonup) {
  82795. this._onbuttonup(buttonType);
  82796. }
  82797. this.onButtonUpObservable.notifyObservers(buttonType);
  82798. }
  82799. }
  82800. return newValue;
  82801. };
  82802. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82803. if (newValue !== currentValue) {
  82804. if (newValue === 1) {
  82805. if (this._ondpaddown) {
  82806. this._ondpaddown(buttonType);
  82807. }
  82808. this.onPadDownObservable.notifyObservers(buttonType);
  82809. }
  82810. if (newValue === 0) {
  82811. if (this._ondpadup) {
  82812. this._ondpadup(buttonType);
  82813. }
  82814. this.onPadUpObservable.notifyObservers(buttonType);
  82815. }
  82816. }
  82817. return newValue;
  82818. };
  82819. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82820. /**
  82821. * Gets the value of the `A` button
  82822. */
  82823. get: function () {
  82824. return this._buttonA;
  82825. },
  82826. /**
  82827. * Sets the value of the `A` button
  82828. */
  82829. set: function (value) {
  82830. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82831. },
  82832. enumerable: true,
  82833. configurable: true
  82834. });
  82835. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82836. /**
  82837. * Gets the value of the `B` button
  82838. */
  82839. get: function () {
  82840. return this._buttonB;
  82841. },
  82842. /**
  82843. * Sets the value of the `B` button
  82844. */
  82845. set: function (value) {
  82846. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82847. },
  82848. enumerable: true,
  82849. configurable: true
  82850. });
  82851. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82852. /**
  82853. * Gets the value of the `X` button
  82854. */
  82855. get: function () {
  82856. return this._buttonX;
  82857. },
  82858. /**
  82859. * Sets the value of the `X` button
  82860. */
  82861. set: function (value) {
  82862. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82863. },
  82864. enumerable: true,
  82865. configurable: true
  82866. });
  82867. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82868. /**
  82869. * Gets the value of the `Y` button
  82870. */
  82871. get: function () {
  82872. return this._buttonY;
  82873. },
  82874. /**
  82875. * Sets the value of the `Y` button
  82876. */
  82877. set: function (value) {
  82878. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82879. },
  82880. enumerable: true,
  82881. configurable: true
  82882. });
  82883. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82884. /**
  82885. * Gets the value of the `Start` button
  82886. */
  82887. get: function () {
  82888. return this._buttonStart;
  82889. },
  82890. /**
  82891. * Sets the value of the `Start` button
  82892. */
  82893. set: function (value) {
  82894. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82895. },
  82896. enumerable: true,
  82897. configurable: true
  82898. });
  82899. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82900. /**
  82901. * Gets the value of the `Back` button
  82902. */
  82903. get: function () {
  82904. return this._buttonBack;
  82905. },
  82906. /**
  82907. * Sets the value of the `Back` button
  82908. */
  82909. set: function (value) {
  82910. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82911. },
  82912. enumerable: true,
  82913. configurable: true
  82914. });
  82915. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82916. /**
  82917. * Gets the value of the `Left` button
  82918. */
  82919. get: function () {
  82920. return this._buttonLB;
  82921. },
  82922. /**
  82923. * Sets the value of the `Left` button
  82924. */
  82925. set: function (value) {
  82926. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82927. },
  82928. enumerable: true,
  82929. configurable: true
  82930. });
  82931. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82932. /**
  82933. * Gets the value of the `Right` button
  82934. */
  82935. get: function () {
  82936. return this._buttonRB;
  82937. },
  82938. /**
  82939. * Sets the value of the `Right` button
  82940. */
  82941. set: function (value) {
  82942. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82943. },
  82944. enumerable: true,
  82945. configurable: true
  82946. });
  82947. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82948. /**
  82949. * Gets the value of the Left joystick
  82950. */
  82951. get: function () {
  82952. return this._buttonLeftStick;
  82953. },
  82954. /**
  82955. * Sets the value of the Left joystick
  82956. */
  82957. set: function (value) {
  82958. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82959. },
  82960. enumerable: true,
  82961. configurable: true
  82962. });
  82963. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82964. /**
  82965. * Gets the value of the Right joystick
  82966. */
  82967. get: function () {
  82968. return this._buttonRightStick;
  82969. },
  82970. /**
  82971. * Sets the value of the Right joystick
  82972. */
  82973. set: function (value) {
  82974. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82975. },
  82976. enumerable: true,
  82977. configurable: true
  82978. });
  82979. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82980. /**
  82981. * Gets the value of D-pad up
  82982. */
  82983. get: function () {
  82984. return this._dPadUp;
  82985. },
  82986. /**
  82987. * Sets the value of D-pad up
  82988. */
  82989. set: function (value) {
  82990. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82991. },
  82992. enumerable: true,
  82993. configurable: true
  82994. });
  82995. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82996. /**
  82997. * Gets the value of D-pad down
  82998. */
  82999. get: function () {
  83000. return this._dPadDown;
  83001. },
  83002. /**
  83003. * Sets the value of D-pad down
  83004. */
  83005. set: function (value) {
  83006. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  83007. },
  83008. enumerable: true,
  83009. configurable: true
  83010. });
  83011. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  83012. /**
  83013. * Gets the value of D-pad left
  83014. */
  83015. get: function () {
  83016. return this._dPadLeft;
  83017. },
  83018. /**
  83019. * Sets the value of D-pad left
  83020. */
  83021. set: function (value) {
  83022. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  83023. },
  83024. enumerable: true,
  83025. configurable: true
  83026. });
  83027. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  83028. /**
  83029. * Gets the value of D-pad right
  83030. */
  83031. get: function () {
  83032. return this._dPadRight;
  83033. },
  83034. /**
  83035. * Sets the value of D-pad right
  83036. */
  83037. set: function (value) {
  83038. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  83039. },
  83040. enumerable: true,
  83041. configurable: true
  83042. });
  83043. /**
  83044. * Force the gamepad to synchronize with device values
  83045. */
  83046. Xbox360Pad.prototype.update = function () {
  83047. _super.prototype.update.call(this);
  83048. if (this._isXboxOnePad) {
  83049. this.buttonA = this.browserGamepad.buttons[0].value;
  83050. this.buttonB = this.browserGamepad.buttons[1].value;
  83051. this.buttonX = this.browserGamepad.buttons[2].value;
  83052. this.buttonY = this.browserGamepad.buttons[3].value;
  83053. this.buttonLB = this.browserGamepad.buttons[4].value;
  83054. this.buttonRB = this.browserGamepad.buttons[5].value;
  83055. this.leftTrigger = this.browserGamepad.axes[2];
  83056. this.rightTrigger = this.browserGamepad.axes[5];
  83057. this.buttonBack = this.browserGamepad.buttons[9].value;
  83058. this.buttonStart = this.browserGamepad.buttons[8].value;
  83059. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  83060. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  83061. this.dPadUp = this.browserGamepad.buttons[11].value;
  83062. this.dPadDown = this.browserGamepad.buttons[12].value;
  83063. this.dPadLeft = this.browserGamepad.buttons[13].value;
  83064. this.dPadRight = this.browserGamepad.buttons[14].value;
  83065. }
  83066. else {
  83067. this.buttonA = this.browserGamepad.buttons[0].value;
  83068. this.buttonB = this.browserGamepad.buttons[1].value;
  83069. this.buttonX = this.browserGamepad.buttons[2].value;
  83070. this.buttonY = this.browserGamepad.buttons[3].value;
  83071. this.buttonLB = this.browserGamepad.buttons[4].value;
  83072. this.buttonRB = this.browserGamepad.buttons[5].value;
  83073. this.leftTrigger = this.browserGamepad.buttons[6].value;
  83074. this.rightTrigger = this.browserGamepad.buttons[7].value;
  83075. this.buttonBack = this.browserGamepad.buttons[8].value;
  83076. this.buttonStart = this.browserGamepad.buttons[9].value;
  83077. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  83078. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  83079. this.dPadUp = this.browserGamepad.buttons[12].value;
  83080. this.dPadDown = this.browserGamepad.buttons[13].value;
  83081. this.dPadLeft = this.browserGamepad.buttons[14].value;
  83082. this.dPadRight = this.browserGamepad.buttons[15].value;
  83083. }
  83084. };
  83085. /**
  83086. * Disposes the gamepad
  83087. */
  83088. Xbox360Pad.prototype.dispose = function () {
  83089. _super.prototype.dispose.call(this);
  83090. this.onButtonDownObservable.clear();
  83091. this.onButtonUpObservable.clear();
  83092. this.onPadDownObservable.clear();
  83093. this.onPadUpObservable.clear();
  83094. };
  83095. return Xbox360Pad;
  83096. }(BABYLON.Gamepad));
  83097. BABYLON.Xbox360Pad = Xbox360Pad;
  83098. })(BABYLON || (BABYLON = {}));
  83099. //# sourceMappingURL=babylon.xboxGamepad.js.map
  83100. var BABYLON;
  83101. (function (BABYLON) {
  83102. /**
  83103. * Defines the types of pose enabled controllers that are supported
  83104. */
  83105. var PoseEnabledControllerType;
  83106. (function (PoseEnabledControllerType) {
  83107. /**
  83108. * HTC Vive
  83109. */
  83110. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  83111. /**
  83112. * Oculus Rift
  83113. */
  83114. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  83115. /**
  83116. * Windows mixed reality
  83117. */
  83118. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  83119. /**
  83120. * Samsung gear VR
  83121. */
  83122. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  83123. /**
  83124. * Google Daydream
  83125. */
  83126. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  83127. /**
  83128. * Generic
  83129. */
  83130. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  83131. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  83132. /**
  83133. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83134. */
  83135. var PoseEnabledControllerHelper = /** @class */ (function () {
  83136. function PoseEnabledControllerHelper() {
  83137. }
  83138. /**
  83139. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83140. * @param vrGamepad the gamepad to initialized
  83141. * @returns a vr controller of the type the gamepad identified as
  83142. */
  83143. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  83144. // Oculus Touch
  83145. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  83146. return new BABYLON.OculusTouchController(vrGamepad);
  83147. }
  83148. // Windows Mixed Reality controllers
  83149. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  83150. return new BABYLON.WindowsMotionController(vrGamepad);
  83151. }
  83152. // HTC Vive
  83153. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  83154. return new BABYLON.ViveController(vrGamepad);
  83155. }
  83156. // Samsung/Oculus Gear VR or Oculus Go
  83157. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  83158. return new BABYLON.GearVRController(vrGamepad);
  83159. }
  83160. // Google Daydream
  83161. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  83162. return new BABYLON.DaydreamController(vrGamepad);
  83163. }
  83164. // Generic
  83165. else {
  83166. return new BABYLON.GenericController(vrGamepad);
  83167. }
  83168. };
  83169. return PoseEnabledControllerHelper;
  83170. }());
  83171. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  83172. /**
  83173. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83174. */
  83175. var PoseEnabledController = /** @class */ (function (_super) {
  83176. __extends(PoseEnabledController, _super);
  83177. /**
  83178. * Creates a new PoseEnabledController from a gamepad
  83179. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83180. */
  83181. function PoseEnabledController(browserGamepad) {
  83182. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  83183. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  83184. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  83185. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  83186. /**
  83187. * The device position in babylon space
  83188. */
  83189. _this.devicePosition = BABYLON.Vector3.Zero();
  83190. /**
  83191. * The device rotation in babylon space
  83192. */
  83193. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  83194. /**
  83195. * The scale factor of the device in babylon space
  83196. */
  83197. _this.deviceScaleFactor = 1;
  83198. // Used to convert 6dof controllers to 3dof
  83199. _this._trackPosition = true;
  83200. _this._maxRotationDistFromHeadset = Math.PI / 5;
  83201. _this._draggedRoomRotation = 0;
  83202. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  83203. /**
  83204. * Internal, matrix used to convert room space to babylon space
  83205. * @hidden
  83206. */
  83207. _this._deviceToWorld = BABYLON.Matrix.Identity();
  83208. /**
  83209. * Node to be used when casting a ray from the controller
  83210. * @hidden
  83211. */
  83212. _this._pointingPoseNode = null;
  83213. _this._workingMatrix = BABYLON.Matrix.Identity();
  83214. /**
  83215. * @hidden
  83216. */
  83217. _this._meshAttachedObservable = new BABYLON.Observable();
  83218. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  83219. _this.controllerType = PoseEnabledControllerType.GENERIC;
  83220. _this.position = BABYLON.Vector3.Zero();
  83221. _this.rotationQuaternion = new BABYLON.Quaternion();
  83222. _this._calculatedPosition = BABYLON.Vector3.Zero();
  83223. _this._calculatedRotation = new BABYLON.Quaternion();
  83224. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  83225. return _this;
  83226. }
  83227. /**
  83228. * @hidden
  83229. */
  83230. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  83231. if (this._trackPosition) {
  83232. this._calculatedPosition.copyFrom(fixedPosition);
  83233. this._trackPosition = false;
  83234. }
  83235. };
  83236. /**
  83237. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83238. */
  83239. PoseEnabledController.prototype.update = function () {
  83240. _super.prototype.update.call(this);
  83241. this._updatePoseAndMesh();
  83242. };
  83243. /**
  83244. * Updates only the pose device and mesh without doing any button event checking
  83245. */
  83246. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  83247. var pose = this.browserGamepad.pose;
  83248. this.updateFromDevice(pose);
  83249. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  83250. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  83251. camera._computeDevicePosition();
  83252. this._deviceToWorld.setTranslation(camera.devicePosition);
  83253. if (camera.deviceRotationQuaternion) {
  83254. var camera = camera;
  83255. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  83256. // Find the radian distance away that the headset is from the controllers rotation
  83257. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  83258. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  83259. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  83260. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  83261. this._draggedRoomRotation += rotationAmount;
  83262. // Rotate controller around headset
  83263. var sin = Math.sin(-rotationAmount);
  83264. var cos = Math.cos(-rotationAmount);
  83265. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  83266. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  83267. }
  83268. }
  83269. }
  83270. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  83271. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  83272. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  83273. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83274. if (this._mesh) {
  83275. this._mesh.position.copyFrom(this.devicePosition);
  83276. if (this._mesh.rotationQuaternion) {
  83277. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83278. }
  83279. }
  83280. };
  83281. /**
  83282. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83283. * @param poseData raw pose fromthe device
  83284. */
  83285. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83286. if (poseData) {
  83287. this.rawPose = poseData;
  83288. if (poseData.position) {
  83289. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83290. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83291. this._deviceRoomPosition.z *= -1;
  83292. }
  83293. if (this._trackPosition) {
  83294. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83295. }
  83296. this._calculatedPosition.addInPlace(this.position);
  83297. }
  83298. var pose = this.rawPose;
  83299. if (poseData.orientation && pose.orientation) {
  83300. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83301. if (this._mesh) {
  83302. if (this._mesh.getScene().useRightHandedSystem) {
  83303. this._deviceRoomRotationQuaternion.z *= -1;
  83304. this._deviceRoomRotationQuaternion.w *= -1;
  83305. }
  83306. else {
  83307. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83308. }
  83309. }
  83310. // if the camera is set, rotate to the camera's rotation
  83311. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83312. }
  83313. }
  83314. };
  83315. /**
  83316. * Attaches a mesh to the controller
  83317. * @param mesh the mesh to be attached
  83318. */
  83319. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83320. if (this._mesh) {
  83321. this._mesh.parent = null;
  83322. }
  83323. this._mesh = mesh;
  83324. if (this._poseControlledCamera) {
  83325. this._mesh.parent = this._poseControlledCamera;
  83326. }
  83327. if (!this._mesh.rotationQuaternion) {
  83328. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83329. }
  83330. // 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
  83331. this._updatePoseAndMesh();
  83332. if (this._pointingPoseNode) {
  83333. var parents = [];
  83334. var obj = this._pointingPoseNode;
  83335. while (obj.parent) {
  83336. parents.push(obj.parent);
  83337. obj = obj.parent;
  83338. }
  83339. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83340. }
  83341. this._meshAttachedObservable.notifyObservers(mesh);
  83342. };
  83343. /**
  83344. * Attaches the controllers mesh to a camera
  83345. * @param camera the camera the mesh should be attached to
  83346. */
  83347. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83348. this._poseControlledCamera = camera;
  83349. if (this._mesh) {
  83350. this._mesh.parent = this._poseControlledCamera;
  83351. }
  83352. };
  83353. /**
  83354. * Disposes of the controller
  83355. */
  83356. PoseEnabledController.prototype.dispose = function () {
  83357. if (this._mesh) {
  83358. this._mesh.dispose();
  83359. }
  83360. this._mesh = null;
  83361. _super.prototype.dispose.call(this);
  83362. };
  83363. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83364. /**
  83365. * The mesh that is attached to the controller
  83366. */
  83367. get: function () {
  83368. return this._mesh;
  83369. },
  83370. enumerable: true,
  83371. configurable: true
  83372. });
  83373. /**
  83374. * Gets the ray of the controller in the direction the controller is pointing
  83375. * @param length the length the resulting ray should be
  83376. * @returns a ray in the direction the controller is pointing
  83377. */
  83378. PoseEnabledController.prototype.getForwardRay = function (length) {
  83379. if (length === void 0) { length = 100; }
  83380. if (!this.mesh) {
  83381. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83382. }
  83383. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83384. var origin = m.getTranslation();
  83385. var forward = new BABYLON.Vector3(0, 0, -1);
  83386. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83387. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83388. return new BABYLON.Ray(origin, direction, length);
  83389. };
  83390. /**
  83391. * Name of the child mesh that can be used to cast a ray from the controller
  83392. */
  83393. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83394. return PoseEnabledController;
  83395. }(BABYLON.Gamepad));
  83396. BABYLON.PoseEnabledController = PoseEnabledController;
  83397. })(BABYLON || (BABYLON = {}));
  83398. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83399. var BABYLON;
  83400. (function (BABYLON) {
  83401. /**
  83402. * Defines the WebVRController object that represents controllers tracked in 3D space
  83403. */
  83404. var WebVRController = /** @class */ (function (_super) {
  83405. __extends(WebVRController, _super);
  83406. /**
  83407. * Creates a new WebVRController from a gamepad
  83408. * @param vrGamepad the gamepad that the WebVRController should be created from
  83409. */
  83410. function WebVRController(vrGamepad) {
  83411. var _this = _super.call(this, vrGamepad) || this;
  83412. // Observables
  83413. /**
  83414. * Fired when the trigger state has changed
  83415. */
  83416. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83417. /**
  83418. * Fired when the main button state has changed
  83419. */
  83420. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83421. /**
  83422. * Fired when the secondary button state has changed
  83423. */
  83424. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83425. /**
  83426. * Fired when the pad state has changed
  83427. */
  83428. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83429. /**
  83430. * Fired when controllers stick values have changed
  83431. */
  83432. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83433. /**
  83434. * X and Y axis corrisponding to the controllers joystick
  83435. */
  83436. _this.pad = { x: 0, y: 0 };
  83437. // avoid GC, store state in a tmp object
  83438. _this._changes = {
  83439. pressChanged: false,
  83440. touchChanged: false,
  83441. valueChanged: false,
  83442. changed: false
  83443. };
  83444. _this._buttons = new Array(vrGamepad.buttons.length);
  83445. _this.hand = vrGamepad.hand;
  83446. return _this;
  83447. }
  83448. /**
  83449. * Fired when a controller button's state has changed
  83450. * @param callback the callback containing the button that was modified
  83451. */
  83452. WebVRController.prototype.onButtonStateChange = function (callback) {
  83453. this._onButtonStateChange = callback;
  83454. };
  83455. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83456. /**
  83457. * The default controller model for the controller
  83458. */
  83459. get: function () {
  83460. return this._defaultModel;
  83461. },
  83462. enumerable: true,
  83463. configurable: true
  83464. });
  83465. /**
  83466. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83467. */
  83468. WebVRController.prototype.update = function () {
  83469. _super.prototype.update.call(this);
  83470. for (var index = 0; index < this._buttons.length; index++) {
  83471. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83472. }
  83473. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83474. this.pad.x = this.leftStick.x;
  83475. this.pad.y = this.leftStick.y;
  83476. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83477. }
  83478. };
  83479. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83480. if (!newState) {
  83481. newState = {
  83482. pressed: false,
  83483. touched: false,
  83484. value: 0
  83485. };
  83486. }
  83487. if (!currentState) {
  83488. this._buttons[buttonIndex] = {
  83489. pressed: newState.pressed,
  83490. touched: newState.touched,
  83491. value: newState.value
  83492. };
  83493. return;
  83494. }
  83495. this._checkChanges(newState, currentState);
  83496. if (this._changes.changed) {
  83497. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83498. this._handleButtonChange(buttonIndex, newState, this._changes);
  83499. }
  83500. this._buttons[buttonIndex].pressed = newState.pressed;
  83501. this._buttons[buttonIndex].touched = newState.touched;
  83502. // oculus triggers are never 0, thou not touched.
  83503. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83504. };
  83505. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83506. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83507. this._changes.touchChanged = newState.touched !== currentState.touched;
  83508. this._changes.valueChanged = newState.value !== currentState.value;
  83509. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83510. return this._changes;
  83511. };
  83512. /**
  83513. * Disposes of th webVRCOntroller
  83514. */
  83515. WebVRController.prototype.dispose = function () {
  83516. _super.prototype.dispose.call(this);
  83517. this.onTriggerStateChangedObservable.clear();
  83518. this.onMainButtonStateChangedObservable.clear();
  83519. this.onSecondaryButtonStateChangedObservable.clear();
  83520. this.onPadStateChangedObservable.clear();
  83521. this.onPadValuesChangedObservable.clear();
  83522. };
  83523. return WebVRController;
  83524. }(BABYLON.PoseEnabledController));
  83525. BABYLON.WebVRController = WebVRController;
  83526. })(BABYLON || (BABYLON = {}));
  83527. //# sourceMappingURL=babylon.webVRController.js.map
  83528. var BABYLON;
  83529. (function (BABYLON) {
  83530. /**
  83531. * Oculus Touch Controller
  83532. */
  83533. var OculusTouchController = /** @class */ (function (_super) {
  83534. __extends(OculusTouchController, _super);
  83535. /**
  83536. * Creates a new OculusTouchController from a gamepad
  83537. * @param vrGamepad the gamepad that the controller should be created from
  83538. */
  83539. function OculusTouchController(vrGamepad) {
  83540. var _this = _super.call(this, vrGamepad) || this;
  83541. /**
  83542. * Fired when the secondary trigger on this controller is modified
  83543. */
  83544. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83545. /**
  83546. * Fired when the thumb rest on this controller is modified
  83547. */
  83548. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83549. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83550. return _this;
  83551. }
  83552. /**
  83553. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83554. * @param scene scene in which to add meshes
  83555. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83556. */
  83557. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83558. var _this = this;
  83559. var meshName;
  83560. // Hand
  83561. if (this.hand === 'left') {
  83562. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83563. }
  83564. else { // Right is the default if no hand is specified
  83565. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83566. }
  83567. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83568. /*
  83569. Parent Mesh name: oculus_touch_left
  83570. - body
  83571. - trigger
  83572. - thumbstick
  83573. - grip
  83574. - button_y
  83575. - button_x
  83576. - button_enter
  83577. */
  83578. _this._defaultModel = newMeshes[1];
  83579. _this.attachToMesh(_this._defaultModel);
  83580. if (meshLoaded) {
  83581. meshLoaded(_this._defaultModel);
  83582. }
  83583. });
  83584. };
  83585. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83586. /**
  83587. * Fired when the A button on this controller is modified
  83588. */
  83589. get: function () {
  83590. if (this.hand === 'right') {
  83591. return this.onMainButtonStateChangedObservable;
  83592. }
  83593. else {
  83594. throw new Error('No A button on left hand');
  83595. }
  83596. },
  83597. enumerable: true,
  83598. configurable: true
  83599. });
  83600. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83601. /**
  83602. * Fired when the B button on this controller is modified
  83603. */
  83604. get: function () {
  83605. if (this.hand === 'right') {
  83606. return this.onSecondaryButtonStateChangedObservable;
  83607. }
  83608. else {
  83609. throw new Error('No B button on left hand');
  83610. }
  83611. },
  83612. enumerable: true,
  83613. configurable: true
  83614. });
  83615. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83616. /**
  83617. * Fired when the X button on this controller is modified
  83618. */
  83619. get: function () {
  83620. if (this.hand === 'left') {
  83621. return this.onMainButtonStateChangedObservable;
  83622. }
  83623. else {
  83624. throw new Error('No X button on right hand');
  83625. }
  83626. },
  83627. enumerable: true,
  83628. configurable: true
  83629. });
  83630. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83631. /**
  83632. * Fired when the Y button on this controller is modified
  83633. */
  83634. get: function () {
  83635. if (this.hand === 'left') {
  83636. return this.onSecondaryButtonStateChangedObservable;
  83637. }
  83638. else {
  83639. throw new Error('No Y button on right hand');
  83640. }
  83641. },
  83642. enumerable: true,
  83643. configurable: true
  83644. });
  83645. /**
  83646. * Called once for each button that changed state since the last frame
  83647. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83648. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83649. * 2) secondary trigger (same)
  83650. * 3) A (right) X (left), touch, pressed = value
  83651. * 4) B / Y
  83652. * 5) thumb rest
  83653. * @param buttonIdx Which button index changed
  83654. * @param state New state of the button
  83655. * @param changes Which properties on the state changed since last frame
  83656. */
  83657. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83658. var notifyObject = state; //{ state: state, changes: changes };
  83659. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83660. switch (buttonIdx) {
  83661. case 0:
  83662. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83663. return;
  83664. case 1: // index trigger
  83665. if (this._defaultModel) {
  83666. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83667. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83668. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83669. }
  83670. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83671. return;
  83672. case 2: // secondary trigger
  83673. if (this._defaultModel) {
  83674. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83675. }
  83676. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83677. return;
  83678. case 3:
  83679. if (this._defaultModel) {
  83680. if (notifyObject.pressed) {
  83681. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83682. }
  83683. else {
  83684. (this._defaultModel.getChildren()[1]).position.y = 0;
  83685. }
  83686. }
  83687. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83688. return;
  83689. case 4:
  83690. if (this._defaultModel) {
  83691. if (notifyObject.pressed) {
  83692. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83693. }
  83694. else {
  83695. (this._defaultModel.getChildren()[2]).position.y = 0;
  83696. }
  83697. }
  83698. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83699. return;
  83700. case 5:
  83701. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83702. return;
  83703. }
  83704. };
  83705. /**
  83706. * Base Url for the controller model.
  83707. */
  83708. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83709. /**
  83710. * File name for the left controller model.
  83711. */
  83712. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83713. /**
  83714. * File name for the right controller model.
  83715. */
  83716. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83717. return OculusTouchController;
  83718. }(BABYLON.WebVRController));
  83719. BABYLON.OculusTouchController = OculusTouchController;
  83720. })(BABYLON || (BABYLON = {}));
  83721. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83722. var BABYLON;
  83723. (function (BABYLON) {
  83724. /**
  83725. * Vive Controller
  83726. */
  83727. var ViveController = /** @class */ (function (_super) {
  83728. __extends(ViveController, _super);
  83729. /**
  83730. * Creates a new ViveController from a gamepad
  83731. * @param vrGamepad the gamepad that the controller should be created from
  83732. */
  83733. function ViveController(vrGamepad) {
  83734. var _this = _super.call(this, vrGamepad) || this;
  83735. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83736. _this._invertLeftStickY = true;
  83737. return _this;
  83738. }
  83739. /**
  83740. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83741. * @param scene scene in which to add meshes
  83742. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83743. */
  83744. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83745. var _this = this;
  83746. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83747. /*
  83748. Parent Mesh name: ViveWand
  83749. - body
  83750. - r_gripper
  83751. - l_gripper
  83752. - menu_button
  83753. - system_button
  83754. - trackpad
  83755. - trigger
  83756. - LED
  83757. */
  83758. _this._defaultModel = newMeshes[1];
  83759. _this.attachToMesh(_this._defaultModel);
  83760. if (meshLoaded) {
  83761. meshLoaded(_this._defaultModel);
  83762. }
  83763. });
  83764. };
  83765. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83766. /**
  83767. * Fired when the left button on this controller is modified
  83768. */
  83769. get: function () {
  83770. return this.onMainButtonStateChangedObservable;
  83771. },
  83772. enumerable: true,
  83773. configurable: true
  83774. });
  83775. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83776. /**
  83777. * Fired when the right button on this controller is modified
  83778. */
  83779. get: function () {
  83780. return this.onMainButtonStateChangedObservable;
  83781. },
  83782. enumerable: true,
  83783. configurable: true
  83784. });
  83785. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83786. /**
  83787. * Fired when the menu button on this controller is modified
  83788. */
  83789. get: function () {
  83790. return this.onSecondaryButtonStateChangedObservable;
  83791. },
  83792. enumerable: true,
  83793. configurable: true
  83794. });
  83795. /**
  83796. * Called once for each button that changed state since the last frame
  83797. * Vive mapping:
  83798. * 0: touchpad
  83799. * 1: trigger
  83800. * 2: left AND right buttons
  83801. * 3: menu button
  83802. * @param buttonIdx Which button index changed
  83803. * @param state New state of the button
  83804. * @param changes Which properties on the state changed since last frame
  83805. */
  83806. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83807. var notifyObject = state; //{ state: state, changes: changes };
  83808. switch (buttonIdx) {
  83809. case 0:
  83810. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83811. return;
  83812. case 1: // index trigger
  83813. if (this._defaultModel) {
  83814. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83815. }
  83816. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83817. return;
  83818. case 2: // left AND right button
  83819. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83820. return;
  83821. case 3:
  83822. if (this._defaultModel) {
  83823. if (notifyObject.pressed) {
  83824. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83825. }
  83826. else {
  83827. (this._defaultModel.getChildren()[2]).position.y = 0;
  83828. }
  83829. }
  83830. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83831. return;
  83832. }
  83833. };
  83834. /**
  83835. * Base Url for the controller model.
  83836. */
  83837. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83838. /**
  83839. * File name for the controller model.
  83840. */
  83841. ViveController.MODEL_FILENAME = 'wand.babylon';
  83842. return ViveController;
  83843. }(BABYLON.WebVRController));
  83844. BABYLON.ViveController = ViveController;
  83845. })(BABYLON || (BABYLON = {}));
  83846. //# sourceMappingURL=babylon.viveController.js.map
  83847. var BABYLON;
  83848. (function (BABYLON) {
  83849. /**
  83850. * Generic Controller
  83851. */
  83852. var GenericController = /** @class */ (function (_super) {
  83853. __extends(GenericController, _super);
  83854. /**
  83855. * Creates a new GenericController from a gamepad
  83856. * @param vrGamepad the gamepad that the controller should be created from
  83857. */
  83858. function GenericController(vrGamepad) {
  83859. return _super.call(this, vrGamepad) || this;
  83860. }
  83861. /**
  83862. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83863. * @param scene scene in which to add meshes
  83864. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83865. */
  83866. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83867. var _this = this;
  83868. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83869. _this._defaultModel = newMeshes[1];
  83870. _this.attachToMesh(_this._defaultModel);
  83871. if (meshLoaded) {
  83872. meshLoaded(_this._defaultModel);
  83873. }
  83874. });
  83875. };
  83876. /**
  83877. * Called once for each button that changed state since the last frame
  83878. * @param buttonIdx Which button index changed
  83879. * @param state New state of the button
  83880. * @param changes Which properties on the state changed since last frame
  83881. */
  83882. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83883. console.log("Button id: " + buttonIdx + "state: ");
  83884. console.dir(state);
  83885. };
  83886. /**
  83887. * Base Url for the controller model.
  83888. */
  83889. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83890. /**
  83891. * File name for the controller model.
  83892. */
  83893. GenericController.MODEL_FILENAME = 'generic.babylon';
  83894. return GenericController;
  83895. }(BABYLON.WebVRController));
  83896. BABYLON.GenericController = GenericController;
  83897. })(BABYLON || (BABYLON = {}));
  83898. //# sourceMappingURL=babylon.genericController.js.map
  83899. var BABYLON;
  83900. (function (BABYLON) {
  83901. /**
  83902. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83903. */
  83904. var LoadedMeshInfo = /** @class */ (function () {
  83905. function LoadedMeshInfo() {
  83906. /**
  83907. * Map of the button meshes contained in the controller
  83908. */
  83909. this.buttonMeshes = {};
  83910. /**
  83911. * Map of the axis meshes contained in the controller
  83912. */
  83913. this.axisMeshes = {};
  83914. }
  83915. return LoadedMeshInfo;
  83916. }());
  83917. /**
  83918. * Defines the WindowsMotionController object that the state of the windows motion controller
  83919. */
  83920. var WindowsMotionController = /** @class */ (function (_super) {
  83921. __extends(WindowsMotionController, _super);
  83922. /**
  83923. * Creates a new WindowsMotionController from a gamepad
  83924. * @param vrGamepad the gamepad that the controller should be created from
  83925. */
  83926. function WindowsMotionController(vrGamepad) {
  83927. var _this = _super.call(this, vrGamepad) || this;
  83928. _this._mapping = {
  83929. // Semantic button names
  83930. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83931. // A mapping of the button name to glTF model node name
  83932. // that should be transformed by button value.
  83933. buttonMeshNames: {
  83934. 'trigger': 'SELECT',
  83935. 'menu': 'MENU',
  83936. 'grip': 'GRASP',
  83937. 'thumbstick': 'THUMBSTICK_PRESS',
  83938. 'trackpad': 'TOUCHPAD_PRESS'
  83939. },
  83940. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83941. buttonObservableNames: {
  83942. 'trigger': 'onTriggerStateChangedObservable',
  83943. 'menu': 'onSecondaryButtonStateChangedObservable',
  83944. 'grip': 'onMainButtonStateChangedObservable',
  83945. 'thumbstick': 'onPadStateChangedObservable',
  83946. 'trackpad': 'onTrackpadChangedObservable'
  83947. },
  83948. // A mapping of the axis name to glTF model node name
  83949. // that should be transformed by axis value.
  83950. // This array mirrors the browserGamepad.axes array, such that
  83951. // the mesh corresponding to axis 0 is in this array index 0.
  83952. axisMeshNames: [
  83953. 'THUMBSTICK_X',
  83954. 'THUMBSTICK_Y',
  83955. 'TOUCHPAD_TOUCH_X',
  83956. 'TOUCHPAD_TOUCH_Y'
  83957. ],
  83958. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83959. };
  83960. /**
  83961. * Fired when the trackpad on this controller is clicked
  83962. */
  83963. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83964. /**
  83965. * Fired when the trackpad on this controller is modified
  83966. */
  83967. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83968. /**
  83969. * The current x and y values of this controller's trackpad
  83970. */
  83971. _this.trackpad = { x: 0, y: 0 };
  83972. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83973. _this._loadedMeshInfo = null;
  83974. return _this;
  83975. }
  83976. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83977. /**
  83978. * Fired when the trigger on this controller is modified
  83979. */
  83980. get: function () {
  83981. return this.onTriggerStateChangedObservable;
  83982. },
  83983. enumerable: true,
  83984. configurable: true
  83985. });
  83986. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83987. /**
  83988. * Fired when the menu button on this controller is modified
  83989. */
  83990. get: function () {
  83991. return this.onSecondaryButtonStateChangedObservable;
  83992. },
  83993. enumerable: true,
  83994. configurable: true
  83995. });
  83996. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83997. /**
  83998. * Fired when the grip button on this controller is modified
  83999. */
  84000. get: function () {
  84001. return this.onMainButtonStateChangedObservable;
  84002. },
  84003. enumerable: true,
  84004. configurable: true
  84005. });
  84006. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  84007. /**
  84008. * Fired when the thumbstick button on this controller is modified
  84009. */
  84010. get: function () {
  84011. return this.onPadStateChangedObservable;
  84012. },
  84013. enumerable: true,
  84014. configurable: true
  84015. });
  84016. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  84017. /**
  84018. * Fired when the touchpad button on this controller is modified
  84019. */
  84020. get: function () {
  84021. return this.onTrackpadChangedObservable;
  84022. },
  84023. enumerable: true,
  84024. configurable: true
  84025. });
  84026. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  84027. /**
  84028. * Fired when the touchpad values on this controller are modified
  84029. */
  84030. get: function () {
  84031. return this.onTrackpadValuesChangedObservable;
  84032. },
  84033. enumerable: true,
  84034. configurable: true
  84035. });
  84036. WindowsMotionController.prototype._updateTrackpad = function () {
  84037. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  84038. this.trackpad.x = this.browserGamepad["axes"][2];
  84039. this.trackpad.y = this.browserGamepad["axes"][3];
  84040. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  84041. }
  84042. };
  84043. /**
  84044. * Called once per frame by the engine.
  84045. */
  84046. WindowsMotionController.prototype.update = function () {
  84047. _super.prototype.update.call(this);
  84048. if (this.browserGamepad.axes) {
  84049. this._updateTrackpad();
  84050. // Only need to animate axes if there is a loaded mesh
  84051. if (this._loadedMeshInfo) {
  84052. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  84053. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  84054. }
  84055. }
  84056. }
  84057. };
  84058. /**
  84059. * Called once for each button that changed state since the last frame
  84060. * @param buttonIdx Which button index changed
  84061. * @param state New state of the button
  84062. * @param changes Which properties on the state changed since last frame
  84063. */
  84064. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84065. var buttonName = this._mapping.buttons[buttonIdx];
  84066. if (!buttonName) {
  84067. return;
  84068. }
  84069. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  84070. this._updateTrackpad();
  84071. // Only emit events for buttons that we know how to map from index to name
  84072. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  84073. if (observable) {
  84074. observable.notifyObservers(state);
  84075. }
  84076. this._lerpButtonTransform(buttonName, state.value);
  84077. };
  84078. /**
  84079. * Moves the buttons on the controller mesh based on their current state
  84080. * @param buttonName the name of the button to move
  84081. * @param buttonValue the value of the button which determines the buttons new position
  84082. */
  84083. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  84084. // If there is no loaded mesh, there is nothing to transform.
  84085. if (!this._loadedMeshInfo) {
  84086. return;
  84087. }
  84088. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  84089. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84090. return;
  84091. }
  84092. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  84093. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  84094. };
  84095. /**
  84096. * Moves the axis on the controller mesh based on its current state
  84097. * @param axis the index of the axis
  84098. * @param axisValue the value of the axis which determines the meshes new position
  84099. * @hidden
  84100. */
  84101. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  84102. if (!this._loadedMeshInfo) {
  84103. return;
  84104. }
  84105. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  84106. if (!meshInfo) {
  84107. return;
  84108. }
  84109. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84110. return;
  84111. }
  84112. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  84113. var lerpValue = axisValue * 0.5 + 0.5;
  84114. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  84115. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  84116. };
  84117. /**
  84118. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84119. * @param scene scene in which to add meshes
  84120. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84121. */
  84122. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  84123. var _this = this;
  84124. if (forceDefault === void 0) { forceDefault = false; }
  84125. var path;
  84126. var filename;
  84127. // Checking if GLB loader is present
  84128. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  84129. // Determine the device specific folder based on the ID suffix
  84130. var device = 'default';
  84131. if (this.id && !forceDefault) {
  84132. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  84133. device = ((match && match[0]) || device);
  84134. }
  84135. // Hand
  84136. if (this.hand === 'left') {
  84137. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  84138. }
  84139. else { // Right is the default if no hand is specified
  84140. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  84141. }
  84142. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  84143. }
  84144. else {
  84145. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  84146. path = BABYLON.GenericController.MODEL_BASE_URL;
  84147. filename = BABYLON.GenericController.MODEL_FILENAME;
  84148. }
  84149. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  84150. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  84151. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  84152. if (!_this._loadedMeshInfo) {
  84153. return;
  84154. }
  84155. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  84156. _this.attachToMesh(_this._defaultModel);
  84157. if (meshLoaded) {
  84158. meshLoaded(_this._defaultModel);
  84159. }
  84160. }, null, function (scene, message) {
  84161. BABYLON.Tools.Log(message);
  84162. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  84163. if (!forceDefault) {
  84164. _this.initControllerMesh(scene, meshLoaded, true);
  84165. }
  84166. });
  84167. };
  84168. /**
  84169. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  84170. * can be transformed by button presses and axes values, based on this._mapping.
  84171. *
  84172. * @param scene scene in which the meshes exist
  84173. * @param meshes list of meshes that make up the controller model to process
  84174. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  84175. */
  84176. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  84177. var loadedMeshInfo = null;
  84178. // Create a new mesh to contain the glTF hierarchy
  84179. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  84180. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  84181. var childMesh = null;
  84182. for (var i = 0; i < meshes.length; i++) {
  84183. var mesh = meshes[i];
  84184. if (!mesh.parent) {
  84185. // Exclude controller meshes from picking results
  84186. mesh.isPickable = false;
  84187. // Handle root node, attach to the new parentMesh
  84188. childMesh = mesh;
  84189. break;
  84190. }
  84191. }
  84192. if (childMesh) {
  84193. childMesh.setParent(parentMesh);
  84194. // Create our mesh info. Note that this method will always return non-null.
  84195. loadedMeshInfo = this.createMeshInfo(parentMesh);
  84196. }
  84197. else {
  84198. BABYLON.Tools.Warn('Could not find root node in model file.');
  84199. }
  84200. return loadedMeshInfo;
  84201. };
  84202. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  84203. var loadedMeshInfo = new LoadedMeshInfo();
  84204. var i;
  84205. loadedMeshInfo.rootNode = rootNode;
  84206. // Reset the caches
  84207. loadedMeshInfo.buttonMeshes = {};
  84208. loadedMeshInfo.axisMeshes = {};
  84209. // Button Meshes
  84210. for (i = 0; i < this._mapping.buttons.length; i++) {
  84211. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  84212. if (!buttonMeshName) {
  84213. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  84214. continue;
  84215. }
  84216. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  84217. if (!buttonMesh) {
  84218. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  84219. continue;
  84220. }
  84221. var buttonMeshInfo = {
  84222. index: i,
  84223. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  84224. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  84225. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  84226. };
  84227. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  84228. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  84229. }
  84230. else {
  84231. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  84232. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  84233. '(VALUE: ' + !!buttonMeshInfo.value +
  84234. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  84235. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  84236. ')');
  84237. }
  84238. }
  84239. // Axis Meshes
  84240. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  84241. var axisMeshName = this._mapping.axisMeshNames[i];
  84242. if (!axisMeshName) {
  84243. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  84244. continue;
  84245. }
  84246. var axisMesh = getChildByName(rootNode, axisMeshName);
  84247. if (!axisMesh) {
  84248. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  84249. continue;
  84250. }
  84251. var axisMeshInfo = {
  84252. index: i,
  84253. value: getImmediateChildByName(axisMesh, 'VALUE'),
  84254. min: getImmediateChildByName(axisMesh, 'MIN'),
  84255. max: getImmediateChildByName(axisMesh, 'MAX')
  84256. };
  84257. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  84258. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  84259. }
  84260. else {
  84261. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  84262. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  84263. '(VALUE: ' + !!axisMeshInfo.value +
  84264. ', MIN: ' + !!axisMeshInfo.min +
  84265. ', MAX:' + !!axisMeshInfo.max +
  84266. ')');
  84267. }
  84268. }
  84269. // Pointing Ray
  84270. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  84271. if (!loadedMeshInfo.pointingPoseNode) {
  84272. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  84273. }
  84274. else {
  84275. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84276. }
  84277. return loadedMeshInfo;
  84278. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84279. function getChildByName(node, name) {
  84280. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84281. }
  84282. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84283. function getImmediateChildByName(node, name) {
  84284. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84285. }
  84286. };
  84287. /**
  84288. * Gets the ray of the controller in the direction the controller is pointing
  84289. * @param length the length the resulting ray should be
  84290. * @returns a ray in the direction the controller is pointing
  84291. */
  84292. WindowsMotionController.prototype.getForwardRay = function (length) {
  84293. if (length === void 0) { length = 100; }
  84294. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84295. return _super.prototype.getForwardRay.call(this, length);
  84296. }
  84297. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84298. var origin = m.getTranslation();
  84299. var forward = new BABYLON.Vector3(0, 0, -1);
  84300. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84301. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84302. return new BABYLON.Ray(origin, direction, length);
  84303. };
  84304. /**
  84305. * Disposes of the controller
  84306. */
  84307. WindowsMotionController.prototype.dispose = function () {
  84308. _super.prototype.dispose.call(this);
  84309. this.onTrackpadChangedObservable.clear();
  84310. };
  84311. /**
  84312. * The base url used to load the left and right controller models
  84313. */
  84314. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84315. /**
  84316. * The name of the left controller model file
  84317. */
  84318. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84319. /**
  84320. * The name of the right controller model file
  84321. */
  84322. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84323. /**
  84324. * The controller name prefix for this controller type
  84325. */
  84326. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84327. /**
  84328. * The controller id pattern for this controller type
  84329. */
  84330. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84331. return WindowsMotionController;
  84332. }(BABYLON.WebVRController));
  84333. BABYLON.WindowsMotionController = WindowsMotionController;
  84334. })(BABYLON || (BABYLON = {}));
  84335. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84336. var BABYLON;
  84337. (function (BABYLON) {
  84338. /**
  84339. * Gear VR Controller
  84340. */
  84341. var GearVRController = /** @class */ (function (_super) {
  84342. __extends(GearVRController, _super);
  84343. /**
  84344. * Creates a new GearVRController from a gamepad
  84345. * @param vrGamepad the gamepad that the controller should be created from
  84346. */
  84347. function GearVRController(vrGamepad) {
  84348. var _this = _super.call(this, vrGamepad) || this;
  84349. _this._buttonIndexToObservableNameMap = [
  84350. 'onTrackpadChangedObservable',
  84351. 'onTriggerStateChangedObservable' // Trigger
  84352. ];
  84353. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84354. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84355. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84356. _this._disableTrackPosition(_this._calculatedPosition);
  84357. return _this;
  84358. }
  84359. /**
  84360. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84361. * @param scene scene in which to add meshes
  84362. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84363. */
  84364. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84365. var _this = this;
  84366. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84367. // Offset the controller so it will rotate around the users wrist
  84368. var mesh = new BABYLON.Mesh("", scene);
  84369. newMeshes[1].parent = mesh;
  84370. newMeshes[1].position.z = -0.15;
  84371. _this._defaultModel = mesh;
  84372. _this.attachToMesh(_this._defaultModel);
  84373. if (meshLoaded) {
  84374. meshLoaded(_this._defaultModel);
  84375. }
  84376. });
  84377. };
  84378. /**
  84379. * Called once for each button that changed state since the last frame
  84380. * @param buttonIdx Which button index changed
  84381. * @param state New state of the button
  84382. * @param changes Which properties on the state changed since last frame
  84383. */
  84384. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84385. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84386. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84387. // Only emit events for buttons that we know how to map from index to observable
  84388. var observable = this[observableName];
  84389. if (observable) {
  84390. observable.notifyObservers(state);
  84391. }
  84392. }
  84393. };
  84394. /**
  84395. * Base Url for the controller model.
  84396. */
  84397. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84398. /**
  84399. * File name for the controller model.
  84400. */
  84401. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84402. /**
  84403. * Gamepad Id prefix used to identify this controller.
  84404. */
  84405. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84406. return GearVRController;
  84407. }(BABYLON.WebVRController));
  84408. BABYLON.GearVRController = GearVRController;
  84409. })(BABYLON || (BABYLON = {}));
  84410. //# sourceMappingURL=babylon.gearVRController.js.map
  84411. var BABYLON;
  84412. (function (BABYLON) {
  84413. /**
  84414. * Google Daydream controller
  84415. */
  84416. var DaydreamController = /** @class */ (function (_super) {
  84417. __extends(DaydreamController, _super);
  84418. /**
  84419. * Creates a new DaydreamController from a gamepad
  84420. * @param vrGamepad the gamepad that the controller should be created from
  84421. */
  84422. function DaydreamController(vrGamepad) {
  84423. var _this = _super.call(this, vrGamepad) || this;
  84424. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84425. return _this;
  84426. }
  84427. /**
  84428. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84429. * @param scene scene in which to add meshes
  84430. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84431. */
  84432. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84433. var _this = this;
  84434. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84435. _this._defaultModel = newMeshes[1];
  84436. _this.attachToMesh(_this._defaultModel);
  84437. if (meshLoaded) {
  84438. meshLoaded(_this._defaultModel);
  84439. }
  84440. });
  84441. };
  84442. /**
  84443. * Called once for each button that changed state since the last frame
  84444. * @param buttonIdx Which button index changed
  84445. * @param state New state of the button
  84446. * @param changes Which properties on the state changed since last frame
  84447. */
  84448. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84449. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84450. if (buttonIdx === 0) {
  84451. var observable = this.onTriggerStateChangedObservable;
  84452. if (observable) {
  84453. observable.notifyObservers(state);
  84454. }
  84455. }
  84456. else {
  84457. // If the app or home buttons are ever made available
  84458. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84459. }
  84460. };
  84461. /**
  84462. * Base Url for the controller model.
  84463. */
  84464. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84465. /**
  84466. * File name for the controller model.
  84467. */
  84468. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84469. /**
  84470. * Gamepad Id prefix used to identify Daydream Controller.
  84471. */
  84472. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84473. return DaydreamController;
  84474. }(BABYLON.WebVRController));
  84475. BABYLON.DaydreamController = DaydreamController;
  84476. })(BABYLON || (BABYLON = {}));
  84477. //# sourceMappingURL=babylon.daydreamController.js.map
  84478. var BABYLON;
  84479. (function (BABYLON) {
  84480. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84481. get: function () {
  84482. if (!this._gamepadManager) {
  84483. this._gamepadManager = new BABYLON.GamepadManager(this);
  84484. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84485. if (!component) {
  84486. component = new GamepadSystemSceneComponent(this);
  84487. this._addComponent(component);
  84488. }
  84489. }
  84490. return this._gamepadManager;
  84491. },
  84492. enumerable: true,
  84493. configurable: true
  84494. });
  84495. /**
  84496. * Adds a gamepad to the free camera inputs manager
  84497. */
  84498. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84499. this.add(new BABYLON.FreeCameraGamepadInput());
  84500. return this;
  84501. };
  84502. /**
  84503. * Adds a gamepad to the arc rotate camera inputs manager
  84504. */
  84505. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84506. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84507. return this;
  84508. };
  84509. /**
  84510. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84511. */
  84512. var GamepadSystemSceneComponent = /** @class */ (function () {
  84513. /**
  84514. * Creates a new instance of the component for the given scene
  84515. * @param scene Defines the scene to register the component in
  84516. */
  84517. function GamepadSystemSceneComponent(scene) {
  84518. /**
  84519. * The component name helpfull to identify the component in the list of scene components.
  84520. */
  84521. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84522. this.scene = scene;
  84523. }
  84524. /**
  84525. * Registers the component in a given scene
  84526. */
  84527. GamepadSystemSceneComponent.prototype.register = function () {
  84528. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84529. };
  84530. /**
  84531. * Rebuilds the elements related to this component in case of
  84532. * context lost for instance.
  84533. */
  84534. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84535. // Nothing to do for gamepads
  84536. };
  84537. /**
  84538. * Disposes the component and the associated ressources
  84539. */
  84540. GamepadSystemSceneComponent.prototype.dispose = function () {
  84541. var gamepadManager = this.scene._gamepadManager;
  84542. if (gamepadManager) {
  84543. gamepadManager.dispose();
  84544. this.scene._gamepadManager = null;
  84545. }
  84546. };
  84547. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84548. var gamepadManager = this.scene._gamepadManager;
  84549. if (gamepadManager && gamepadManager._isMonitoring) {
  84550. gamepadManager._checkGamepadsStatus();
  84551. }
  84552. };
  84553. return GamepadSystemSceneComponent;
  84554. }());
  84555. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84556. })(BABYLON || (BABYLON = {}));
  84557. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84558. var BABYLON;
  84559. (function (BABYLON) {
  84560. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84561. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84562. });
  84563. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84564. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84565. });
  84566. /**
  84567. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84568. * an arc rotate version arcFollowCamera are available.
  84569. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84570. */
  84571. var FollowCamera = /** @class */ (function (_super) {
  84572. __extends(FollowCamera, _super);
  84573. /**
  84574. * Instantiates the follow camera.
  84575. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84576. * @param name Define the name of the camera in the scene
  84577. * @param position Define the position of the camera
  84578. * @param scene Define the scene the camera belong to
  84579. * @param lockedTarget Define the target of the camera
  84580. */
  84581. function FollowCamera(name, position, scene, lockedTarget) {
  84582. if (lockedTarget === void 0) { lockedTarget = null; }
  84583. var _this = _super.call(this, name, position, scene) || this;
  84584. /**
  84585. * Distance the follow camera should follow an object at
  84586. */
  84587. _this.radius = 12;
  84588. /**
  84589. * Define a rotation offset between the camera and the object it follows
  84590. */
  84591. _this.rotationOffset = 0;
  84592. /**
  84593. * Define a height offset between the camera and the object it follows.
  84594. * It can help following an object from the top (like a car chaing a plane)
  84595. */
  84596. _this.heightOffset = 4;
  84597. /**
  84598. * Define how fast the camera can accelerate to follow it s target.
  84599. */
  84600. _this.cameraAcceleration = 0.05;
  84601. /**
  84602. * Define the speed limit of the camera following an object.
  84603. */
  84604. _this.maxCameraSpeed = 20;
  84605. _this.lockedTarget = lockedTarget;
  84606. return _this;
  84607. }
  84608. FollowCamera.prototype._follow = function (cameraTarget) {
  84609. if (!cameraTarget) {
  84610. return;
  84611. }
  84612. var yRotation;
  84613. if (cameraTarget.rotationQuaternion) {
  84614. var rotMatrix = new BABYLON.Matrix();
  84615. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84616. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84617. }
  84618. else {
  84619. yRotation = cameraTarget.rotation.y;
  84620. }
  84621. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84622. var targetPosition = cameraTarget.getAbsolutePosition();
  84623. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84624. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84625. var dx = targetX - this.position.x;
  84626. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84627. var dz = (targetZ) - this.position.z;
  84628. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84629. var vy = dy * this.cameraAcceleration;
  84630. var vz = dz * this.cameraAcceleration * 2;
  84631. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84632. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84633. }
  84634. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84635. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84636. }
  84637. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84638. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84639. }
  84640. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84641. this.setTarget(targetPosition);
  84642. };
  84643. /** @hidden */
  84644. FollowCamera.prototype._checkInputs = function () {
  84645. _super.prototype._checkInputs.call(this);
  84646. if (this.lockedTarget) {
  84647. this._follow(this.lockedTarget);
  84648. }
  84649. };
  84650. /**
  84651. * Gets the camera class name.
  84652. * @returns the class name
  84653. */
  84654. FollowCamera.prototype.getClassName = function () {
  84655. return "FollowCamera";
  84656. };
  84657. __decorate([
  84658. BABYLON.serialize()
  84659. ], FollowCamera.prototype, "radius", void 0);
  84660. __decorate([
  84661. BABYLON.serialize()
  84662. ], FollowCamera.prototype, "rotationOffset", void 0);
  84663. __decorate([
  84664. BABYLON.serialize()
  84665. ], FollowCamera.prototype, "heightOffset", void 0);
  84666. __decorate([
  84667. BABYLON.serialize()
  84668. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84669. __decorate([
  84670. BABYLON.serialize()
  84671. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84672. __decorate([
  84673. BABYLON.serializeAsMeshReference("lockedTargetId")
  84674. ], FollowCamera.prototype, "lockedTarget", void 0);
  84675. return FollowCamera;
  84676. }(BABYLON.TargetCamera));
  84677. BABYLON.FollowCamera = FollowCamera;
  84678. /**
  84679. * Arc Rotate version of the follow camera.
  84680. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84681. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84682. */
  84683. var ArcFollowCamera = /** @class */ (function (_super) {
  84684. __extends(ArcFollowCamera, _super);
  84685. /**
  84686. * Instantiates a new ArcFollowCamera
  84687. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84688. * @param name Define the name of the camera
  84689. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84690. * @param beta Define the rotation angle of the camera around the elevation axis
  84691. * @param radius Define the radius of the camera from its target point
  84692. * @param target Define the target of the camera
  84693. * @param scene Define the scene the camera belongs to
  84694. */
  84695. function ArcFollowCamera(name,
  84696. /** The longitudinal angle of the camera */
  84697. alpha,
  84698. /** The latitudinal angle of the camera */
  84699. beta,
  84700. /** The radius of the camera from its target */
  84701. radius,
  84702. /** Define the camera target (the messh it should follow) */
  84703. target, scene) {
  84704. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84705. _this.alpha = alpha;
  84706. _this.beta = beta;
  84707. _this.radius = radius;
  84708. _this.target = target;
  84709. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84710. _this._follow();
  84711. return _this;
  84712. }
  84713. ArcFollowCamera.prototype._follow = function () {
  84714. if (!this.target) {
  84715. return;
  84716. }
  84717. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84718. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84719. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84720. var targetPosition = this.target.getAbsolutePosition();
  84721. this.position = targetPosition.add(this._cartesianCoordinates);
  84722. this.setTarget(targetPosition);
  84723. };
  84724. /** @hidden */
  84725. ArcFollowCamera.prototype._checkInputs = function () {
  84726. _super.prototype._checkInputs.call(this);
  84727. this._follow();
  84728. };
  84729. /**
  84730. * Returns the class name of the object.
  84731. * It is mostly used internally for serialization purposes.
  84732. */
  84733. ArcFollowCamera.prototype.getClassName = function () {
  84734. return "ArcFollowCamera";
  84735. };
  84736. return ArcFollowCamera;
  84737. }(BABYLON.TargetCamera));
  84738. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84739. })(BABYLON || (BABYLON = {}));
  84740. //# sourceMappingURL=babylon.followCamera.js.map
  84741. var BABYLON;
  84742. (function (BABYLON) {
  84743. /**
  84744. * 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,
  84745. * which still works and will still be found in many Playgrounds.
  84746. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84747. */
  84748. var UniversalCamera = /** @class */ (function (_super) {
  84749. __extends(UniversalCamera, _super);
  84750. /**
  84751. * 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,
  84752. * which still works and will still be found in many Playgrounds.
  84753. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84754. * @param name Define the name of the camera in the scene
  84755. * @param position Define the start position of the camera in the scene
  84756. * @param scene Define the scene the camera belongs to
  84757. */
  84758. function UniversalCamera(name, position, scene) {
  84759. var _this = _super.call(this, name, position, scene) || this;
  84760. _this.inputs.addGamepad();
  84761. return _this;
  84762. }
  84763. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84764. /**
  84765. * Defines the gamepad rotation sensiblity.
  84766. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84767. */
  84768. get: function () {
  84769. var gamepad = this.inputs.attached["gamepad"];
  84770. if (gamepad) {
  84771. return gamepad.gamepadAngularSensibility;
  84772. }
  84773. return 0;
  84774. },
  84775. set: function (value) {
  84776. var gamepad = this.inputs.attached["gamepad"];
  84777. if (gamepad) {
  84778. gamepad.gamepadAngularSensibility = value;
  84779. }
  84780. },
  84781. enumerable: true,
  84782. configurable: true
  84783. });
  84784. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84785. /**
  84786. * Defines the gamepad move sensiblity.
  84787. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84788. */
  84789. get: function () {
  84790. var gamepad = this.inputs.attached["gamepad"];
  84791. if (gamepad) {
  84792. return gamepad.gamepadMoveSensibility;
  84793. }
  84794. return 0;
  84795. },
  84796. set: function (value) {
  84797. var gamepad = this.inputs.attached["gamepad"];
  84798. if (gamepad) {
  84799. gamepad.gamepadMoveSensibility = value;
  84800. }
  84801. },
  84802. enumerable: true,
  84803. configurable: true
  84804. });
  84805. /**
  84806. * Gets the current object class name.
  84807. * @return the class name
  84808. */
  84809. UniversalCamera.prototype.getClassName = function () {
  84810. return "UniversalCamera";
  84811. };
  84812. return UniversalCamera;
  84813. }(BABYLON.TouchCamera));
  84814. BABYLON.UniversalCamera = UniversalCamera;
  84815. })(BABYLON || (BABYLON = {}));
  84816. //# sourceMappingURL=babylon.universalCamera.js.map
  84817. var BABYLON;
  84818. (function (BABYLON) {
  84819. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84820. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84821. });
  84822. /**
  84823. * This represents a FPS type of camera. This is only here for back compat purpose.
  84824. * Please use the UniversalCamera instead as both are identical.
  84825. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84826. */
  84827. var GamepadCamera = /** @class */ (function (_super) {
  84828. __extends(GamepadCamera, _super);
  84829. /**
  84830. * Instantiates a new Gamepad Camera
  84831. * This represents a FPS type of camera. This is only here for back compat purpose.
  84832. * Please use the UniversalCamera instead as both are identical.
  84833. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84834. * @param name Define the name of the camera in the scene
  84835. * @param position Define the start position of the camera in the scene
  84836. * @param scene Define the scene the camera belongs to
  84837. */
  84838. function GamepadCamera(name, position, scene) {
  84839. return _super.call(this, name, position, scene) || this;
  84840. }
  84841. /**
  84842. * Gets the current object class name.
  84843. * @return the class name
  84844. */
  84845. GamepadCamera.prototype.getClassName = function () {
  84846. return "GamepadCamera";
  84847. };
  84848. return GamepadCamera;
  84849. }(BABYLON.UniversalCamera));
  84850. BABYLON.GamepadCamera = GamepadCamera;
  84851. })(BABYLON || (BABYLON = {}));
  84852. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84853. var BABYLON;
  84854. (function (BABYLON) {
  84855. /**
  84856. * PostProcessRenderPipelineManager class
  84857. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84858. */
  84859. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84860. /**
  84861. * Initializes a PostProcessRenderPipelineManager
  84862. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84863. */
  84864. function PostProcessRenderPipelineManager() {
  84865. this._renderPipelines = {};
  84866. }
  84867. /**
  84868. * Adds a pipeline to the manager
  84869. * @param renderPipeline The pipeline to add
  84870. */
  84871. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84872. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84873. };
  84874. /**
  84875. * Attaches a camera to the pipeline
  84876. * @param renderPipelineName The name of the pipeline to attach to
  84877. * @param cameras the camera to attach
  84878. * @param unique if the camera can be attached multiple times to the pipeline
  84879. */
  84880. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84881. if (unique === void 0) { unique = false; }
  84882. var renderPipeline = this._renderPipelines[renderPipelineName];
  84883. if (!renderPipeline) {
  84884. return;
  84885. }
  84886. renderPipeline._attachCameras(cameras, unique);
  84887. };
  84888. /**
  84889. * Detaches a camera from the pipeline
  84890. * @param renderPipelineName The name of the pipeline to detach from
  84891. * @param cameras the camera to detach
  84892. */
  84893. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84894. var renderPipeline = this._renderPipelines[renderPipelineName];
  84895. if (!renderPipeline) {
  84896. return;
  84897. }
  84898. renderPipeline._detachCameras(cameras);
  84899. };
  84900. /**
  84901. * Enables an effect by name on a pipeline
  84902. * @param renderPipelineName the name of the pipeline to enable the effect in
  84903. * @param renderEffectName the name of the effect to enable
  84904. * @param cameras the cameras that the effect should be enabled on
  84905. */
  84906. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84907. var renderPipeline = this._renderPipelines[renderPipelineName];
  84908. if (!renderPipeline) {
  84909. return;
  84910. }
  84911. renderPipeline._enableEffect(renderEffectName, cameras);
  84912. };
  84913. /**
  84914. * Disables an effect by name on a pipeline
  84915. * @param renderPipelineName the name of the pipeline to disable the effect in
  84916. * @param renderEffectName the name of the effect to disable
  84917. * @param cameras the cameras that the effect should be disabled on
  84918. */
  84919. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84920. var renderPipeline = this._renderPipelines[renderPipelineName];
  84921. if (!renderPipeline) {
  84922. return;
  84923. }
  84924. renderPipeline._disableEffect(renderEffectName, cameras);
  84925. };
  84926. /**
  84927. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84928. */
  84929. PostProcessRenderPipelineManager.prototype.update = function () {
  84930. for (var renderPipelineName in this._renderPipelines) {
  84931. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84932. var pipeline = this._renderPipelines[renderPipelineName];
  84933. if (!pipeline.isSupported) {
  84934. pipeline.dispose();
  84935. delete this._renderPipelines[renderPipelineName];
  84936. }
  84937. else {
  84938. pipeline._update();
  84939. }
  84940. }
  84941. }
  84942. };
  84943. /** @hidden */
  84944. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84945. for (var renderPipelineName in this._renderPipelines) {
  84946. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84947. var pipeline = this._renderPipelines[renderPipelineName];
  84948. pipeline._rebuild();
  84949. }
  84950. }
  84951. };
  84952. /**
  84953. * Disposes of the manager and pipelines
  84954. */
  84955. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84956. for (var renderPipelineName in this._renderPipelines) {
  84957. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84958. var pipeline = this._renderPipelines[renderPipelineName];
  84959. pipeline.dispose();
  84960. }
  84961. }
  84962. };
  84963. return PostProcessRenderPipelineManager;
  84964. }());
  84965. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84966. })(BABYLON || (BABYLON = {}));
  84967. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84968. var BABYLON;
  84969. (function (BABYLON) {
  84970. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84971. get: function () {
  84972. if (!this._postProcessRenderPipelineManager) {
  84973. // Register the G Buffer component to the scene.
  84974. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84975. if (!component) {
  84976. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84977. this._addComponent(component);
  84978. }
  84979. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84980. }
  84981. return this._postProcessRenderPipelineManager;
  84982. },
  84983. enumerable: true,
  84984. configurable: true
  84985. });
  84986. /**
  84987. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84988. */
  84989. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84990. /**
  84991. * Creates a new instance of the component for the given scene
  84992. * @param scene Defines the scene to register the component in
  84993. */
  84994. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84995. /**
  84996. * The component name helpfull to identify the component in the list of scene components.
  84997. */
  84998. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84999. this.scene = scene;
  85000. }
  85001. /**
  85002. * Registers the component in a given scene
  85003. */
  85004. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  85005. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  85006. };
  85007. /**
  85008. * Rebuilds the elements related to this component in case of
  85009. * context lost for instance.
  85010. */
  85011. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  85012. if (this.scene._postProcessRenderPipelineManager) {
  85013. this.scene._postProcessRenderPipelineManager._rebuild();
  85014. }
  85015. };
  85016. /**
  85017. * Disposes the component and the associated ressources
  85018. */
  85019. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  85020. if (this.scene._postProcessRenderPipelineManager) {
  85021. this.scene._postProcessRenderPipelineManager.dispose();
  85022. }
  85023. };
  85024. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85025. if (this.scene._postProcessRenderPipelineManager) {
  85026. this.scene._postProcessRenderPipelineManager.update();
  85027. }
  85028. };
  85029. return PostProcessRenderPipelineManagerSceneComponent;
  85030. }());
  85031. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  85032. })(BABYLON || (BABYLON = {}));
  85033. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  85034. var BABYLON;
  85035. (function (BABYLON) {
  85036. /**
  85037. * This represents a set of one or more post processes in Babylon.
  85038. * A post process can be used to apply a shader to a texture after it is rendered.
  85039. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85040. */
  85041. var PostProcessRenderEffect = /** @class */ (function () {
  85042. /**
  85043. * Instantiates a post process render effect.
  85044. * A post process can be used to apply a shader to a texture after it is rendered.
  85045. * @param engine The engine the effect is tied to
  85046. * @param name The name of the effect
  85047. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  85048. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  85049. */
  85050. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  85051. this._name = name;
  85052. this._singleInstance = singleInstance || true;
  85053. this._getPostProcesses = getPostProcesses;
  85054. this._cameras = {};
  85055. this._indicesForCamera = {};
  85056. this._postProcesses = {};
  85057. }
  85058. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  85059. /**
  85060. * Checks if all the post processes in the effect are supported.
  85061. */
  85062. get: function () {
  85063. for (var index in this._postProcesses) {
  85064. if (this._postProcesses.hasOwnProperty(index)) {
  85065. var pps = this._postProcesses[index];
  85066. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  85067. if (!pps[ppIndex].isSupported) {
  85068. return false;
  85069. }
  85070. }
  85071. }
  85072. }
  85073. return true;
  85074. },
  85075. enumerable: true,
  85076. configurable: true
  85077. });
  85078. /**
  85079. * Updates the current state of the effect
  85080. * @hidden
  85081. */
  85082. PostProcessRenderEffect.prototype._update = function () {
  85083. };
  85084. /**
  85085. * Attaches the effect on cameras
  85086. * @param cameras The camera to attach to.
  85087. * @hidden
  85088. */
  85089. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  85090. var _this = this;
  85091. var cameraKey;
  85092. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85093. if (!cams) {
  85094. return;
  85095. }
  85096. for (var i = 0; i < cams.length; i++) {
  85097. var camera = cams[i];
  85098. var cameraName = camera.name;
  85099. if (this._singleInstance) {
  85100. cameraKey = 0;
  85101. }
  85102. else {
  85103. cameraKey = cameraName;
  85104. }
  85105. if (!this._postProcesses[cameraKey]) {
  85106. var postProcess = this._getPostProcesses();
  85107. if (postProcess) {
  85108. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  85109. }
  85110. }
  85111. if (!this._indicesForCamera[cameraName]) {
  85112. this._indicesForCamera[cameraName] = [];
  85113. }
  85114. this._postProcesses[cameraKey].forEach(function (postProcess) {
  85115. var index = camera.attachPostProcess(postProcess);
  85116. _this._indicesForCamera[cameraName].push(index);
  85117. });
  85118. if (!this._cameras[cameraName]) {
  85119. this._cameras[cameraName] = camera;
  85120. }
  85121. }
  85122. };
  85123. /**
  85124. * Detatches the effect on cameras
  85125. * @param cameras The camera to detatch from.
  85126. * @hidden
  85127. */
  85128. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  85129. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85130. if (!cams) {
  85131. return;
  85132. }
  85133. for (var i = 0; i < cams.length; i++) {
  85134. var camera = cams[i];
  85135. var cameraName = camera.name;
  85136. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  85137. if (postProcesses) {
  85138. postProcesses.forEach(function (postProcess) {
  85139. camera.detachPostProcess(postProcess);
  85140. });
  85141. }
  85142. if (this._cameras[cameraName]) {
  85143. this._cameras[cameraName] = null;
  85144. }
  85145. }
  85146. };
  85147. /**
  85148. * Enables the effect on given cameras
  85149. * @param cameras The camera to enable.
  85150. * @hidden
  85151. */
  85152. PostProcessRenderEffect.prototype._enable = function (cameras) {
  85153. var _this = this;
  85154. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85155. if (!cams) {
  85156. return;
  85157. }
  85158. for (var i = 0; i < cams.length; i++) {
  85159. var camera = cams[i];
  85160. var cameraName = camera.name;
  85161. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  85162. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  85163. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85164. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  85165. });
  85166. }
  85167. }
  85168. }
  85169. };
  85170. /**
  85171. * Disables the effect on the given cameras
  85172. * @param cameras The camera to disable.
  85173. * @hidden
  85174. */
  85175. PostProcessRenderEffect.prototype._disable = function (cameras) {
  85176. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85177. if (!cams) {
  85178. return;
  85179. }
  85180. for (var i = 0; i < cams.length; i++) {
  85181. var camera = cams[i];
  85182. var cameraName = camera.name;
  85183. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85184. camera.detachPostProcess(postProcess);
  85185. });
  85186. }
  85187. };
  85188. /**
  85189. * Gets a list of the post processes contained in the effect.
  85190. * @param camera The camera to get the post processes on.
  85191. * @returns The list of the post processes in the effect.
  85192. */
  85193. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  85194. if (this._singleInstance) {
  85195. return this._postProcesses[0];
  85196. }
  85197. else {
  85198. if (!camera) {
  85199. return null;
  85200. }
  85201. return this._postProcesses[camera.name];
  85202. }
  85203. };
  85204. return PostProcessRenderEffect;
  85205. }());
  85206. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  85207. })(BABYLON || (BABYLON = {}));
  85208. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  85209. var BABYLON;
  85210. (function (BABYLON) {
  85211. /**
  85212. * PostProcessRenderPipeline
  85213. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85214. */
  85215. var PostProcessRenderPipeline = /** @class */ (function () {
  85216. /**
  85217. * Initializes a PostProcessRenderPipeline
  85218. * @param engine engine to add the pipeline to
  85219. * @param name name of the pipeline
  85220. */
  85221. function PostProcessRenderPipeline(engine, name) {
  85222. this.engine = engine;
  85223. this._name = name;
  85224. this._renderEffects = {};
  85225. this._renderEffectsForIsolatedPass = new Array();
  85226. this._cameras = [];
  85227. }
  85228. /**
  85229. * "PostProcessRenderPipeline"
  85230. * @returns "PostProcessRenderPipeline"
  85231. */
  85232. PostProcessRenderPipeline.prototype.getClassName = function () {
  85233. return "PostProcessRenderPipeline";
  85234. };
  85235. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  85236. /**
  85237. * If all the render effects in the pipeline are support
  85238. */
  85239. get: function () {
  85240. for (var renderEffectName in this._renderEffects) {
  85241. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85242. if (!this._renderEffects[renderEffectName].isSupported) {
  85243. return false;
  85244. }
  85245. }
  85246. }
  85247. return true;
  85248. },
  85249. enumerable: true,
  85250. configurable: true
  85251. });
  85252. /**
  85253. * Adds an effect to the pipeline
  85254. * @param renderEffect the effect to add
  85255. */
  85256. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  85257. this._renderEffects[renderEffect._name] = renderEffect;
  85258. };
  85259. // private
  85260. /** @hidden */
  85261. PostProcessRenderPipeline.prototype._rebuild = function () {
  85262. };
  85263. /** @hidden */
  85264. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  85265. var renderEffects = this._renderEffects[renderEffectName];
  85266. if (!renderEffects) {
  85267. return;
  85268. }
  85269. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85270. };
  85271. /** @hidden */
  85272. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  85273. var renderEffects = this._renderEffects[renderEffectName];
  85274. if (!renderEffects) {
  85275. return;
  85276. }
  85277. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85278. };
  85279. /** @hidden */
  85280. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85281. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85282. if (!cams) {
  85283. return;
  85284. }
  85285. var indicesToDelete = [];
  85286. var i;
  85287. for (i = 0; i < cams.length; i++) {
  85288. var camera = cams[i];
  85289. var cameraName = camera.name;
  85290. if (this._cameras.indexOf(camera) === -1) {
  85291. this._cameras[cameraName] = camera;
  85292. }
  85293. else if (unique) {
  85294. indicesToDelete.push(i);
  85295. }
  85296. }
  85297. for (i = 0; i < indicesToDelete.length; i++) {
  85298. cameras.splice(indicesToDelete[i], 1);
  85299. }
  85300. for (var renderEffectName in this._renderEffects) {
  85301. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85302. this._renderEffects[renderEffectName]._attachCameras(cams);
  85303. }
  85304. }
  85305. };
  85306. /** @hidden */
  85307. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85308. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85309. if (!cams) {
  85310. return;
  85311. }
  85312. for (var renderEffectName in this._renderEffects) {
  85313. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85314. this._renderEffects[renderEffectName]._detachCameras(cams);
  85315. }
  85316. }
  85317. for (var i = 0; i < cams.length; i++) {
  85318. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85319. }
  85320. };
  85321. /** @hidden */
  85322. PostProcessRenderPipeline.prototype._update = function () {
  85323. for (var renderEffectName in this._renderEffects) {
  85324. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85325. this._renderEffects[renderEffectName]._update();
  85326. }
  85327. }
  85328. for (var i = 0; i < this._cameras.length; i++) {
  85329. var cameraName = this._cameras[i].name;
  85330. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85331. this._renderEffectsForIsolatedPass[cameraName]._update();
  85332. }
  85333. }
  85334. };
  85335. /** @hidden */
  85336. PostProcessRenderPipeline.prototype._reset = function () {
  85337. this._renderEffects = {};
  85338. this._renderEffectsForIsolatedPass = new Array();
  85339. };
  85340. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85341. // 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)
  85342. var effectKeys = Object.keys(this._renderEffects);
  85343. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85344. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85345. if (postProcesses) {
  85346. postProcesses[0].samples = sampleCount;
  85347. return true;
  85348. }
  85349. }
  85350. return false;
  85351. };
  85352. /**
  85353. * Disposes of the pipeline
  85354. */
  85355. PostProcessRenderPipeline.prototype.dispose = function () {
  85356. // Must be implemented by children
  85357. };
  85358. __decorate([
  85359. BABYLON.serialize()
  85360. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85361. return PostProcessRenderPipeline;
  85362. }());
  85363. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85364. })(BABYLON || (BABYLON = {}));
  85365. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85366. var BABYLON;
  85367. (function (BABYLON) {
  85368. /**
  85369. * This represents a depth renderer in Babylon.
  85370. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85371. */
  85372. var DepthRenderer = /** @class */ (function () {
  85373. /**
  85374. * Instantiates a depth renderer
  85375. * @param scene The scene the renderer belongs to
  85376. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85377. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85378. */
  85379. function DepthRenderer(scene, type, camera) {
  85380. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85381. if (camera === void 0) { camera = null; }
  85382. var _this = this;
  85383. /**
  85384. * Specifiess that the depth renderer will only be used within
  85385. * the camera it is created for.
  85386. * This can help forcing its rendering during the camera processing.
  85387. */
  85388. this.useOnlyInActiveCamera = false;
  85389. this._scene = scene;
  85390. // Register the G Buffer component to the scene.
  85391. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85392. if (!component) {
  85393. component = new BABYLON.DepthRendererSceneComponent(scene);
  85394. scene._addComponent(component);
  85395. }
  85396. this._camera = camera;
  85397. var engine = scene.getEngine();
  85398. // Render target
  85399. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85400. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85401. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85402. this._depthMap.refreshRate = 1;
  85403. this._depthMap.renderParticles = false;
  85404. this._depthMap.renderList = null;
  85405. // Camera to get depth map from to support multiple concurrent cameras
  85406. this._depthMap.activeCamera = this._camera;
  85407. this._depthMap.ignoreCameraViewport = true;
  85408. this._depthMap.useCameraPostProcesses = false;
  85409. // set default depth value to 1.0 (far away)
  85410. this._depthMap.onClearObservable.add(function (engine) {
  85411. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85412. });
  85413. // Custom render function
  85414. var renderSubMesh = function (subMesh) {
  85415. var mesh = subMesh.getRenderingMesh();
  85416. var scene = _this._scene;
  85417. var engine = scene.getEngine();
  85418. var material = subMesh.getMaterial();
  85419. if (!material) {
  85420. return;
  85421. }
  85422. // Culling and reverse (right handed system)
  85423. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85424. // Managing instances
  85425. var batch = mesh._getInstancesRenderList(subMesh._id);
  85426. if (batch.mustReturn) {
  85427. return;
  85428. }
  85429. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85430. var camera = _this._camera || scene.activeCamera;
  85431. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85432. engine.enableEffect(_this._effect);
  85433. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85434. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85435. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85436. // Alpha test
  85437. if (material && material.needAlphaTesting()) {
  85438. var alphaTexture = material.getAlphaTestTexture();
  85439. if (alphaTexture) {
  85440. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85441. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85442. }
  85443. }
  85444. // Bones
  85445. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85446. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85447. }
  85448. // Draw
  85449. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85450. }
  85451. };
  85452. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85453. var index;
  85454. if (depthOnlySubMeshes.length) {
  85455. engine.setColorWrite(false);
  85456. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85457. renderSubMesh(depthOnlySubMeshes.data[index]);
  85458. }
  85459. engine.setColorWrite(true);
  85460. }
  85461. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85462. renderSubMesh(opaqueSubMeshes.data[index]);
  85463. }
  85464. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85465. renderSubMesh(alphaTestSubMeshes.data[index]);
  85466. }
  85467. };
  85468. }
  85469. /**
  85470. * Creates the depth rendering effect and checks if the effect is ready.
  85471. * @param subMesh The submesh to be used to render the depth map of
  85472. * @param useInstances If multiple world instances should be used
  85473. * @returns if the depth renderer is ready to render the depth map
  85474. */
  85475. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85476. var material = subMesh.getMaterial();
  85477. if (material.disableDepthWrite) {
  85478. return false;
  85479. }
  85480. var defines = [];
  85481. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85482. var mesh = subMesh.getMesh();
  85483. // Alpha test
  85484. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85485. defines.push("#define ALPHATEST");
  85486. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85487. attribs.push(BABYLON.VertexBuffer.UVKind);
  85488. defines.push("#define UV1");
  85489. }
  85490. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85491. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85492. defines.push("#define UV2");
  85493. }
  85494. }
  85495. // Bones
  85496. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85497. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85498. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85499. if (mesh.numBoneInfluencers > 4) {
  85500. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85501. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85502. }
  85503. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85504. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85505. }
  85506. else {
  85507. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85508. }
  85509. // Instances
  85510. if (useInstances) {
  85511. defines.push("#define INSTANCES");
  85512. attribs.push("world0");
  85513. attribs.push("world1");
  85514. attribs.push("world2");
  85515. attribs.push("world3");
  85516. }
  85517. // Get correct effect
  85518. var join = defines.join("\n");
  85519. if (this._cachedDefines !== join) {
  85520. this._cachedDefines = join;
  85521. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85522. }
  85523. return this._effect.isReady();
  85524. };
  85525. /**
  85526. * Gets the texture which the depth map will be written to.
  85527. * @returns The depth map texture
  85528. */
  85529. DepthRenderer.prototype.getDepthMap = function () {
  85530. return this._depthMap;
  85531. };
  85532. /**
  85533. * Disposes of the depth renderer.
  85534. */
  85535. DepthRenderer.prototype.dispose = function () {
  85536. this._depthMap.dispose();
  85537. };
  85538. return DepthRenderer;
  85539. }());
  85540. BABYLON.DepthRenderer = DepthRenderer;
  85541. })(BABYLON || (BABYLON = {}));
  85542. //# sourceMappingURL=babylon.depthRenderer.js.map
  85543. var BABYLON;
  85544. (function (BABYLON) {
  85545. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85546. camera = camera || this.activeCamera;
  85547. if (!camera) {
  85548. throw "No camera available to enable depth renderer";
  85549. }
  85550. if (!this._depthRenderer) {
  85551. this._depthRenderer = {};
  85552. }
  85553. if (!this._depthRenderer[camera.id]) {
  85554. var textureType = 0;
  85555. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85556. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85557. }
  85558. else if (this.getEngine().getCaps().textureFloatRender) {
  85559. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85560. }
  85561. else {
  85562. throw "Depth renderer does not support int texture type";
  85563. }
  85564. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85565. }
  85566. return this._depthRenderer[camera.id];
  85567. };
  85568. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85569. camera = camera || this.activeCamera;
  85570. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85571. return;
  85572. }
  85573. this._depthRenderer[camera.id].dispose();
  85574. delete this._depthRenderer[camera.id];
  85575. };
  85576. /**
  85577. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85578. * in several rendering techniques.
  85579. */
  85580. var DepthRendererSceneComponent = /** @class */ (function () {
  85581. /**
  85582. * Creates a new instance of the component for the given scene
  85583. * @param scene Defines the scene to register the component in
  85584. */
  85585. function DepthRendererSceneComponent(scene) {
  85586. /**
  85587. * The component name helpfull to identify the component in the list of scene components.
  85588. */
  85589. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85590. this.scene = scene;
  85591. }
  85592. /**
  85593. * Registers the component in a given scene
  85594. */
  85595. DepthRendererSceneComponent.prototype.register = function () {
  85596. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85597. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85598. };
  85599. /**
  85600. * Rebuilds the elements related to this component in case of
  85601. * context lost for instance.
  85602. */
  85603. DepthRendererSceneComponent.prototype.rebuild = function () {
  85604. // Nothing to do for this component
  85605. };
  85606. /**
  85607. * Disposes the component and the associated ressources
  85608. */
  85609. DepthRendererSceneComponent.prototype.dispose = function () {
  85610. for (var key in this.scene._depthRenderer) {
  85611. this.scene._depthRenderer[key].dispose();
  85612. }
  85613. };
  85614. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85615. if (this.scene._depthRenderer) {
  85616. for (var key in this.scene._depthRenderer) {
  85617. var depthRenderer = this.scene._depthRenderer[key];
  85618. if (!depthRenderer.useOnlyInActiveCamera) {
  85619. renderTargets.push(depthRenderer.getDepthMap());
  85620. }
  85621. }
  85622. }
  85623. };
  85624. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85625. if (this.scene._depthRenderer) {
  85626. for (var key in this.scene._depthRenderer) {
  85627. var depthRenderer = this.scene._depthRenderer[key];
  85628. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85629. renderTargets.push(depthRenderer.getDepthMap());
  85630. }
  85631. }
  85632. }
  85633. };
  85634. return DepthRendererSceneComponent;
  85635. }());
  85636. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85637. })(BABYLON || (BABYLON = {}));
  85638. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85639. var BABYLON;
  85640. (function (BABYLON) {
  85641. /**
  85642. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85643. */
  85644. var GeometryBufferRenderer = /** @class */ (function () {
  85645. /**
  85646. * Creates a new G Buffer for the scene
  85647. * @param scene The scene the buffer belongs to
  85648. * @param ratio How big is the buffer related to the main canvas.
  85649. */
  85650. function GeometryBufferRenderer(scene, ratio) {
  85651. if (ratio === void 0) { ratio = 1; }
  85652. /**
  85653. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85654. * in order to compute objects velocities when enableVelocity is set to "true"
  85655. * @hidden
  85656. */
  85657. this._previousTransformationMatrices = {};
  85658. this._enablePosition = false;
  85659. this._enableVelocity = false;
  85660. this._positionIndex = -1;
  85661. this._velocityIndex = -1;
  85662. this._scene = scene;
  85663. this._ratio = ratio;
  85664. // Register the G Buffer component to the scene.
  85665. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85666. if (!component) {
  85667. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85668. scene._addComponent(component);
  85669. }
  85670. // Render target
  85671. this._createRenderTargets();
  85672. }
  85673. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85674. /**
  85675. * Set the render list (meshes to be rendered) used in the G buffer.
  85676. */
  85677. set: function (meshes) {
  85678. this._multiRenderTarget.renderList = meshes;
  85679. },
  85680. enumerable: true,
  85681. configurable: true
  85682. });
  85683. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85684. /**
  85685. * Gets wether or not G buffer are supported by the running hardware.
  85686. * This requires draw buffer supports
  85687. */
  85688. get: function () {
  85689. return this._multiRenderTarget.isSupported;
  85690. },
  85691. enumerable: true,
  85692. configurable: true
  85693. });
  85694. /**
  85695. * Returns the index of the given texture type in the G-Buffer textures array
  85696. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85697. * @returns the index of the given texture type in the G-Buffer textures array
  85698. */
  85699. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85700. switch (textureType) {
  85701. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85702. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85703. default: return -1;
  85704. }
  85705. };
  85706. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85707. /**
  85708. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85709. */
  85710. get: function () {
  85711. return this._enablePosition;
  85712. },
  85713. /**
  85714. * Sets whether or not objects positions are enabled for the G buffer.
  85715. */
  85716. set: function (enable) {
  85717. this._enablePosition = enable;
  85718. this.dispose();
  85719. this._createRenderTargets();
  85720. },
  85721. enumerable: true,
  85722. configurable: true
  85723. });
  85724. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85725. /**
  85726. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85727. */
  85728. get: function () {
  85729. return this._enableVelocity;
  85730. },
  85731. /**
  85732. * Sets wether or not objects velocities are enabled for the G buffer.
  85733. */
  85734. set: function (enable) {
  85735. this._enableVelocity = enable;
  85736. this.dispose();
  85737. this._createRenderTargets();
  85738. },
  85739. enumerable: true,
  85740. configurable: true
  85741. });
  85742. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85743. /**
  85744. * Gets the scene associated with the buffer.
  85745. */
  85746. get: function () {
  85747. return this._scene;
  85748. },
  85749. enumerable: true,
  85750. configurable: true
  85751. });
  85752. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85753. /**
  85754. * Gets the ratio used by the buffer during its creation.
  85755. * How big is the buffer related to the main canvas.
  85756. */
  85757. get: function () {
  85758. return this._ratio;
  85759. },
  85760. enumerable: true,
  85761. configurable: true
  85762. });
  85763. /**
  85764. * Checks wether everything is ready to render a submesh to the G buffer.
  85765. * @param subMesh the submesh to check readiness for
  85766. * @param useInstances is the mesh drawn using instance or not
  85767. * @returns true if ready otherwise false
  85768. */
  85769. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85770. var material = subMesh.getMaterial();
  85771. if (material && material.disableDepthWrite) {
  85772. return false;
  85773. }
  85774. var defines = [];
  85775. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85776. var mesh = subMesh.getMesh();
  85777. // Alpha test
  85778. if (material && material.needAlphaTesting()) {
  85779. defines.push("#define ALPHATEST");
  85780. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85781. attribs.push(BABYLON.VertexBuffer.UVKind);
  85782. defines.push("#define UV1");
  85783. }
  85784. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85785. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85786. defines.push("#define UV2");
  85787. }
  85788. }
  85789. // Buffers
  85790. if (this._enablePosition) {
  85791. defines.push("#define POSITION");
  85792. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85793. }
  85794. if (this._enableVelocity) {
  85795. defines.push("#define VELOCITY");
  85796. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85797. }
  85798. // Bones
  85799. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85800. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85801. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85802. if (mesh.numBoneInfluencers > 4) {
  85803. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85804. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85805. }
  85806. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85807. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85808. }
  85809. else {
  85810. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85811. }
  85812. // Instances
  85813. if (useInstances) {
  85814. defines.push("#define INSTANCES");
  85815. attribs.push("world0");
  85816. attribs.push("world1");
  85817. attribs.push("world2");
  85818. attribs.push("world3");
  85819. }
  85820. // Setup textures count
  85821. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85822. // Get correct effect
  85823. var join = defines.join("\n");
  85824. if (this._cachedDefines !== join) {
  85825. this._cachedDefines = join;
  85826. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85827. }
  85828. return this._effect.isReady();
  85829. };
  85830. /**
  85831. * Gets the current underlying G Buffer.
  85832. * @returns the buffer
  85833. */
  85834. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85835. return this._multiRenderTarget;
  85836. };
  85837. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85838. /**
  85839. * Gets the number of samples used to render the buffer (anti aliasing).
  85840. */
  85841. get: function () {
  85842. return this._multiRenderTarget.samples;
  85843. },
  85844. /**
  85845. * Sets the number of samples used to render the buffer (anti aliasing).
  85846. */
  85847. set: function (value) {
  85848. this._multiRenderTarget.samples = value;
  85849. },
  85850. enumerable: true,
  85851. configurable: true
  85852. });
  85853. /**
  85854. * Disposes the renderer and frees up associated resources.
  85855. */
  85856. GeometryBufferRenderer.prototype.dispose = function () {
  85857. this.getGBuffer().dispose();
  85858. };
  85859. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85860. var _this = this;
  85861. var engine = this._scene.getEngine();
  85862. var count = 2;
  85863. if (this._enablePosition) {
  85864. this._positionIndex = count;
  85865. count++;
  85866. }
  85867. if (this._enableVelocity) {
  85868. this._velocityIndex = count;
  85869. count++;
  85870. }
  85871. 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 });
  85872. if (!this.isSupported) {
  85873. return;
  85874. }
  85875. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85876. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85877. this._multiRenderTarget.refreshRate = 1;
  85878. this._multiRenderTarget.renderParticles = false;
  85879. this._multiRenderTarget.renderList = null;
  85880. // set default depth value to 1.0 (far away)
  85881. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85882. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85883. });
  85884. // Custom render function
  85885. var renderSubMesh = function (subMesh) {
  85886. var mesh = subMesh.getRenderingMesh();
  85887. var scene = _this._scene;
  85888. var engine = scene.getEngine();
  85889. var material = subMesh.getMaterial();
  85890. if (!material) {
  85891. return;
  85892. }
  85893. // Velocity
  85894. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85895. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85896. }
  85897. // Culling
  85898. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85899. // Managing instances
  85900. var batch = mesh._getInstancesRenderList(subMesh._id);
  85901. if (batch.mustReturn) {
  85902. return;
  85903. }
  85904. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85905. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85906. engine.enableEffect(_this._effect);
  85907. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85908. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85909. _this._effect.setMatrix("view", scene.getViewMatrix());
  85910. // Alpha test
  85911. if (material && material.needAlphaTesting()) {
  85912. var alphaTexture = material.getAlphaTestTexture();
  85913. if (alphaTexture) {
  85914. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85915. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85916. }
  85917. }
  85918. // Bones
  85919. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85920. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85921. }
  85922. // Velocity
  85923. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85924. // Draw
  85925. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85926. }
  85927. // Velocity
  85928. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85929. };
  85930. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85931. var index;
  85932. if (depthOnlySubMeshes.length) {
  85933. engine.setColorWrite(false);
  85934. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85935. renderSubMesh(depthOnlySubMeshes.data[index]);
  85936. }
  85937. engine.setColorWrite(true);
  85938. }
  85939. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85940. renderSubMesh(opaqueSubMeshes.data[index]);
  85941. }
  85942. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85943. renderSubMesh(alphaTestSubMeshes.data[index]);
  85944. }
  85945. };
  85946. };
  85947. /**
  85948. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85949. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85950. */
  85951. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85952. /**
  85953. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85954. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85955. */
  85956. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85957. return GeometryBufferRenderer;
  85958. }());
  85959. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85960. })(BABYLON || (BABYLON = {}));
  85961. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85962. var BABYLON;
  85963. (function (BABYLON) {
  85964. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85965. get: function () {
  85966. this._geometryBufferRenderer;
  85967. },
  85968. set: function (value) {
  85969. if (value && value.isSupported) {
  85970. this._geometryBufferRenderer = value;
  85971. }
  85972. },
  85973. enumerable: true,
  85974. configurable: true
  85975. });
  85976. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85977. if (ratio === void 0) { ratio = 1; }
  85978. if (this._geometryBufferRenderer) {
  85979. return this._geometryBufferRenderer;
  85980. }
  85981. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85982. if (!this._geometryBufferRenderer.isSupported) {
  85983. this._geometryBufferRenderer = null;
  85984. }
  85985. return this._geometryBufferRenderer;
  85986. };
  85987. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85988. if (!this._geometryBufferRenderer) {
  85989. return;
  85990. }
  85991. this._geometryBufferRenderer.dispose();
  85992. this._geometryBufferRenderer = null;
  85993. };
  85994. /**
  85995. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85996. * in several rendering techniques.
  85997. */
  85998. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85999. /**
  86000. * Creates a new instance of the component for the given scene
  86001. * @param scene Defines the scene to register the component in
  86002. */
  86003. function GeometryBufferRendererSceneComponent(scene) {
  86004. /**
  86005. * The component name helpful to identify the component in the list of scene components.
  86006. */
  86007. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  86008. this.scene = scene;
  86009. }
  86010. /**
  86011. * Registers the component in a given scene
  86012. */
  86013. GeometryBufferRendererSceneComponent.prototype.register = function () {
  86014. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  86015. };
  86016. /**
  86017. * Rebuilds the elements related to this component in case of
  86018. * context lost for instance.
  86019. */
  86020. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  86021. // Nothing to do for this component
  86022. };
  86023. /**
  86024. * Disposes the component and the associated ressources
  86025. */
  86026. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  86027. // Nothing to do for this component
  86028. };
  86029. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  86030. if (this.scene._geometryBufferRenderer) {
  86031. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  86032. }
  86033. };
  86034. return GeometryBufferRendererSceneComponent;
  86035. }());
  86036. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  86037. })(BABYLON || (BABYLON = {}));
  86038. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  86039. var BABYLON;
  86040. (function (BABYLON) {
  86041. /**
  86042. * Render pipeline to produce ssao effect
  86043. */
  86044. var SSAORenderingPipeline = /** @class */ (function (_super) {
  86045. __extends(SSAORenderingPipeline, _super);
  86046. /**
  86047. * @constructor
  86048. * @param name - The rendering pipeline name
  86049. * @param scene - The scene linked to this pipeline
  86050. * @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 }
  86051. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  86052. */
  86053. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  86054. var _this = _super.call(this, scene.getEngine(), name) || this;
  86055. // Members
  86056. /**
  86057. * @ignore
  86058. * The PassPostProcess id in the pipeline that contains the original scene color
  86059. */
  86060. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86061. /**
  86062. * @ignore
  86063. * The SSAO PostProcess id in the pipeline
  86064. */
  86065. _this.SSAORenderEffect = "SSAORenderEffect";
  86066. /**
  86067. * @ignore
  86068. * The horizontal blur PostProcess id in the pipeline
  86069. */
  86070. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86071. /**
  86072. * @ignore
  86073. * The vertical blur PostProcess id in the pipeline
  86074. */
  86075. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86076. /**
  86077. * @ignore
  86078. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86079. */
  86080. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86081. /**
  86082. * The output strength of the SSAO post-process. Default value is 1.0.
  86083. */
  86084. _this.totalStrength = 1.0;
  86085. /**
  86086. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  86087. */
  86088. _this.radius = 0.0001;
  86089. /**
  86090. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  86091. * Must not be equal to fallOff and superior to fallOff.
  86092. * Default value is 0.975
  86093. */
  86094. _this.area = 0.0075;
  86095. /**
  86096. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  86097. * Must not be equal to area and inferior to area.
  86098. * Default value is 0.0
  86099. */
  86100. _this.fallOff = 0.000001;
  86101. /**
  86102. * The base color of the SSAO post-process
  86103. * The final result is "base + ssao" between [0, 1]
  86104. */
  86105. _this.base = 0.5;
  86106. _this._firstUpdate = true;
  86107. _this._scene = scene;
  86108. // Set up assets
  86109. _this._createRandomTexture();
  86110. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86111. var ssaoRatio = ratio.ssaoRatio || ratio;
  86112. var combineRatio = ratio.combineRatio || ratio;
  86113. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86114. _this._createSSAOPostProcess(ssaoRatio);
  86115. _this._createBlurPostProcess(ssaoRatio);
  86116. _this._createSSAOCombinePostProcess(combineRatio);
  86117. // Set up pipeline
  86118. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86119. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86120. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86121. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86122. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86123. // Finish
  86124. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86125. if (cameras) {
  86126. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86127. }
  86128. return _this;
  86129. }
  86130. // Public Methods
  86131. /**
  86132. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86133. */
  86134. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86135. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86136. for (var i = 0; i < this._scene.cameras.length; i++) {
  86137. var camera = this._scene.cameras[i];
  86138. this._originalColorPostProcess.dispose(camera);
  86139. this._ssaoPostProcess.dispose(camera);
  86140. this._blurHPostProcess.dispose(camera);
  86141. this._blurVPostProcess.dispose(camera);
  86142. this._ssaoCombinePostProcess.dispose(camera);
  86143. }
  86144. this._randomTexture.dispose();
  86145. if (disableDepthRender) {
  86146. this._scene.disableDepthRenderer();
  86147. }
  86148. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86149. _super.prototype.dispose.call(this);
  86150. };
  86151. // Private Methods
  86152. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  86153. var _this = this;
  86154. var size = 16;
  86155. 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);
  86156. 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);
  86157. this._blurHPostProcess.onActivateObservable.add(function () {
  86158. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  86159. _this._blurHPostProcess.kernel = size * dw;
  86160. });
  86161. this._blurVPostProcess.onActivateObservable.add(function () {
  86162. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  86163. _this._blurVPostProcess.kernel = size * dw;
  86164. });
  86165. };
  86166. /** @hidden */
  86167. SSAORenderingPipeline.prototype._rebuild = function () {
  86168. this._firstUpdate = true;
  86169. _super.prototype._rebuild.call(this);
  86170. };
  86171. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86172. var _this = this;
  86173. var numSamples = 16;
  86174. var sampleSphere = [
  86175. 0.5381, 0.1856, -0.4319,
  86176. 0.1379, 0.2486, 0.4430,
  86177. 0.3371, 0.5679, -0.0057,
  86178. -0.6999, -0.0451, -0.0019,
  86179. 0.0689, -0.1598, -0.8547,
  86180. 0.0560, 0.0069, -0.1843,
  86181. -0.0146, 0.1402, 0.0762,
  86182. 0.0100, -0.1924, -0.0344,
  86183. -0.3577, -0.5301, -0.4358,
  86184. -0.3169, 0.1063, 0.0158,
  86185. 0.0103, -0.5869, 0.0046,
  86186. -0.0897, -0.4940, 0.3287,
  86187. 0.7119, -0.0154, -0.0918,
  86188. -0.0533, 0.0596, -0.5411,
  86189. 0.0352, -0.0631, 0.5460,
  86190. -0.4776, 0.2847, -0.0271
  86191. ];
  86192. var samplesFactor = 1.0 / numSamples;
  86193. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  86194. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86195. "area", "fallOff", "base", "range", "viewport"
  86196. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86197. this._ssaoPostProcess.onApply = function (effect) {
  86198. if (_this._firstUpdate) {
  86199. effect.setArray3("sampleSphere", sampleSphere);
  86200. effect.setFloat("samplesFactor", samplesFactor);
  86201. effect.setFloat("randTextureTiles", 4.0);
  86202. }
  86203. effect.setFloat("totalStrength", _this.totalStrength);
  86204. effect.setFloat("radius", _this.radius);
  86205. effect.setFloat("area", _this.area);
  86206. effect.setFloat("fallOff", _this.fallOff);
  86207. effect.setFloat("base", _this.base);
  86208. effect.setTexture("textureSampler", _this._depthTexture);
  86209. effect.setTexture("randomSampler", _this._randomTexture);
  86210. };
  86211. };
  86212. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86213. var _this = this;
  86214. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86215. this._ssaoCombinePostProcess.onApply = function (effect) {
  86216. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  86217. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86218. };
  86219. };
  86220. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  86221. var size = 512;
  86222. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86223. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86224. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86225. var context = this._randomTexture.getContext();
  86226. var rand = function (min, max) {
  86227. return Math.random() * (max - min) + min;
  86228. };
  86229. var randVector = BABYLON.Vector3.Zero();
  86230. for (var x = 0; x < size; x++) {
  86231. for (var y = 0; y < size; y++) {
  86232. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  86233. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  86234. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  86235. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86236. context.fillRect(x, y, 1, 1);
  86237. }
  86238. }
  86239. this._randomTexture.update(false);
  86240. };
  86241. __decorate([
  86242. BABYLON.serialize()
  86243. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  86244. __decorate([
  86245. BABYLON.serialize()
  86246. ], SSAORenderingPipeline.prototype, "radius", void 0);
  86247. __decorate([
  86248. BABYLON.serialize()
  86249. ], SSAORenderingPipeline.prototype, "area", void 0);
  86250. __decorate([
  86251. BABYLON.serialize()
  86252. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  86253. __decorate([
  86254. BABYLON.serialize()
  86255. ], SSAORenderingPipeline.prototype, "base", void 0);
  86256. return SSAORenderingPipeline;
  86257. }(BABYLON.PostProcessRenderPipeline));
  86258. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  86259. })(BABYLON || (BABYLON = {}));
  86260. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  86261. var BABYLON;
  86262. (function (BABYLON) {
  86263. /**
  86264. * Render pipeline to produce ssao effect
  86265. */
  86266. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  86267. __extends(SSAO2RenderingPipeline, _super);
  86268. /**
  86269. * @constructor
  86270. * @param name The rendering pipeline name
  86271. * @param scene The scene linked to this pipeline
  86272. * @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 }
  86273. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86274. */
  86275. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86276. var _this = _super.call(this, scene.getEngine(), name) || this;
  86277. // Members
  86278. /**
  86279. * @ignore
  86280. * The PassPostProcess id in the pipeline that contains the original scene color
  86281. */
  86282. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86283. /**
  86284. * @ignore
  86285. * The SSAO PostProcess id in the pipeline
  86286. */
  86287. _this.SSAORenderEffect = "SSAORenderEffect";
  86288. /**
  86289. * @ignore
  86290. * The horizontal blur PostProcess id in the pipeline
  86291. */
  86292. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86293. /**
  86294. * @ignore
  86295. * The vertical blur PostProcess id in the pipeline
  86296. */
  86297. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86298. /**
  86299. * @ignore
  86300. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86301. */
  86302. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86303. /**
  86304. * The output strength of the SSAO post-process. Default value is 1.0.
  86305. */
  86306. _this.totalStrength = 1.0;
  86307. /**
  86308. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86309. */
  86310. _this.maxZ = 100.0;
  86311. /**
  86312. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86313. */
  86314. _this.minZAspect = 0.2;
  86315. _this._samples = 8;
  86316. _this._textureSamples = 1;
  86317. _this._expensiveBlur = true;
  86318. /**
  86319. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86320. */
  86321. _this.radius = 2.0;
  86322. /**
  86323. * The base color of the SSAO post-process
  86324. * The final result is "base + ssao" between [0, 1]
  86325. */
  86326. _this.base = 0;
  86327. _this._firstUpdate = true;
  86328. _this._bits = new Uint32Array(1);
  86329. _this._scene = scene;
  86330. _this._ratio = ratio;
  86331. if (!_this.isSupported) {
  86332. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86333. return _this;
  86334. }
  86335. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86336. var blurRatio = _this._ratio.blurRatio || ratio;
  86337. // Set up assets
  86338. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86339. _this._createRandomTexture();
  86340. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86341. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86342. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86343. _this._originalColorPostProcess.samples = _this.textureSamples;
  86344. _this._createSSAOPostProcess(1.0);
  86345. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86346. _this._createSSAOCombinePostProcess(blurRatio);
  86347. // Set up pipeline
  86348. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86349. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86350. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86351. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86352. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86353. // Finish
  86354. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86355. if (cameras) {
  86356. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86357. }
  86358. return _this;
  86359. }
  86360. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86361. get: function () {
  86362. return this._samples;
  86363. },
  86364. /**
  86365. * Number of samples used for the SSAO calculations. Default value is 8
  86366. */
  86367. set: function (n) {
  86368. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86369. this._samples = n;
  86370. this._sampleSphere = this._generateHemisphere();
  86371. this._firstUpdate = true;
  86372. },
  86373. enumerable: true,
  86374. configurable: true
  86375. });
  86376. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86377. get: function () {
  86378. return this._textureSamples;
  86379. },
  86380. /**
  86381. * Number of samples to use for antialiasing
  86382. */
  86383. set: function (n) {
  86384. this._textureSamples = n;
  86385. this._originalColorPostProcess.samples = n;
  86386. this._blurHPostProcess.samples = n;
  86387. this._blurVPostProcess.samples = n;
  86388. this._ssaoPostProcess.samples = n;
  86389. this._ssaoCombinePostProcess.samples = n;
  86390. },
  86391. enumerable: true,
  86392. configurable: true
  86393. });
  86394. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86395. get: function () {
  86396. return this._expensiveBlur;
  86397. },
  86398. /**
  86399. * If bilateral blur should be used
  86400. */
  86401. set: function (b) {
  86402. 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"]);
  86403. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86404. this._expensiveBlur = b;
  86405. this._firstUpdate = true;
  86406. },
  86407. enumerable: true,
  86408. configurable: true
  86409. });
  86410. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86411. /**
  86412. * Support test.
  86413. */
  86414. get: function () {
  86415. var engine = BABYLON.Engine.LastCreatedEngine;
  86416. if (!engine) {
  86417. return false;
  86418. }
  86419. return engine.getCaps().drawBuffersExtension;
  86420. },
  86421. enumerable: true,
  86422. configurable: true
  86423. });
  86424. // Public Methods
  86425. /**
  86426. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86427. */
  86428. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86429. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86430. for (var i = 0; i < this._scene.cameras.length; i++) {
  86431. var camera = this._scene.cameras[i];
  86432. this._originalColorPostProcess.dispose(camera);
  86433. this._ssaoPostProcess.dispose(camera);
  86434. this._blurHPostProcess.dispose(camera);
  86435. this._blurVPostProcess.dispose(camera);
  86436. this._ssaoCombinePostProcess.dispose(camera);
  86437. }
  86438. this._randomTexture.dispose();
  86439. if (disableGeometryBufferRenderer) {
  86440. this._scene.disableGeometryBufferRenderer();
  86441. }
  86442. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86443. _super.prototype.dispose.call(this);
  86444. };
  86445. // Private Methods
  86446. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86447. var _this = this;
  86448. this._samplerOffsets = [];
  86449. var expensive = this.expensiveBlur;
  86450. for (var i = -8; i < 8; i++) {
  86451. this._samplerOffsets.push(i * 2 + 0.5);
  86452. }
  86453. 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");
  86454. this._blurHPostProcess.onApply = function (effect) {
  86455. if (!_this._scene.activeCamera) {
  86456. return;
  86457. }
  86458. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86459. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86460. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86461. effect.setFloat("radius", _this.radius);
  86462. effect.setTexture("depthSampler", _this._depthTexture);
  86463. if (_this._firstUpdate) {
  86464. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86465. }
  86466. };
  86467. 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");
  86468. this._blurVPostProcess.onApply = function (effect) {
  86469. if (!_this._scene.activeCamera) {
  86470. return;
  86471. }
  86472. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86473. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86474. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86475. effect.setFloat("radius", _this.radius);
  86476. effect.setTexture("depthSampler", _this._depthTexture);
  86477. if (_this._firstUpdate) {
  86478. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86479. _this._firstUpdate = false;
  86480. }
  86481. };
  86482. this._blurHPostProcess.samples = this.textureSamples;
  86483. this._blurVPostProcess.samples = this.textureSamples;
  86484. };
  86485. /** @hidden */
  86486. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86487. this._firstUpdate = true;
  86488. _super.prototype._rebuild.call(this);
  86489. };
  86490. //Van der Corput radical inverse
  86491. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86492. this._bits[0] = i;
  86493. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86494. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86495. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86496. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86497. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86498. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86499. };
  86500. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86501. return [i / n, this._radicalInverse_VdC(i)];
  86502. };
  86503. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86504. var phi = v * 2.0 * Math.PI;
  86505. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86506. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86507. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86508. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86509. };
  86510. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86511. var numSamples = this.samples;
  86512. var result = [];
  86513. var vector;
  86514. var i = 0;
  86515. while (i < numSamples) {
  86516. if (numSamples < 16) {
  86517. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86518. }
  86519. else {
  86520. var rand = this._hammersley(i, numSamples);
  86521. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86522. }
  86523. result.push(vector.x, vector.y, vector.z);
  86524. i++;
  86525. }
  86526. return result;
  86527. };
  86528. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86529. var _this = this;
  86530. var numSamples = this.samples;
  86531. this._sampleSphere = this._generateHemisphere();
  86532. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86533. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86534. "base", "range", "projection", "near", "far", "texelSize",
  86535. "xViewport", "yViewport", "maxZ", "minZAspect"
  86536. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86537. this._ssaoPostProcess.onApply = function (effect) {
  86538. if (_this._firstUpdate) {
  86539. effect.setArray3("sampleSphere", _this._sampleSphere);
  86540. effect.setFloat("randTextureTiles", 32.0);
  86541. }
  86542. if (!_this._scene.activeCamera) {
  86543. return;
  86544. }
  86545. effect.setFloat("samplesFactor", 1 / _this.samples);
  86546. effect.setFloat("totalStrength", _this.totalStrength);
  86547. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86548. effect.setFloat("radius", _this.radius);
  86549. effect.setFloat("maxZ", _this.maxZ);
  86550. effect.setFloat("minZAspect", _this.minZAspect);
  86551. effect.setFloat("base", _this.base);
  86552. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86553. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86554. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86555. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86556. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86557. effect.setTexture("textureSampler", _this._depthTexture);
  86558. effect.setTexture("normalSampler", _this._normalTexture);
  86559. effect.setTexture("randomSampler", _this._randomTexture);
  86560. };
  86561. this._ssaoPostProcess.samples = this.textureSamples;
  86562. };
  86563. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86564. var _this = this;
  86565. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86566. this._ssaoCombinePostProcess.onApply = function (effect) {
  86567. var viewport = _this._scene.activeCamera.viewport;
  86568. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86569. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86570. };
  86571. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86572. };
  86573. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86574. var size = 128;
  86575. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86576. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86577. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86578. var context = this._randomTexture.getContext();
  86579. var rand = function (min, max) {
  86580. return Math.random() * (max - min) + min;
  86581. };
  86582. var randVector = BABYLON.Vector3.Zero();
  86583. for (var x = 0; x < size; x++) {
  86584. for (var y = 0; y < size; y++) {
  86585. randVector.x = rand(0.0, 1.0);
  86586. randVector.y = rand(0.0, 1.0);
  86587. randVector.z = 0.0;
  86588. randVector.normalize();
  86589. randVector.scaleInPlace(255);
  86590. randVector.x = Math.floor(randVector.x);
  86591. randVector.y = Math.floor(randVector.y);
  86592. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86593. context.fillRect(x, y, 1, 1);
  86594. }
  86595. }
  86596. this._randomTexture.update(false);
  86597. };
  86598. /**
  86599. * Serialize the rendering pipeline (Used when exporting)
  86600. * @returns the serialized object
  86601. */
  86602. SSAO2RenderingPipeline.prototype.serialize = function () {
  86603. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86604. serializationObject.customType = "SSAO2RenderingPipeline";
  86605. return serializationObject;
  86606. };
  86607. /**
  86608. * Parse the serialized pipeline
  86609. * @param source Source pipeline.
  86610. * @param scene The scene to load the pipeline to.
  86611. * @param rootUrl The URL of the serialized pipeline.
  86612. * @returns An instantiated pipeline from the serialized object.
  86613. */
  86614. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86615. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86616. };
  86617. __decorate([
  86618. BABYLON.serialize()
  86619. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86620. __decorate([
  86621. BABYLON.serialize()
  86622. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86623. __decorate([
  86624. BABYLON.serialize()
  86625. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86626. __decorate([
  86627. BABYLON.serialize("samples")
  86628. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86629. __decorate([
  86630. BABYLON.serialize("textureSamples")
  86631. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86632. __decorate([
  86633. BABYLON.serialize()
  86634. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86635. __decorate([
  86636. BABYLON.serialize("expensiveBlur")
  86637. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86638. __decorate([
  86639. BABYLON.serialize()
  86640. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86641. __decorate([
  86642. BABYLON.serialize()
  86643. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86644. return SSAO2RenderingPipeline;
  86645. }(BABYLON.PostProcessRenderPipeline));
  86646. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86647. })(BABYLON || (BABYLON = {}));
  86648. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86649. var BABYLON;
  86650. (function (BABYLON) {
  86651. /**
  86652. * BABYLON.JS Chromatic Aberration GLSL Shader
  86653. * Author: Olivier Guyot
  86654. * Separates very slightly R, G and B colors on the edges of the screen
  86655. * Inspired by Francois Tarlier & Martins Upitis
  86656. */
  86657. var LensRenderingPipeline = /** @class */ (function (_super) {
  86658. __extends(LensRenderingPipeline, _super);
  86659. /**
  86660. * @constructor
  86661. *
  86662. * Effect parameters are as follow:
  86663. * {
  86664. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86665. * edge_blur: number; // from 0 to x (1 for realism)
  86666. * distortion: number; // from 0 to x (1 for realism)
  86667. * grain_amount: number; // from 0 to 1
  86668. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86669. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86670. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86671. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86672. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86673. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86674. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86675. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86676. * }
  86677. * Note: if an effect parameter is unset, effect is disabled
  86678. *
  86679. * @param name The rendering pipeline name
  86680. * @param parameters - An object containing all parameters (see above)
  86681. * @param scene The scene linked to this pipeline
  86682. * @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)
  86683. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86684. */
  86685. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86686. if (ratio === void 0) { ratio = 1.0; }
  86687. var _this = _super.call(this, scene.getEngine(), name) || this;
  86688. // Lens effects can be of the following:
  86689. // - chromatic aberration (slight shift of RGB colors)
  86690. // - blur on the edge of the lens
  86691. // - lens distortion
  86692. // - depth-of-field blur & highlights enhancing
  86693. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86694. // - grain effect (noise or custom texture)
  86695. // Two additional texture samplers are needed:
  86696. // - depth map (for depth-of-field)
  86697. // - grain texture
  86698. /**
  86699. * @ignore
  86700. * The chromatic aberration PostProcess id in the pipeline
  86701. */
  86702. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86703. /**
  86704. * @ignore
  86705. * The highlights enhancing PostProcess id in the pipeline
  86706. */
  86707. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86708. /**
  86709. * @ignore
  86710. * The depth-of-field PostProcess id in the pipeline
  86711. */
  86712. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86713. _this._scene = scene;
  86714. // Fetch texture samplers
  86715. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86716. if (parameters.grain_texture) {
  86717. _this._grainTexture = parameters.grain_texture;
  86718. }
  86719. else {
  86720. _this._createGrainTexture();
  86721. }
  86722. // save parameters
  86723. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86724. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86725. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86726. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86727. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86728. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86729. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86730. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86731. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86732. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86733. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86734. // Create effects
  86735. _this._createChromaticAberrationPostProcess(ratio);
  86736. _this._createHighlightsPostProcess(ratio);
  86737. _this._createDepthOfFieldPostProcess(ratio / 4);
  86738. // Set up pipeline
  86739. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86740. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86741. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86742. if (_this._highlightsGain === -1) {
  86743. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86744. }
  86745. // Finish
  86746. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86747. if (cameras) {
  86748. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86749. }
  86750. return _this;
  86751. }
  86752. // public methods (self explanatory)
  86753. /**
  86754. * Sets the amount of blur at the edges
  86755. * @param amount blur amount
  86756. */
  86757. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86758. /**
  86759. * Sets edge blur to 0
  86760. */
  86761. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86762. /**
  86763. * Sets the amout of grain
  86764. * @param amount Amount of grain
  86765. */
  86766. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86767. /**
  86768. * Set grain amount to 0
  86769. */
  86770. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86771. /**
  86772. * Sets the chromatic aberration amount
  86773. * @param amount amount of chromatic aberration
  86774. */
  86775. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86776. /**
  86777. * Sets chromatic aberration amount to 0
  86778. */
  86779. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86780. /**
  86781. * Sets the EdgeDistortion amount
  86782. * @param amount amount of EdgeDistortion
  86783. */
  86784. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86785. /**
  86786. * Sets edge distortion to 0
  86787. */
  86788. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86789. /**
  86790. * Sets the FocusDistance amount
  86791. * @param amount amount of FocusDistance
  86792. */
  86793. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86794. /**
  86795. * Disables depth of field
  86796. */
  86797. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86798. /**
  86799. * Sets the Aperture amount
  86800. * @param amount amount of Aperture
  86801. */
  86802. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86803. /**
  86804. * Sets the DarkenOutOfFocus amount
  86805. * @param amount amount of DarkenOutOfFocus
  86806. */
  86807. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86808. /**
  86809. * Creates a pentagon bokeh effect
  86810. */
  86811. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86812. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86813. };
  86814. /**
  86815. * Disables the pentagon bokeh effect
  86816. */
  86817. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86818. this._highlightsPostProcess.updateEffect();
  86819. };
  86820. /**
  86821. * Enables noise blur
  86822. */
  86823. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86824. /**
  86825. * Disables noise blur
  86826. */
  86827. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86828. /**
  86829. * Sets the HighlightsGain amount
  86830. * @param amount amount of HighlightsGain
  86831. */
  86832. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86833. this._highlightsGain = amount;
  86834. };
  86835. /**
  86836. * Sets the HighlightsThreshold amount
  86837. * @param amount amount of HighlightsThreshold
  86838. */
  86839. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86840. if (this._highlightsGain === -1) {
  86841. this._highlightsGain = 1.0;
  86842. }
  86843. this._highlightsThreshold = amount;
  86844. };
  86845. /**
  86846. * Disables highlights
  86847. */
  86848. LensRenderingPipeline.prototype.disableHighlights = function () {
  86849. this._highlightsGain = -1;
  86850. };
  86851. /**
  86852. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86853. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86854. */
  86855. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86856. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86857. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86858. this._chromaticAberrationPostProcess = null;
  86859. this._highlightsPostProcess = null;
  86860. this._depthOfFieldPostProcess = null;
  86861. this._grainTexture.dispose();
  86862. if (disableDepthRender) {
  86863. this._scene.disableDepthRenderer();
  86864. }
  86865. };
  86866. // colors shifting and distortion
  86867. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86868. var _this = this;
  86869. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86870. [], // samplers
  86871. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86872. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86873. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86874. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86875. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86876. effect.setFloat('radialIntensity', 1);
  86877. effect.setFloat2('direction', 17, 17);
  86878. effect.setFloat2('centerPosition', 0.5, 0.5);
  86879. };
  86880. };
  86881. // highlights enhancing
  86882. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86883. var _this = this;
  86884. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86885. [], // samplers
  86886. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86887. this._highlightsPostProcess.onApply = function (effect) {
  86888. effect.setFloat('gain', _this._highlightsGain);
  86889. effect.setFloat('threshold', _this._highlightsThreshold);
  86890. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86891. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86892. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86893. };
  86894. };
  86895. // colors shifting and distortion
  86896. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86897. var _this = this;
  86898. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86899. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86900. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86901. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86902. this._depthOfFieldPostProcess.onApply = function (effect) {
  86903. effect.setTexture("depthSampler", _this._depthTexture);
  86904. effect.setTexture("grainSampler", _this._grainTexture);
  86905. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86906. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86907. effect.setFloat('grain_amount', _this._grainAmount);
  86908. effect.setBool('blur_noise', _this._blurNoise);
  86909. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86910. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86911. effect.setFloat('distortion', _this._distortion);
  86912. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86913. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86914. effect.setFloat('aperture', _this._dofAperture);
  86915. effect.setFloat('darken', _this._dofDarken);
  86916. effect.setFloat('edge_blur', _this._edgeBlur);
  86917. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86918. if (_this._scene.activeCamera) {
  86919. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86920. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86921. }
  86922. };
  86923. };
  86924. // creates a black and white random noise texture, 512x512
  86925. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86926. var size = 512;
  86927. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86928. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86929. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86930. var context = this._grainTexture.getContext();
  86931. var rand = function (min, max) {
  86932. return Math.random() * (max - min) + min;
  86933. };
  86934. var value;
  86935. for (var x = 0; x < size; x++) {
  86936. for (var y = 0; y < size; y++) {
  86937. value = Math.floor(rand(0.42, 0.58) * 255);
  86938. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86939. context.fillRect(x, y, 1, 1);
  86940. }
  86941. }
  86942. this._grainTexture.update(false);
  86943. };
  86944. return LensRenderingPipeline;
  86945. }(BABYLON.PostProcessRenderPipeline));
  86946. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86947. })(BABYLON || (BABYLON = {}));
  86948. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86949. var BABYLON;
  86950. (function (BABYLON) {
  86951. /**
  86952. * Standard rendering pipeline
  86953. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86954. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86955. */
  86956. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86957. __extends(StandardRenderingPipeline, _super);
  86958. /**
  86959. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86960. * @constructor
  86961. * @param name The rendering pipeline name
  86962. * @param scene The scene linked to this pipeline
  86963. * @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)
  86964. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86965. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86966. */
  86967. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86968. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86969. var _this = _super.call(this, scene.getEngine(), name) || this;
  86970. /**
  86971. * Post-process used to down scale an image x4
  86972. */
  86973. _this.downSampleX4PostProcess = null;
  86974. /**
  86975. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86976. */
  86977. _this.brightPassPostProcess = null;
  86978. /**
  86979. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86980. */
  86981. _this.blurHPostProcesses = [];
  86982. /**
  86983. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86984. */
  86985. _this.blurVPostProcesses = [];
  86986. /**
  86987. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86988. */
  86989. _this.textureAdderPostProcess = null;
  86990. /**
  86991. * Post-process used to create volumetric lighting effect
  86992. */
  86993. _this.volumetricLightPostProcess = null;
  86994. /**
  86995. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86996. */
  86997. _this.volumetricLightSmoothXPostProcess = null;
  86998. /**
  86999. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  87000. */
  87001. _this.volumetricLightSmoothYPostProcess = null;
  87002. /**
  87003. * Post-process used to merge the volumetric light effect and the real scene color
  87004. */
  87005. _this.volumetricLightMergePostProces = null;
  87006. /**
  87007. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  87008. */
  87009. _this.volumetricLightFinalPostProcess = null;
  87010. /**
  87011. * Base post-process used to calculate the average luminance of the final image for HDR
  87012. */
  87013. _this.luminancePostProcess = null;
  87014. /**
  87015. * Post-processes used to create down sample post-processes in order to get
  87016. * the average luminance of the final image for HDR
  87017. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  87018. */
  87019. _this.luminanceDownSamplePostProcesses = [];
  87020. /**
  87021. * Post-process used to create a HDR effect (light adaptation)
  87022. */
  87023. _this.hdrPostProcess = null;
  87024. /**
  87025. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  87026. */
  87027. _this.textureAdderFinalPostProcess = null;
  87028. /**
  87029. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  87030. */
  87031. _this.lensFlareFinalPostProcess = null;
  87032. /**
  87033. * Post-process used to merge the final HDR post-process and the real scene color
  87034. */
  87035. _this.hdrFinalPostProcess = null;
  87036. /**
  87037. * Post-process used to create a lens flare effect
  87038. */
  87039. _this.lensFlarePostProcess = null;
  87040. /**
  87041. * Post-process that merges the result of the lens flare post-process and the real scene color
  87042. */
  87043. _this.lensFlareComposePostProcess = null;
  87044. /**
  87045. * Post-process used to create a motion blur effect
  87046. */
  87047. _this.motionBlurPostProcess = null;
  87048. /**
  87049. * Post-process used to create a depth of field effect
  87050. */
  87051. _this.depthOfFieldPostProcess = null;
  87052. /**
  87053. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  87054. */
  87055. _this.fxaaPostProcess = null;
  87056. // Values
  87057. /**
  87058. * Represents the brightness threshold in order to configure the illuminated surfaces
  87059. */
  87060. _this.brightThreshold = 1.0;
  87061. /**
  87062. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  87063. */
  87064. _this.blurWidth = 512.0;
  87065. /**
  87066. * Sets if the blur for highlighted surfaces must be only horizontal
  87067. */
  87068. _this.horizontalBlur = false;
  87069. /**
  87070. * Sets the overall exposure used by the pipeline
  87071. */
  87072. _this.exposure = 1.0;
  87073. /**
  87074. * Texture used typically to simulate "dirty" on camera lens
  87075. */
  87076. _this.lensTexture = null;
  87077. /**
  87078. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  87079. */
  87080. _this.volumetricLightCoefficient = 0.2;
  87081. /**
  87082. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  87083. */
  87084. _this.volumetricLightPower = 4.0;
  87085. /**
  87086. * Used the set the blur intensity to smooth the volumetric lights
  87087. */
  87088. _this.volumetricLightBlurScale = 64.0;
  87089. /**
  87090. * Light (spot or directional) used to generate the volumetric lights rays
  87091. * The source light must have a shadow generate so the pipeline can get its
  87092. * depth map
  87093. */
  87094. _this.sourceLight = null;
  87095. /**
  87096. * For eye adaptation, represents the minimum luminance the eye can see
  87097. */
  87098. _this.hdrMinimumLuminance = 1.0;
  87099. /**
  87100. * For eye adaptation, represents the decrease luminance speed
  87101. */
  87102. _this.hdrDecreaseRate = 0.5;
  87103. /**
  87104. * For eye adaptation, represents the increase luminance speed
  87105. */
  87106. _this.hdrIncreaseRate = 0.5;
  87107. /**
  87108. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  87109. */
  87110. _this.lensColorTexture = null;
  87111. /**
  87112. * The overall strengh for the lens flare effect
  87113. */
  87114. _this.lensFlareStrength = 20.0;
  87115. /**
  87116. * Dispersion coefficient for lens flare ghosts
  87117. */
  87118. _this.lensFlareGhostDispersal = 1.4;
  87119. /**
  87120. * Main lens flare halo width
  87121. */
  87122. _this.lensFlareHaloWidth = 0.7;
  87123. /**
  87124. * Based on the lens distortion effect, defines how much the lens flare result
  87125. * is distorted
  87126. */
  87127. _this.lensFlareDistortionStrength = 16.0;
  87128. /**
  87129. * Lens star texture must be used to simulate rays on the flares and is available
  87130. * in the documentation
  87131. */
  87132. _this.lensStarTexture = null;
  87133. /**
  87134. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  87135. * flare effect by taking account of the dirt texture
  87136. */
  87137. _this.lensFlareDirtTexture = null;
  87138. /**
  87139. * Represents the focal length for the depth of field effect
  87140. */
  87141. _this.depthOfFieldDistance = 10.0;
  87142. /**
  87143. * Represents the blur intensity for the blurred part of the depth of field effect
  87144. */
  87145. _this.depthOfFieldBlurWidth = 64.0;
  87146. /**
  87147. * For motion blur, defines how much the image is blurred by the movement
  87148. */
  87149. _this.motionStrength = 1.0;
  87150. /**
  87151. * List of animations for the pipeline (IAnimatable implementation)
  87152. */
  87153. _this.animations = [];
  87154. _this._currentDepthOfFieldSource = null;
  87155. _this._hdrCurrentLuminance = 1.0;
  87156. // Getters and setters
  87157. _this._bloomEnabled = false;
  87158. _this._depthOfFieldEnabled = false;
  87159. _this._vlsEnabled = false;
  87160. _this._lensFlareEnabled = false;
  87161. _this._hdrEnabled = false;
  87162. _this._motionBlurEnabled = false;
  87163. _this._fxaaEnabled = false;
  87164. _this._motionBlurSamples = 64.0;
  87165. _this._volumetricLightStepsCount = 50.0;
  87166. _this._samples = 1;
  87167. _this._cameras = cameras || [];
  87168. // Initialize
  87169. _this._scene = scene;
  87170. _this._basePostProcess = originalPostProcess;
  87171. _this._ratio = ratio;
  87172. // Misc
  87173. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87174. // Finish
  87175. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87176. _this._buildPipeline();
  87177. return _this;
  87178. }
  87179. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  87180. /**
  87181. * @ignore
  87182. * Specifies if the bloom pipeline is enabled
  87183. */
  87184. get: function () {
  87185. return this._bloomEnabled;
  87186. },
  87187. set: function (enabled) {
  87188. if (this._bloomEnabled === enabled) {
  87189. return;
  87190. }
  87191. this._bloomEnabled = enabled;
  87192. this._buildPipeline();
  87193. },
  87194. enumerable: true,
  87195. configurable: true
  87196. });
  87197. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  87198. /**
  87199. * @ignore
  87200. * Specifies if the depth of field pipeline is enabed
  87201. */
  87202. get: function () {
  87203. return this._depthOfFieldEnabled;
  87204. },
  87205. set: function (enabled) {
  87206. if (this._depthOfFieldEnabled === enabled) {
  87207. return;
  87208. }
  87209. this._depthOfFieldEnabled = enabled;
  87210. this._buildPipeline();
  87211. },
  87212. enumerable: true,
  87213. configurable: true
  87214. });
  87215. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  87216. /**
  87217. * @ignore
  87218. * Specifies if the lens flare pipeline is enabed
  87219. */
  87220. get: function () {
  87221. return this._lensFlareEnabled;
  87222. },
  87223. set: function (enabled) {
  87224. if (this._lensFlareEnabled === enabled) {
  87225. return;
  87226. }
  87227. this._lensFlareEnabled = enabled;
  87228. this._buildPipeline();
  87229. },
  87230. enumerable: true,
  87231. configurable: true
  87232. });
  87233. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  87234. /**
  87235. * @ignore
  87236. * Specifies if the HDR pipeline is enabled
  87237. */
  87238. get: function () {
  87239. return this._hdrEnabled;
  87240. },
  87241. set: function (enabled) {
  87242. if (this._hdrEnabled === enabled) {
  87243. return;
  87244. }
  87245. this._hdrEnabled = enabled;
  87246. this._buildPipeline();
  87247. },
  87248. enumerable: true,
  87249. configurable: true
  87250. });
  87251. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  87252. /**
  87253. * @ignore
  87254. * Specifies if the volumetric lights scattering effect is enabled
  87255. */
  87256. get: function () {
  87257. return this._vlsEnabled;
  87258. },
  87259. set: function (enabled) {
  87260. if (this._vlsEnabled === enabled) {
  87261. return;
  87262. }
  87263. if (enabled) {
  87264. var geometry = this._scene.enableGeometryBufferRenderer();
  87265. if (!geometry) {
  87266. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  87267. return;
  87268. }
  87269. }
  87270. this._vlsEnabled = enabled;
  87271. this._buildPipeline();
  87272. },
  87273. enumerable: true,
  87274. configurable: true
  87275. });
  87276. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87277. /**
  87278. * @ignore
  87279. * Specifies if the motion blur effect is enabled
  87280. */
  87281. get: function () {
  87282. return this._motionBlurEnabled;
  87283. },
  87284. set: function (enabled) {
  87285. if (this._motionBlurEnabled === enabled) {
  87286. return;
  87287. }
  87288. this._motionBlurEnabled = enabled;
  87289. this._buildPipeline();
  87290. },
  87291. enumerable: true,
  87292. configurable: true
  87293. });
  87294. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87295. /**
  87296. * Specifies if anti-aliasing is enabled
  87297. */
  87298. get: function () {
  87299. return this._fxaaEnabled;
  87300. },
  87301. set: function (enabled) {
  87302. if (this._fxaaEnabled === enabled) {
  87303. return;
  87304. }
  87305. this._fxaaEnabled = enabled;
  87306. this._buildPipeline();
  87307. },
  87308. enumerable: true,
  87309. configurable: true
  87310. });
  87311. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87312. /**
  87313. * Specifies the number of steps used to calculate the volumetric lights
  87314. * Typically in interval [50, 200]
  87315. */
  87316. get: function () {
  87317. return this._volumetricLightStepsCount;
  87318. },
  87319. set: function (count) {
  87320. if (this.volumetricLightPostProcess) {
  87321. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87322. }
  87323. this._volumetricLightStepsCount = count;
  87324. },
  87325. enumerable: true,
  87326. configurable: true
  87327. });
  87328. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87329. /**
  87330. * Specifies the number of samples used for the motion blur effect
  87331. * Typically in interval [16, 64]
  87332. */
  87333. get: function () {
  87334. return this._motionBlurSamples;
  87335. },
  87336. set: function (samples) {
  87337. if (this.motionBlurPostProcess) {
  87338. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87339. }
  87340. this._motionBlurSamples = samples;
  87341. },
  87342. enumerable: true,
  87343. configurable: true
  87344. });
  87345. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87346. /**
  87347. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87348. */
  87349. get: function () {
  87350. return this._samples;
  87351. },
  87352. set: function (sampleCount) {
  87353. if (this._samples === sampleCount) {
  87354. return;
  87355. }
  87356. this._samples = sampleCount;
  87357. this._buildPipeline();
  87358. },
  87359. enumerable: true,
  87360. configurable: true
  87361. });
  87362. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87363. var _this = this;
  87364. var ratio = this._ratio;
  87365. var scene = this._scene;
  87366. this._disposePostProcesses();
  87367. this._reset();
  87368. // Create pass post-process
  87369. if (!this._basePostProcess) {
  87370. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87371. this.originalPostProcess.onApply = function (effect) {
  87372. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87373. };
  87374. }
  87375. else {
  87376. this.originalPostProcess = this._basePostProcess;
  87377. }
  87378. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87379. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87380. }
  87381. this._currentDepthOfFieldSource = this.originalPostProcess;
  87382. if (this._bloomEnabled) {
  87383. // Create down sample X4 post-process
  87384. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87385. // Create bright pass post-process
  87386. this._createBrightPassPostProcess(scene, ratio / 2);
  87387. // Create gaussian blur post-processes (down sampling blurs)
  87388. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87389. // Create texture adder post-process
  87390. this._createTextureAdderPostProcess(scene, ratio);
  87391. // Create depth-of-field source post-process
  87392. 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);
  87393. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87394. }
  87395. if (this._vlsEnabled) {
  87396. // Create volumetric light
  87397. this._createVolumetricLightPostProcess(scene, ratio);
  87398. // Create volumetric light final post-process
  87399. 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);
  87400. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87401. }
  87402. if (this._lensFlareEnabled) {
  87403. // Create lens flare post-process
  87404. this._createLensFlarePostProcess(scene, ratio);
  87405. // Create depth-of-field source post-process post lens-flare and disable it now
  87406. 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);
  87407. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87408. }
  87409. if (this._hdrEnabled) {
  87410. // Create luminance
  87411. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87412. // Create HDR
  87413. this._createHdrPostProcess(scene, ratio);
  87414. // Create depth-of-field source post-process post hdr and disable it now
  87415. 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);
  87416. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87417. }
  87418. if (this._depthOfFieldEnabled) {
  87419. // Create gaussian blur used by depth-of-field
  87420. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87421. // Create depth-of-field post-process
  87422. this._createDepthOfFieldPostProcess(scene, ratio);
  87423. }
  87424. if (this._motionBlurEnabled) {
  87425. // Create motion blur post-process
  87426. this._createMotionBlurPostProcess(scene, ratio);
  87427. }
  87428. if (this._fxaaEnabled) {
  87429. // Create fxaa post-process
  87430. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87431. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87432. }
  87433. if (this._cameras !== null) {
  87434. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87435. }
  87436. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87437. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87438. }
  87439. };
  87440. // Down Sample X4 Post-Processs
  87441. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87442. var _this = this;
  87443. var downSampleX4Offsets = new Array(32);
  87444. 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);
  87445. this.downSampleX4PostProcess.onApply = function (effect) {
  87446. var id = 0;
  87447. var width = _this.downSampleX4PostProcess.width;
  87448. var height = _this.downSampleX4PostProcess.height;
  87449. for (var i = -2; i < 2; i++) {
  87450. for (var j = -2; j < 2; j++) {
  87451. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87452. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87453. id += 2;
  87454. }
  87455. }
  87456. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87457. };
  87458. // Add to pipeline
  87459. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87460. };
  87461. // Brightpass Post-Process
  87462. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87463. var _this = this;
  87464. var brightOffsets = new Array(8);
  87465. 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);
  87466. this.brightPassPostProcess.onApply = function (effect) {
  87467. var sU = (1.0 / _this.brightPassPostProcess.width);
  87468. var sV = (1.0 / _this.brightPassPostProcess.height);
  87469. brightOffsets[0] = -0.5 * sU;
  87470. brightOffsets[1] = 0.5 * sV;
  87471. brightOffsets[2] = 0.5 * sU;
  87472. brightOffsets[3] = 0.5 * sV;
  87473. brightOffsets[4] = -0.5 * sU;
  87474. brightOffsets[5] = -0.5 * sV;
  87475. brightOffsets[6] = 0.5 * sU;
  87476. brightOffsets[7] = -0.5 * sV;
  87477. effect.setArray2("dsOffsets", brightOffsets);
  87478. effect.setFloat("brightThreshold", _this.brightThreshold);
  87479. };
  87480. // Add to pipeline
  87481. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87482. };
  87483. // Create blur H&V post-processes
  87484. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87485. var _this = this;
  87486. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87487. var engine = scene.getEngine();
  87488. 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);
  87489. 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);
  87490. blurX.onActivateObservable.add(function () {
  87491. var dw = blurX.width / engine.getRenderWidth();
  87492. blurX.kernel = _this[blurWidthKey] * dw;
  87493. });
  87494. blurY.onActivateObservable.add(function () {
  87495. var dw = blurY.height / engine.getRenderHeight();
  87496. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87497. });
  87498. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87499. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87500. this.blurHPostProcesses.push(blurX);
  87501. this.blurVPostProcesses.push(blurY);
  87502. };
  87503. // Create texture adder post-process
  87504. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87505. var _this = this;
  87506. 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);
  87507. this.textureAdderPostProcess.onApply = function (effect) {
  87508. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87509. effect.setTexture("lensSampler", _this.lensTexture);
  87510. effect.setFloat("exposure", _this.exposure);
  87511. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87512. };
  87513. // Add to pipeline
  87514. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87515. };
  87516. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87517. var _this = this;
  87518. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87519. geometryRenderer.enablePosition = true;
  87520. var geometry = geometryRenderer.getGBuffer();
  87521. // Base post-process
  87522. 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));
  87523. var depthValues = BABYLON.Vector2.Zero();
  87524. this.volumetricLightPostProcess.onApply = function (effect) {
  87525. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87526. var generator = _this.sourceLight.getShadowGenerator();
  87527. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87528. effect.setTexture("positionSampler", geometry.textures[2]);
  87529. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87530. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87531. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87532. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87533. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87534. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87535. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87536. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87537. effect.setVector2("depthValues", depthValues);
  87538. }
  87539. };
  87540. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87541. // Smooth
  87542. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87543. // Merge
  87544. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87545. this.volumetricLightMergePostProces.onApply = function (effect) {
  87546. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87547. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87548. };
  87549. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87550. };
  87551. // Create luminance
  87552. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87553. var _this = this;
  87554. // Create luminance
  87555. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87556. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87557. var offsets = [];
  87558. this.luminancePostProcess.onApply = function (effect) {
  87559. var sU = (1.0 / _this.luminancePostProcess.width);
  87560. var sV = (1.0 / _this.luminancePostProcess.height);
  87561. offsets[0] = -0.5 * sU;
  87562. offsets[1] = 0.5 * sV;
  87563. offsets[2] = 0.5 * sU;
  87564. offsets[3] = 0.5 * sV;
  87565. offsets[4] = -0.5 * sU;
  87566. offsets[5] = -0.5 * sV;
  87567. offsets[6] = 0.5 * sU;
  87568. offsets[7] = -0.5 * sV;
  87569. effect.setArray2("lumOffsets", offsets);
  87570. };
  87571. // Add to pipeline
  87572. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87573. // Create down sample luminance
  87574. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87575. var size = Math.pow(3, i);
  87576. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87577. if (i === 0) {
  87578. defines += "#define FINAL_DOWN_SAMPLER";
  87579. }
  87580. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87581. this.luminanceDownSamplePostProcesses.push(postProcess);
  87582. }
  87583. // Create callbacks and add effects
  87584. var lastLuminance = this.luminancePostProcess;
  87585. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87586. var downSampleOffsets = new Array(18);
  87587. pp.onApply = function (effect) {
  87588. if (!lastLuminance) {
  87589. return;
  87590. }
  87591. var id = 0;
  87592. for (var x = -1; x < 2; x++) {
  87593. for (var y = -1; y < 2; y++) {
  87594. downSampleOffsets[id] = x / lastLuminance.width;
  87595. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87596. id += 2;
  87597. }
  87598. }
  87599. effect.setArray2("dsOffsets", downSampleOffsets);
  87600. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87601. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87602. lastLuminance = _this.luminancePostProcess;
  87603. }
  87604. else {
  87605. lastLuminance = pp;
  87606. }
  87607. };
  87608. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87609. pp.onAfterRender = function (effect) {
  87610. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87611. 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);
  87612. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87613. };
  87614. }
  87615. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87616. });
  87617. };
  87618. // Create HDR post-process
  87619. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87620. var _this = this;
  87621. 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);
  87622. var outputLiminance = 1;
  87623. var time = 0;
  87624. var lastTime = 0;
  87625. this.hdrPostProcess.onApply = function (effect) {
  87626. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87627. time += scene.getEngine().getDeltaTime();
  87628. if (outputLiminance < 0) {
  87629. outputLiminance = _this._hdrCurrentLuminance;
  87630. }
  87631. else {
  87632. var dt = (lastTime - time) / 1000.0;
  87633. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87634. outputLiminance += _this.hdrDecreaseRate * dt;
  87635. }
  87636. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87637. outputLiminance -= _this.hdrIncreaseRate * dt;
  87638. }
  87639. else {
  87640. outputLiminance = _this._hdrCurrentLuminance;
  87641. }
  87642. }
  87643. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87644. effect.setFloat("averageLuminance", outputLiminance);
  87645. lastTime = time;
  87646. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87647. };
  87648. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87649. };
  87650. // Create lens flare post-process
  87651. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87652. var _this = this;
  87653. 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);
  87654. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87655. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87656. 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);
  87657. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87658. var resolution = new BABYLON.Vector2(0, 0);
  87659. // Lens flare
  87660. this.lensFlarePostProcess.onApply = function (effect) {
  87661. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87662. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87663. effect.setFloat("strength", _this.lensFlareStrength);
  87664. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87665. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87666. // Shift
  87667. resolution.x = _this.lensFlarePostProcess.width;
  87668. resolution.y = _this.lensFlarePostProcess.height;
  87669. effect.setVector2("resolution", resolution);
  87670. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87671. };
  87672. // Compose
  87673. 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);
  87674. 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);
  87675. this.lensFlareComposePostProcess.onApply = function (effect) {
  87676. if (!_this._scene.activeCamera) {
  87677. return;
  87678. }
  87679. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87680. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87681. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87682. // Lens start rotation matrix
  87683. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87684. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87685. 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));
  87686. camRot *= 4.0;
  87687. 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);
  87688. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87689. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87690. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87691. };
  87692. };
  87693. // Create depth-of-field post-process
  87694. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87695. var _this = this;
  87696. 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);
  87697. this.depthOfFieldPostProcess.onApply = function (effect) {
  87698. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87699. effect.setTexture("depthSampler", _this._getDepthTexture());
  87700. effect.setFloat("distance", _this.depthOfFieldDistance);
  87701. };
  87702. // Add to pipeline
  87703. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87704. };
  87705. // Create motion blur post-process
  87706. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87707. var _this = this;
  87708. 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);
  87709. var motionScale = 0;
  87710. var prevViewProjection = BABYLON.Matrix.Identity();
  87711. var invViewProjection = BABYLON.Matrix.Identity();
  87712. var viewProjection = BABYLON.Matrix.Identity();
  87713. var screenSize = BABYLON.Vector2.Zero();
  87714. this.motionBlurPostProcess.onApply = function (effect) {
  87715. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87716. viewProjection.invertToRef(invViewProjection);
  87717. effect.setMatrix("inverseViewProjection", invViewProjection);
  87718. effect.setMatrix("prevViewProjection", prevViewProjection);
  87719. prevViewProjection = viewProjection;
  87720. screenSize.x = _this.motionBlurPostProcess.width;
  87721. screenSize.y = _this.motionBlurPostProcess.height;
  87722. effect.setVector2("screenSize", screenSize);
  87723. motionScale = scene.getEngine().getFps() / 60.0;
  87724. effect.setFloat("motionScale", motionScale);
  87725. effect.setFloat("motionStrength", _this.motionStrength);
  87726. effect.setTexture("depthSampler", _this._getDepthTexture());
  87727. };
  87728. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87729. };
  87730. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87731. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87732. var renderer = this._scene.enableGeometryBufferRenderer();
  87733. return renderer.getGBuffer().textures[0];
  87734. }
  87735. return this._scene.enableDepthRenderer().getDepthMap();
  87736. };
  87737. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87738. for (var i = 0; i < this._cameras.length; i++) {
  87739. var camera = this._cameras[i];
  87740. if (this.originalPostProcess) {
  87741. this.originalPostProcess.dispose(camera);
  87742. }
  87743. if (this.downSampleX4PostProcess) {
  87744. this.downSampleX4PostProcess.dispose(camera);
  87745. }
  87746. if (this.brightPassPostProcess) {
  87747. this.brightPassPostProcess.dispose(camera);
  87748. }
  87749. if (this.textureAdderPostProcess) {
  87750. this.textureAdderPostProcess.dispose(camera);
  87751. }
  87752. if (this.textureAdderFinalPostProcess) {
  87753. this.textureAdderFinalPostProcess.dispose(camera);
  87754. }
  87755. if (this.volumetricLightPostProcess) {
  87756. this.volumetricLightPostProcess.dispose(camera);
  87757. }
  87758. if (this.volumetricLightSmoothXPostProcess) {
  87759. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87760. }
  87761. if (this.volumetricLightSmoothYPostProcess) {
  87762. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87763. }
  87764. if (this.volumetricLightMergePostProces) {
  87765. this.volumetricLightMergePostProces.dispose(camera);
  87766. }
  87767. if (this.volumetricLightFinalPostProcess) {
  87768. this.volumetricLightFinalPostProcess.dispose(camera);
  87769. }
  87770. if (this.lensFlarePostProcess) {
  87771. this.lensFlarePostProcess.dispose(camera);
  87772. }
  87773. if (this.lensFlareComposePostProcess) {
  87774. this.lensFlareComposePostProcess.dispose(camera);
  87775. }
  87776. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87777. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87778. }
  87779. if (this.luminancePostProcess) {
  87780. this.luminancePostProcess.dispose(camera);
  87781. }
  87782. if (this.hdrPostProcess) {
  87783. this.hdrPostProcess.dispose(camera);
  87784. }
  87785. if (this.hdrFinalPostProcess) {
  87786. this.hdrFinalPostProcess.dispose(camera);
  87787. }
  87788. if (this.depthOfFieldPostProcess) {
  87789. this.depthOfFieldPostProcess.dispose(camera);
  87790. }
  87791. if (this.motionBlurPostProcess) {
  87792. this.motionBlurPostProcess.dispose(camera);
  87793. }
  87794. if (this.fxaaPostProcess) {
  87795. this.fxaaPostProcess.dispose(camera);
  87796. }
  87797. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87798. this.blurHPostProcesses[j].dispose(camera);
  87799. }
  87800. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87801. this.blurVPostProcesses[j].dispose(camera);
  87802. }
  87803. }
  87804. this.originalPostProcess = null;
  87805. this.downSampleX4PostProcess = null;
  87806. this.brightPassPostProcess = null;
  87807. this.textureAdderPostProcess = null;
  87808. this.textureAdderFinalPostProcess = null;
  87809. this.volumetricLightPostProcess = null;
  87810. this.volumetricLightSmoothXPostProcess = null;
  87811. this.volumetricLightSmoothYPostProcess = null;
  87812. this.volumetricLightMergePostProces = null;
  87813. this.volumetricLightFinalPostProcess = null;
  87814. this.lensFlarePostProcess = null;
  87815. this.lensFlareComposePostProcess = null;
  87816. this.luminancePostProcess = null;
  87817. this.hdrPostProcess = null;
  87818. this.hdrFinalPostProcess = null;
  87819. this.depthOfFieldPostProcess = null;
  87820. this.motionBlurPostProcess = null;
  87821. this.fxaaPostProcess = null;
  87822. this.luminanceDownSamplePostProcesses = [];
  87823. this.blurHPostProcesses = [];
  87824. this.blurVPostProcesses = [];
  87825. };
  87826. /**
  87827. * Dispose of the pipeline and stop all post processes
  87828. */
  87829. StandardRenderingPipeline.prototype.dispose = function () {
  87830. this._disposePostProcesses();
  87831. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87832. _super.prototype.dispose.call(this);
  87833. };
  87834. /**
  87835. * Serialize the rendering pipeline (Used when exporting)
  87836. * @returns the serialized object
  87837. */
  87838. StandardRenderingPipeline.prototype.serialize = function () {
  87839. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87840. if (this.sourceLight) {
  87841. serializationObject.sourceLightId = this.sourceLight.id;
  87842. }
  87843. serializationObject.customType = "StandardRenderingPipeline";
  87844. return serializationObject;
  87845. };
  87846. /**
  87847. * Parse the serialized pipeline
  87848. * @param source Source pipeline.
  87849. * @param scene The scene to load the pipeline to.
  87850. * @param rootUrl The URL of the serialized pipeline.
  87851. * @returns An instantiated pipeline from the serialized object.
  87852. */
  87853. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87854. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87855. if (source.sourceLightId) {
  87856. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87857. }
  87858. return p;
  87859. };
  87860. /**
  87861. * Luminance steps
  87862. */
  87863. StandardRenderingPipeline.LuminanceSteps = 6;
  87864. __decorate([
  87865. BABYLON.serialize()
  87866. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87867. __decorate([
  87868. BABYLON.serialize()
  87869. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87870. __decorate([
  87871. BABYLON.serialize()
  87872. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87873. __decorate([
  87874. BABYLON.serialize()
  87875. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87876. __decorate([
  87877. BABYLON.serializeAsTexture("lensTexture")
  87878. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87879. __decorate([
  87880. BABYLON.serialize()
  87881. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87882. __decorate([
  87883. BABYLON.serialize()
  87884. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87885. __decorate([
  87886. BABYLON.serialize()
  87887. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87888. __decorate([
  87889. BABYLON.serialize()
  87890. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87891. __decorate([
  87892. BABYLON.serialize()
  87893. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87894. __decorate([
  87895. BABYLON.serialize()
  87896. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87897. __decorate([
  87898. BABYLON.serializeAsTexture("lensColorTexture")
  87899. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87900. __decorate([
  87901. BABYLON.serialize()
  87902. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87903. __decorate([
  87904. BABYLON.serialize()
  87905. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87906. __decorate([
  87907. BABYLON.serialize()
  87908. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87909. __decorate([
  87910. BABYLON.serialize()
  87911. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87912. __decorate([
  87913. BABYLON.serializeAsTexture("lensStarTexture")
  87914. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87915. __decorate([
  87916. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87917. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87918. __decorate([
  87919. BABYLON.serialize()
  87920. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87921. __decorate([
  87922. BABYLON.serialize()
  87923. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87924. __decorate([
  87925. BABYLON.serialize()
  87926. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87927. __decorate([
  87928. BABYLON.serialize()
  87929. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87930. __decorate([
  87931. BABYLON.serialize()
  87932. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87933. __decorate([
  87934. BABYLON.serialize()
  87935. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87936. __decorate([
  87937. BABYLON.serialize()
  87938. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87939. __decorate([
  87940. BABYLON.serialize()
  87941. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87942. __decorate([
  87943. BABYLON.serialize()
  87944. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87945. __decorate([
  87946. BABYLON.serialize()
  87947. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87948. __decorate([
  87949. BABYLON.serialize()
  87950. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87951. __decorate([
  87952. BABYLON.serialize()
  87953. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87954. __decorate([
  87955. BABYLON.serialize()
  87956. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87957. __decorate([
  87958. BABYLON.serialize()
  87959. ], StandardRenderingPipeline.prototype, "samples", null);
  87960. return StandardRenderingPipeline;
  87961. }(BABYLON.PostProcessRenderPipeline));
  87962. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87963. })(BABYLON || (BABYLON = {}));
  87964. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87965. var BABYLON;
  87966. (function (BABYLON) {
  87967. /**
  87968. * Fxaa post process
  87969. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87970. */
  87971. var FxaaPostProcess = /** @class */ (function (_super) {
  87972. __extends(FxaaPostProcess, _super);
  87973. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87974. if (camera === void 0) { camera = null; }
  87975. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87976. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87977. var defines = _this._getDefines();
  87978. _this.updateEffect(defines);
  87979. _this.onApplyObservable.add(function (effect) {
  87980. var texelSize = _this.texelSize;
  87981. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87982. });
  87983. return _this;
  87984. }
  87985. FxaaPostProcess.prototype._getDefines = function () {
  87986. var engine = this.getEngine();
  87987. if (!engine) {
  87988. return null;
  87989. }
  87990. var glInfo = engine.getGlInfo();
  87991. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87992. return "#define MALI 1\n";
  87993. }
  87994. return null;
  87995. };
  87996. return FxaaPostProcess;
  87997. }(BABYLON.PostProcess));
  87998. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87999. })(BABYLON || (BABYLON = {}));
  88000. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  88001. var BABYLON;
  88002. (function (BABYLON) {
  88003. /**
  88004. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  88005. */
  88006. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  88007. __extends(ChromaticAberrationPostProcess, _super);
  88008. /**
  88009. * Creates a new instance ChromaticAberrationPostProcess
  88010. * @param name The name of the effect.
  88011. * @param screenWidth The width of the screen to apply the effect on.
  88012. * @param screenHeight The height of the screen to apply the effect on.
  88013. * @param options The required width/height ratio to downsize to before computing the render pass.
  88014. * @param camera The camera to apply the render pass to.
  88015. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88016. * @param engine The engine which the post process will be applied. (default: current engine)
  88017. * @param reusable If the post process can be reused on the same frame. (default: false)
  88018. * @param textureType Type of textures used when performing the post process. (default: 0)
  88019. * @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)
  88020. */
  88021. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88022. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88023. if (blockCompilation === void 0) { blockCompilation = false; }
  88024. 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;
  88025. /**
  88026. * The amount of seperation of rgb channels (default: 30)
  88027. */
  88028. _this.aberrationAmount = 30;
  88029. /**
  88030. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  88031. */
  88032. _this.radialIntensity = 0;
  88033. /**
  88034. * 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))
  88035. */
  88036. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  88037. /**
  88038. * 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))
  88039. */
  88040. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  88041. _this.onApplyObservable.add(function (effect) {
  88042. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  88043. effect.setFloat('screen_width', screenWidth);
  88044. effect.setFloat('screen_height', screenHeight);
  88045. effect.setFloat('radialIntensity', _this.radialIntensity);
  88046. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  88047. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  88048. });
  88049. return _this;
  88050. }
  88051. return ChromaticAberrationPostProcess;
  88052. }(BABYLON.PostProcess));
  88053. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  88054. })(BABYLON || (BABYLON = {}));
  88055. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  88056. var BABYLON;
  88057. (function (BABYLON) {
  88058. /**
  88059. * The GrainPostProcess adds noise to the image at mid luminance levels
  88060. */
  88061. var GrainPostProcess = /** @class */ (function (_super) {
  88062. __extends(GrainPostProcess, _super);
  88063. /**
  88064. * Creates a new instance of @see GrainPostProcess
  88065. * @param name The name of the effect.
  88066. * @param options The required width/height ratio to downsize to before computing the render pass.
  88067. * @param camera The camera to apply the render pass to.
  88068. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88069. * @param engine The engine which the post process will be applied. (default: current engine)
  88070. * @param reusable If the post process can be reused on the same frame. (default: false)
  88071. * @param textureType Type of textures used when performing the post process. (default: 0)
  88072. * @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)
  88073. */
  88074. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88075. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88076. if (blockCompilation === void 0) { blockCompilation = false; }
  88077. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88078. /**
  88079. * The intensity of the grain added (default: 30)
  88080. */
  88081. _this.intensity = 30;
  88082. /**
  88083. * If the grain should be randomized on every frame
  88084. */
  88085. _this.animated = false;
  88086. _this.onApplyObservable.add(function (effect) {
  88087. effect.setFloat('intensity', _this.intensity);
  88088. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  88089. });
  88090. return _this;
  88091. }
  88092. return GrainPostProcess;
  88093. }(BABYLON.PostProcess));
  88094. BABYLON.GrainPostProcess = GrainPostProcess;
  88095. })(BABYLON || (BABYLON = {}));
  88096. //# sourceMappingURL=babylon.grainPostProcess.js.map
  88097. var BABYLON;
  88098. (function (BABYLON) {
  88099. /**
  88100. * The SharpenPostProcess applies a sharpen kernel to every pixel
  88101. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  88102. */
  88103. var SharpenPostProcess = /** @class */ (function (_super) {
  88104. __extends(SharpenPostProcess, _super);
  88105. /**
  88106. * Creates a new instance ConvolutionPostProcess
  88107. * @param name The name of the effect.
  88108. * @param options The required width/height ratio to downsize to before computing the render pass.
  88109. * @param camera The camera to apply the render pass to.
  88110. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88111. * @param engine The engine which the post process will be applied. (default: current engine)
  88112. * @param reusable If the post process can be reused on the same frame. (default: false)
  88113. * @param textureType Type of textures used when performing the post process. (default: 0)
  88114. * @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)
  88115. */
  88116. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88117. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88118. if (blockCompilation === void 0) { blockCompilation = false; }
  88119. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88120. /**
  88121. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  88122. */
  88123. _this.colorAmount = 1.0;
  88124. /**
  88125. * How much sharpness should be applied (default: 0.3)
  88126. */
  88127. _this.edgeAmount = 0.3;
  88128. _this.onApply = function (effect) {
  88129. effect.setFloat2("screenSize", _this.width, _this.height);
  88130. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  88131. };
  88132. return _this;
  88133. }
  88134. return SharpenPostProcess;
  88135. }(BABYLON.PostProcess));
  88136. BABYLON.SharpenPostProcess = SharpenPostProcess;
  88137. })(BABYLON || (BABYLON = {}));
  88138. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  88139. var BABYLON;
  88140. (function (BABYLON) {
  88141. /**
  88142. * The Blur Post Process which blurs an image based on a kernel and direction.
  88143. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  88144. */
  88145. var BlurPostProcess = /** @class */ (function (_super) {
  88146. __extends(BlurPostProcess, _super);
  88147. /**
  88148. * Creates a new instance BlurPostProcess
  88149. * @param name The name of the effect.
  88150. * @param direction The direction in which to blur the image.
  88151. * @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.
  88152. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88153. * @param camera The camera to apply the render pass to.
  88154. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88155. * @param engine The engine which the post process will be applied. (default: current engine)
  88156. * @param reusable If the post process can be reused on the same frame. (default: false)
  88157. * @param textureType Type of textures used when performing the post process. (default: 0)
  88158. * @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)
  88159. */
  88160. function BlurPostProcess(name,
  88161. /** The direction in which to blur the image. */
  88162. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  88163. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88164. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88165. if (defines === void 0) { defines = ""; }
  88166. if (blockCompilation === void 0) { blockCompilation = false; }
  88167. 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;
  88168. _this.direction = direction;
  88169. _this.blockCompilation = blockCompilation;
  88170. _this._packedFloat = false;
  88171. _this._staticDefines = "";
  88172. _this._staticDefines = defines;
  88173. _this.onApplyObservable.add(function (effect) {
  88174. if (_this._outputTexture) {
  88175. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  88176. }
  88177. else {
  88178. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  88179. }
  88180. });
  88181. _this.kernel = kernel;
  88182. return _this;
  88183. }
  88184. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  88185. /**
  88186. * Gets the length in pixels of the blur sample region
  88187. */
  88188. get: function () {
  88189. return this._idealKernel;
  88190. },
  88191. /**
  88192. * Sets the length in pixels of the blur sample region
  88193. */
  88194. set: function (v) {
  88195. if (this._idealKernel === v) {
  88196. return;
  88197. }
  88198. v = Math.max(v, 1);
  88199. this._idealKernel = v;
  88200. this._kernel = this._nearestBestKernel(v);
  88201. if (!this.blockCompilation) {
  88202. this._updateParameters();
  88203. }
  88204. },
  88205. enumerable: true,
  88206. configurable: true
  88207. });
  88208. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  88209. /**
  88210. * Gets wether or not the blur is unpacking/repacking floats
  88211. */
  88212. get: function () {
  88213. return this._packedFloat;
  88214. },
  88215. /**
  88216. * Sets wether or not the blur needs to unpack/repack floats
  88217. */
  88218. set: function (v) {
  88219. if (this._packedFloat === v) {
  88220. return;
  88221. }
  88222. this._packedFloat = v;
  88223. if (!this.blockCompilation) {
  88224. this._updateParameters();
  88225. }
  88226. },
  88227. enumerable: true,
  88228. configurable: true
  88229. });
  88230. /**
  88231. * Updates the effect with the current post process compile time values and recompiles the shader.
  88232. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88233. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88234. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88235. * @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
  88236. * @param onCompiled Called when the shader has been compiled.
  88237. * @param onError Called if there is an error when compiling a shader.
  88238. */
  88239. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88240. if (defines === void 0) { defines = null; }
  88241. if (uniforms === void 0) { uniforms = null; }
  88242. if (samplers === void 0) { samplers = null; }
  88243. this._updateParameters(onCompiled, onError);
  88244. };
  88245. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  88246. // Generate sampling offsets and weights
  88247. var N = this._kernel;
  88248. var centerIndex = (N - 1) / 2;
  88249. // Generate Gaussian sampling weights over kernel
  88250. var offsets = [];
  88251. var weights = [];
  88252. var totalWeight = 0;
  88253. for (var i = 0; i < N; i++) {
  88254. var u = i / (N - 1);
  88255. var w = this._gaussianWeight(u * 2.0 - 1);
  88256. offsets[i] = (i - centerIndex);
  88257. weights[i] = w;
  88258. totalWeight += w;
  88259. }
  88260. // Normalize weights
  88261. for (var i = 0; i < weights.length; i++) {
  88262. weights[i] /= totalWeight;
  88263. }
  88264. // Optimize: combine samples to take advantage of hardware linear sampling
  88265. // Walk from left to center, combining pairs (symmetrically)
  88266. var linearSamplingWeights = [];
  88267. var linearSamplingOffsets = [];
  88268. var linearSamplingMap = [];
  88269. for (var i = 0; i <= centerIndex; i += 2) {
  88270. var j = Math.min(i + 1, Math.floor(centerIndex));
  88271. var singleCenterSample = i === j;
  88272. if (singleCenterSample) {
  88273. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88274. }
  88275. else {
  88276. var sharedCell = j === centerIndex;
  88277. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88278. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88279. if (offsetLinear === 0) {
  88280. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88281. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88282. }
  88283. else {
  88284. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88285. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88286. }
  88287. }
  88288. }
  88289. for (var i = 0; i < linearSamplingMap.length; i++) {
  88290. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88291. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88292. }
  88293. // Replace with optimized
  88294. offsets = linearSamplingOffsets;
  88295. weights = linearSamplingWeights;
  88296. // Generate shaders
  88297. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88298. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88299. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88300. var defines = "";
  88301. defines += this._staticDefines;
  88302. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88303. if (this._staticDefines.indexOf("DOF") != -1) {
  88304. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88305. varyingCount--;
  88306. }
  88307. for (var i = 0; i < varyingCount; i++) {
  88308. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88309. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88310. }
  88311. var depCount = 0;
  88312. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88313. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88314. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88315. depCount++;
  88316. }
  88317. if (this.packedFloat) {
  88318. defines += "#define PACKEDFLOAT 1";
  88319. }
  88320. this.blockCompilation = false;
  88321. _super.prototype.updateEffect.call(this, defines, null, null, {
  88322. varyingCount: varyingCount,
  88323. depCount: depCount
  88324. }, onCompiled, onError);
  88325. };
  88326. /**
  88327. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88328. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88329. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88330. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88331. * The gaps between physical kernels are compensated for in the weighting of the samples
  88332. * @param idealKernel Ideal blur kernel.
  88333. * @return Nearest best kernel.
  88334. */
  88335. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88336. var v = Math.round(idealKernel);
  88337. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88338. var k = _a[_i];
  88339. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88340. return Math.max(k, 3);
  88341. }
  88342. }
  88343. return Math.max(v, 3);
  88344. };
  88345. /**
  88346. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88347. * @param x The point on the Gaussian distribution to sample.
  88348. * @return the value of the Gaussian function at x.
  88349. */
  88350. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88351. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88352. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88353. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88354. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88355. // truncated at around 1.3% of peak strength.
  88356. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88357. var sigma = (1 / 3);
  88358. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88359. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88360. var weight = (1.0 / denominator) * Math.exp(exponent);
  88361. return weight;
  88362. };
  88363. /**
  88364. * Generates a string that can be used as a floating point number in GLSL.
  88365. * @param x Value to print.
  88366. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88367. * @return GLSL float string.
  88368. */
  88369. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88370. if (decimalFigures === void 0) { decimalFigures = 8; }
  88371. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88372. };
  88373. return BlurPostProcess;
  88374. }(BABYLON.PostProcess));
  88375. BABYLON.BlurPostProcess = BlurPostProcess;
  88376. })(BABYLON || (BABYLON = {}));
  88377. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88378. var BABYLON;
  88379. (function (BABYLON) {
  88380. /**
  88381. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88382. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88383. * based on samples that have a large difference in distance than the center pixel.
  88384. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88385. */
  88386. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88387. __extends(DepthOfFieldBlurPostProcess, _super);
  88388. /**
  88389. * Creates a new instance CircleOfConfusionPostProcess
  88390. * @param name The name of the effect.
  88391. * @param scene The scene the effect belongs to.
  88392. * @param direction The direction the blur should be applied.
  88393. * @param kernel The size of the kernel used to blur.
  88394. * @param options The required width/height ratio to downsize to before computing the render pass.
  88395. * @param camera The camera to apply the render pass to.
  88396. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88397. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88398. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88399. * @param engine The engine which the post process will be applied. (default: current engine)
  88400. * @param reusable If the post process can be reused on the same frame. (default: false)
  88401. * @param textureType Type of textures used when performing the post process. (default: 0)
  88402. * @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)
  88403. */
  88404. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88405. if (imageToBlur === void 0) { imageToBlur = null; }
  88406. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88407. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88408. if (blockCompilation === void 0) { blockCompilation = false; }
  88409. 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;
  88410. _this.direction = direction;
  88411. _this.onApplyObservable.add(function (effect) {
  88412. if (imageToBlur != null) {
  88413. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88414. }
  88415. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88416. if (scene.activeCamera) {
  88417. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88418. }
  88419. });
  88420. return _this;
  88421. }
  88422. return DepthOfFieldBlurPostProcess;
  88423. }(BABYLON.BlurPostProcess));
  88424. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88425. })(BABYLON || (BABYLON = {}));
  88426. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88427. var BABYLON;
  88428. (function (BABYLON) {
  88429. /**
  88430. * Options to be set when merging outputs from the default pipeline.
  88431. */
  88432. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88433. function DepthOfFieldMergePostProcessOptions() {
  88434. }
  88435. return DepthOfFieldMergePostProcessOptions;
  88436. }());
  88437. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88438. /**
  88439. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88440. */
  88441. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88442. __extends(DepthOfFieldMergePostProcess, _super);
  88443. /**
  88444. * Creates a new instance of DepthOfFieldMergePostProcess
  88445. * @param name The name of the effect.
  88446. * @param originalFromInput Post process which's input will be used for the merge.
  88447. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88448. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88449. * @param options The required width/height ratio to downsize to before computing the render pass.
  88450. * @param camera The camera to apply the render pass to.
  88451. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88452. * @param engine The engine which the post process will be applied. (default: current engine)
  88453. * @param reusable If the post process can be reused on the same frame. (default: false)
  88454. * @param textureType Type of textures used when performing the post process. (default: 0)
  88455. * @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)
  88456. */
  88457. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88458. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88459. if (blockCompilation === void 0) { blockCompilation = false; }
  88460. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88461. _this.blurSteps = blurSteps;
  88462. _this.onApplyObservable.add(function (effect) {
  88463. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88464. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88465. blurSteps.forEach(function (step, index) {
  88466. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88467. });
  88468. });
  88469. if (!blockCompilation) {
  88470. _this.updateEffect();
  88471. }
  88472. return _this;
  88473. }
  88474. /**
  88475. * Updates the effect with the current post process compile time values and recompiles the shader.
  88476. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88477. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88478. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88479. * @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
  88480. * @param onCompiled Called when the shader has been compiled.
  88481. * @param onError Called if there is an error when compiling a shader.
  88482. */
  88483. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88484. if (defines === void 0) { defines = null; }
  88485. if (uniforms === void 0) { uniforms = null; }
  88486. if (samplers === void 0) { samplers = null; }
  88487. if (!defines) {
  88488. defines = "";
  88489. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88490. }
  88491. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88492. };
  88493. return DepthOfFieldMergePostProcess;
  88494. }(BABYLON.PostProcess));
  88495. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88496. })(BABYLON || (BABYLON = {}));
  88497. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88498. var BABYLON;
  88499. (function (BABYLON) {
  88500. /**
  88501. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88502. */
  88503. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88504. __extends(CircleOfConfusionPostProcess, _super);
  88505. /**
  88506. * Creates a new instance CircleOfConfusionPostProcess
  88507. * @param name The name of the effect.
  88508. * @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.
  88509. * @param options The required width/height ratio to downsize to before computing the render pass.
  88510. * @param camera The camera to apply the render pass to.
  88511. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88512. * @param engine The engine which the post process will be applied. (default: current engine)
  88513. * @param reusable If the post process can be reused on the same frame. (default: false)
  88514. * @param textureType Type of textures used when performing the post process. (default: 0)
  88515. * @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)
  88516. */
  88517. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88518. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88519. if (blockCompilation === void 0) { blockCompilation = false; }
  88520. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88521. /**
  88522. * 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.
  88523. */
  88524. _this.lensSize = 50;
  88525. /**
  88526. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88527. */
  88528. _this.fStop = 1.4;
  88529. /**
  88530. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88531. */
  88532. _this.focusDistance = 2000;
  88533. /**
  88534. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88535. */
  88536. _this.focalLength = 50;
  88537. _this._depthTexture = null;
  88538. _this._depthTexture = depthTexture;
  88539. _this.onApplyObservable.add(function (effect) {
  88540. if (!_this._depthTexture) {
  88541. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88542. return;
  88543. }
  88544. effect.setTexture("depthSampler", _this._depthTexture);
  88545. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88546. var aperture = _this.lensSize / _this.fStop;
  88547. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88548. effect.setFloat('focusDistance', _this.focusDistance);
  88549. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88550. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88551. });
  88552. return _this;
  88553. }
  88554. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88555. /**
  88556. * 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.
  88557. */
  88558. set: function (value) {
  88559. this._depthTexture = value;
  88560. },
  88561. enumerable: true,
  88562. configurable: true
  88563. });
  88564. return CircleOfConfusionPostProcess;
  88565. }(BABYLON.PostProcess));
  88566. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88567. })(BABYLON || (BABYLON = {}));
  88568. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88569. var BABYLON;
  88570. (function (BABYLON) {
  88571. /**
  88572. * Specifies the level of max blur that should be applied when using the depth of field effect
  88573. */
  88574. var DepthOfFieldEffectBlurLevel;
  88575. (function (DepthOfFieldEffectBlurLevel) {
  88576. /**
  88577. * Subtle blur
  88578. */
  88579. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88580. /**
  88581. * Medium blur
  88582. */
  88583. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88584. /**
  88585. * Large blur
  88586. */
  88587. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88588. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88589. /**
  88590. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88591. */
  88592. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88593. __extends(DepthOfFieldEffect, _super);
  88594. /**
  88595. * Creates a new instance DepthOfFieldEffect
  88596. * @param scene The scene the effect belongs to.
  88597. * @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.
  88598. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88599. * @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)
  88600. */
  88601. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88602. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88603. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88604. if (blockCompilation === void 0) { blockCompilation = false; }
  88605. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88606. return _this._effects;
  88607. }, true) || this;
  88608. /**
  88609. * @hidden Internal post processes in depth of field effect
  88610. */
  88611. _this._effects = [];
  88612. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88613. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88614. // 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)
  88615. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88616. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88617. _this._depthOfFieldBlurY = [];
  88618. _this._depthOfFieldBlurX = [];
  88619. var blurCount = 1;
  88620. var kernelSize = 15;
  88621. switch (blurLevel) {
  88622. case DepthOfFieldEffectBlurLevel.High: {
  88623. blurCount = 3;
  88624. kernelSize = 51;
  88625. break;
  88626. }
  88627. case DepthOfFieldEffectBlurLevel.Medium: {
  88628. blurCount = 2;
  88629. kernelSize = 31;
  88630. break;
  88631. }
  88632. default: {
  88633. kernelSize = 15;
  88634. blurCount = 1;
  88635. break;
  88636. }
  88637. }
  88638. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88639. var ratio = 1.0;
  88640. for (var i = 0; i < blurCount; i++) {
  88641. 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);
  88642. blurY.autoClear = false;
  88643. ratio = 0.75 / Math.pow(2, i);
  88644. 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);
  88645. blurX.autoClear = false;
  88646. _this._depthOfFieldBlurY.push(blurY);
  88647. _this._depthOfFieldBlurX.push(blurX);
  88648. }
  88649. // Set all post processes on the effect.
  88650. _this._effects = [_this._circleOfConfusion];
  88651. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88652. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88653. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88654. }
  88655. // Merge blurred images with original image based on circleOfConfusion
  88656. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88657. _this._dofMerge.autoClear = false;
  88658. _this._effects.push(_this._dofMerge);
  88659. return _this;
  88660. }
  88661. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88662. get: function () {
  88663. return this._circleOfConfusion.focalLength;
  88664. },
  88665. /**
  88666. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88667. */
  88668. set: function (value) {
  88669. this._circleOfConfusion.focalLength = value;
  88670. },
  88671. enumerable: true,
  88672. configurable: true
  88673. });
  88674. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88675. get: function () {
  88676. return this._circleOfConfusion.fStop;
  88677. },
  88678. /**
  88679. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88680. */
  88681. set: function (value) {
  88682. this._circleOfConfusion.fStop = value;
  88683. },
  88684. enumerable: true,
  88685. configurable: true
  88686. });
  88687. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88688. get: function () {
  88689. return this._circleOfConfusion.focusDistance;
  88690. },
  88691. /**
  88692. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88693. */
  88694. set: function (value) {
  88695. this._circleOfConfusion.focusDistance = value;
  88696. },
  88697. enumerable: true,
  88698. configurable: true
  88699. });
  88700. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88701. get: function () {
  88702. return this._circleOfConfusion.lensSize;
  88703. },
  88704. /**
  88705. * 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.
  88706. */
  88707. set: function (value) {
  88708. this._circleOfConfusion.lensSize = value;
  88709. },
  88710. enumerable: true,
  88711. configurable: true
  88712. });
  88713. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88714. /**
  88715. * 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.
  88716. */
  88717. set: function (value) {
  88718. this._circleOfConfusion.depthTexture = value;
  88719. },
  88720. enumerable: true,
  88721. configurable: true
  88722. });
  88723. /**
  88724. * Disposes each of the internal effects for a given camera.
  88725. * @param camera The camera to dispose the effect on.
  88726. */
  88727. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88728. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88729. this._effects[effectIndex].dispose(camera);
  88730. }
  88731. };
  88732. /**
  88733. * @hidden Internal
  88734. */
  88735. DepthOfFieldEffect.prototype._updateEffects = function () {
  88736. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88737. this._effects[effectIndex].updateEffect();
  88738. }
  88739. };
  88740. /**
  88741. * Internal
  88742. * @returns if all the contained post processes are ready.
  88743. * @hidden
  88744. */
  88745. DepthOfFieldEffect.prototype._isReady = function () {
  88746. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88747. if (!this._effects[effectIndex].isReady()) {
  88748. return false;
  88749. }
  88750. }
  88751. return true;
  88752. };
  88753. return DepthOfFieldEffect;
  88754. }(BABYLON.PostProcessRenderEffect));
  88755. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88756. })(BABYLON || (BABYLON = {}));
  88757. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88758. var BABYLON;
  88759. (function (BABYLON) {
  88760. /**
  88761. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88762. */
  88763. var BloomMergePostProcess = /** @class */ (function (_super) {
  88764. __extends(BloomMergePostProcess, _super);
  88765. /**
  88766. * Creates a new instance of @see BloomMergePostProcess
  88767. * @param name The name of the effect.
  88768. * @param originalFromInput Post process which's input will be used for the merge.
  88769. * @param blurred Blurred highlights post process which's output will be used.
  88770. * @param weight Weight of the bloom to be added to the original input.
  88771. * @param options The required width/height ratio to downsize to before computing the render pass.
  88772. * @param camera The camera to apply the render pass to.
  88773. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88774. * @param engine The engine which the post process will be applied. (default: current engine)
  88775. * @param reusable If the post process can be reused on the same frame. (default: false)
  88776. * @param textureType Type of textures used when performing the post process. (default: 0)
  88777. * @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)
  88778. */
  88779. function BloomMergePostProcess(name, originalFromInput, blurred,
  88780. /** Weight of the bloom to be added to the original input. */
  88781. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88782. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88783. if (blockCompilation === void 0) { blockCompilation = false; }
  88784. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88785. _this.weight = weight;
  88786. _this.onApplyObservable.add(function (effect) {
  88787. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88788. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88789. effect.setFloat("bloomWeight", _this.weight);
  88790. });
  88791. if (!blockCompilation) {
  88792. _this.updateEffect();
  88793. }
  88794. return _this;
  88795. }
  88796. return BloomMergePostProcess;
  88797. }(BABYLON.PostProcess));
  88798. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88799. })(BABYLON || (BABYLON = {}));
  88800. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88801. var BABYLON;
  88802. (function (BABYLON) {
  88803. /**
  88804. * 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.
  88805. */
  88806. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88807. __extends(ExtractHighlightsPostProcess, _super);
  88808. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88809. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88810. if (blockCompilation === void 0) { blockCompilation = false; }
  88811. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88812. /**
  88813. * The luminance threshold, pixels below this value will be set to black.
  88814. */
  88815. _this.threshold = 0.9;
  88816. /** @hidden */
  88817. _this._exposure = 1;
  88818. /**
  88819. * Post process which has the input texture to be used when performing highlight extraction
  88820. * @hidden
  88821. */
  88822. _this._inputPostProcess = null;
  88823. _this.onApplyObservable.add(function (effect) {
  88824. if (_this._inputPostProcess) {
  88825. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88826. }
  88827. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88828. effect.setFloat('exposure', _this._exposure);
  88829. });
  88830. return _this;
  88831. }
  88832. return ExtractHighlightsPostProcess;
  88833. }(BABYLON.PostProcess));
  88834. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88835. })(BABYLON || (BABYLON = {}));
  88836. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88837. var BABYLON;
  88838. (function (BABYLON) {
  88839. /**
  88840. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88841. */
  88842. var BloomEffect = /** @class */ (function (_super) {
  88843. __extends(BloomEffect, _super);
  88844. /**
  88845. * Creates a new instance of @see BloomEffect
  88846. * @param scene The scene the effect belongs to.
  88847. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88848. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88849. * @param bloomWeight The the strength of bloom.
  88850. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88851. * @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)
  88852. */
  88853. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88854. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88855. if (blockCompilation === void 0) { blockCompilation = false; }
  88856. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88857. return _this._effects;
  88858. }, true) || this;
  88859. _this.bloomScale = bloomScale;
  88860. /**
  88861. * @hidden Internal
  88862. */
  88863. _this._effects = [];
  88864. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88865. _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);
  88866. _this._blurX.alwaysForcePOT = true;
  88867. _this._blurX.autoClear = false;
  88868. _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);
  88869. _this._blurY.alwaysForcePOT = true;
  88870. _this._blurY.autoClear = false;
  88871. _this.kernel = bloomKernel;
  88872. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88873. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88874. _this._merge.autoClear = false;
  88875. _this._effects.push(_this._merge);
  88876. return _this;
  88877. }
  88878. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88879. /**
  88880. * The luminance threshold to find bright areas of the image to bloom.
  88881. */
  88882. get: function () {
  88883. return this._downscale.threshold;
  88884. },
  88885. set: function (value) {
  88886. this._downscale.threshold = value;
  88887. },
  88888. enumerable: true,
  88889. configurable: true
  88890. });
  88891. Object.defineProperty(BloomEffect.prototype, "weight", {
  88892. /**
  88893. * The strength of the bloom.
  88894. */
  88895. get: function () {
  88896. return this._merge.weight;
  88897. },
  88898. set: function (value) {
  88899. this._merge.weight = value;
  88900. },
  88901. enumerable: true,
  88902. configurable: true
  88903. });
  88904. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88905. /**
  88906. * Specifies the size of the bloom blur kernel, relative to the final output size
  88907. */
  88908. get: function () {
  88909. return this._blurX.kernel / this.bloomScale;
  88910. },
  88911. set: function (value) {
  88912. this._blurX.kernel = value * this.bloomScale;
  88913. this._blurY.kernel = value * this.bloomScale;
  88914. },
  88915. enumerable: true,
  88916. configurable: true
  88917. });
  88918. /**
  88919. * Disposes each of the internal effects for a given camera.
  88920. * @param camera The camera to dispose the effect on.
  88921. */
  88922. BloomEffect.prototype.disposeEffects = function (camera) {
  88923. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88924. this._effects[effectIndex].dispose(camera);
  88925. }
  88926. };
  88927. /**
  88928. * @hidden Internal
  88929. */
  88930. BloomEffect.prototype._updateEffects = function () {
  88931. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88932. this._effects[effectIndex].updateEffect();
  88933. }
  88934. };
  88935. /**
  88936. * Internal
  88937. * @returns if all the contained post processes are ready.
  88938. * @hidden
  88939. */
  88940. BloomEffect.prototype._isReady = function () {
  88941. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88942. if (!this._effects[effectIndex].isReady()) {
  88943. return false;
  88944. }
  88945. }
  88946. return true;
  88947. };
  88948. return BloomEffect;
  88949. }(BABYLON.PostProcessRenderEffect));
  88950. BABYLON.BloomEffect = BloomEffect;
  88951. })(BABYLON || (BABYLON = {}));
  88952. //# sourceMappingURL=babylon.bloomEffect.js.map
  88953. var BABYLON;
  88954. (function (BABYLON) {
  88955. /**
  88956. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88957. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88958. */
  88959. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88960. __extends(DefaultRenderingPipeline, _super);
  88961. /**
  88962. * @constructor
  88963. * @param name - The rendering pipeline name (default: "")
  88964. * @param hdr - If high dynamic range textures should be used (default: true)
  88965. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88966. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88967. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88968. */
  88969. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88970. if (name === void 0) { name = ""; }
  88971. if (hdr === void 0) { hdr = true; }
  88972. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88973. if (automaticBuild === void 0) { automaticBuild = true; }
  88974. var _this = _super.call(this, scene.getEngine(), name) || this;
  88975. _this._camerasToBeAttached = [];
  88976. /**
  88977. * ID of the sharpen post process,
  88978. */
  88979. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88980. /**
  88981. * @ignore
  88982. * ID of the image processing post process;
  88983. */
  88984. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88985. /**
  88986. * @ignore
  88987. * ID of the Fast Approximate Anti-Aliasing post process;
  88988. */
  88989. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88990. /**
  88991. * ID of the chromatic aberration post process,
  88992. */
  88993. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88994. /**
  88995. * ID of the grain post process
  88996. */
  88997. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88998. /**
  88999. * Glow post process which adds a glow to emmisive areas of the image
  89000. */
  89001. _this._glowLayer = null;
  89002. /**
  89003. * Animations which can be used to tweak settings over a period of time
  89004. */
  89005. _this.animations = [];
  89006. _this._imageProcessingConfigurationObserver = null;
  89007. // Values
  89008. _this._sharpenEnabled = false;
  89009. _this._bloomEnabled = false;
  89010. _this._depthOfFieldEnabled = false;
  89011. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  89012. _this._fxaaEnabled = false;
  89013. _this._imageProcessingEnabled = true;
  89014. _this._bloomScale = 0.5;
  89015. _this._chromaticAberrationEnabled = false;
  89016. _this._grainEnabled = false;
  89017. _this._buildAllowed = true;
  89018. _this._resizeObserver = null;
  89019. _this._hardwareScaleLevel = 1.0;
  89020. _this._bloomKernel = 64;
  89021. /**
  89022. * Specifies the weight of the bloom in the final rendering
  89023. */
  89024. _this._bloomWeight = 0.15;
  89025. /**
  89026. * Specifies the luma threshold for the area that will be blurred by the bloom
  89027. */
  89028. _this._bloomThreshold = 0.9;
  89029. _this._samples = 1;
  89030. _this._hasCleared = false;
  89031. _this._prevPostProcess = null;
  89032. _this._prevPrevPostProcess = null;
  89033. _this._depthOfFieldSceneObserver = null;
  89034. _this._cameras = cameras || scene.cameras;
  89035. _this._cameras = _this._cameras.slice();
  89036. _this._camerasToBeAttached = _this._cameras.slice();
  89037. _this._buildAllowed = automaticBuild;
  89038. // Initialize
  89039. _this._scene = scene;
  89040. var caps = _this._scene.getEngine().getCaps();
  89041. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  89042. // Misc
  89043. if (_this._hdr) {
  89044. if (caps.textureHalfFloatRender) {
  89045. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  89046. }
  89047. else if (caps.textureFloatRender) {
  89048. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  89049. }
  89050. }
  89051. else {
  89052. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  89053. }
  89054. // Attach
  89055. scene.postProcessRenderPipelineManager.addPipeline(_this);
  89056. var engine = _this._scene.getEngine();
  89057. // Create post processes before hand so they can be modified before enabled.
  89058. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  89059. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89060. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  89061. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  89062. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  89063. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89064. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  89065. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89066. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  89067. _this._resizeObserver = engine.onResizeObservable.add(function () {
  89068. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  89069. _this.bloomKernel = _this.bloomKernel;
  89070. });
  89071. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  89072. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  89073. });
  89074. _this._buildPipeline();
  89075. return _this;
  89076. }
  89077. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  89078. get: function () {
  89079. return this._sharpenEnabled;
  89080. },
  89081. /**
  89082. * Enable or disable the sharpen process from the pipeline
  89083. */
  89084. set: function (enabled) {
  89085. if (this._sharpenEnabled === enabled) {
  89086. return;
  89087. }
  89088. this._sharpenEnabled = enabled;
  89089. this._buildPipeline();
  89090. },
  89091. enumerable: true,
  89092. configurable: true
  89093. });
  89094. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  89095. /**
  89096. * Specifies the size of the bloom blur kernel, relative to the final output size
  89097. */
  89098. get: function () {
  89099. return this._bloomKernel;
  89100. },
  89101. set: function (value) {
  89102. this._bloomKernel = value;
  89103. this.bloom.kernel = value / this._hardwareScaleLevel;
  89104. },
  89105. enumerable: true,
  89106. configurable: true
  89107. });
  89108. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  89109. get: function () {
  89110. return this._bloomWeight;
  89111. },
  89112. /**
  89113. * The strength of the bloom.
  89114. */
  89115. set: function (value) {
  89116. if (this._bloomWeight === value) {
  89117. return;
  89118. }
  89119. this.bloom.weight = value;
  89120. this._bloomWeight = value;
  89121. },
  89122. enumerable: true,
  89123. configurable: true
  89124. });
  89125. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  89126. get: function () {
  89127. return this._bloomThreshold;
  89128. },
  89129. /**
  89130. * The strength of the bloom.
  89131. */
  89132. set: function (value) {
  89133. if (this._bloomThreshold === value) {
  89134. return;
  89135. }
  89136. this.bloom.threshold = value;
  89137. this._bloomThreshold = value;
  89138. },
  89139. enumerable: true,
  89140. configurable: true
  89141. });
  89142. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  89143. get: function () {
  89144. return this._bloomScale;
  89145. },
  89146. /**
  89147. * The scale of the bloom, lower value will provide better performance.
  89148. */
  89149. set: function (value) {
  89150. if (this._bloomScale === value) {
  89151. return;
  89152. }
  89153. this._bloomScale = value;
  89154. // recreate bloom and dispose old as this setting is not dynamic
  89155. this._rebuildBloom();
  89156. this._buildPipeline();
  89157. },
  89158. enumerable: true,
  89159. configurable: true
  89160. });
  89161. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  89162. get: function () {
  89163. return this._bloomEnabled;
  89164. },
  89165. /**
  89166. * Enable or disable the bloom from the pipeline
  89167. */
  89168. set: function (enabled) {
  89169. if (this._bloomEnabled === enabled) {
  89170. return;
  89171. }
  89172. this._bloomEnabled = enabled;
  89173. this._buildPipeline();
  89174. },
  89175. enumerable: true,
  89176. configurable: true
  89177. });
  89178. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  89179. // recreate bloom and dispose old as this setting is not dynamic
  89180. var oldBloom = this.bloom;
  89181. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  89182. this.bloom.threshold = oldBloom.threshold;
  89183. for (var i = 0; i < this._cameras.length; i++) {
  89184. oldBloom.disposeEffects(this._cameras[i]);
  89185. }
  89186. };
  89187. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  89188. /**
  89189. * If the depth of field is enabled.
  89190. */
  89191. get: function () {
  89192. return this._depthOfFieldEnabled;
  89193. },
  89194. set: function (enabled) {
  89195. if (this._depthOfFieldEnabled === enabled) {
  89196. return;
  89197. }
  89198. this._depthOfFieldEnabled = enabled;
  89199. this._buildPipeline();
  89200. },
  89201. enumerable: true,
  89202. configurable: true
  89203. });
  89204. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  89205. /**
  89206. * Blur level of the depth of field effect. (Higher blur will effect performance)
  89207. */
  89208. get: function () {
  89209. return this._depthOfFieldBlurLevel;
  89210. },
  89211. set: function (value) {
  89212. if (this._depthOfFieldBlurLevel === value) {
  89213. return;
  89214. }
  89215. this._depthOfFieldBlurLevel = value;
  89216. // recreate dof and dispose old as this setting is not dynamic
  89217. var oldDof = this.depthOfField;
  89218. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  89219. this.depthOfField.focalLength = oldDof.focalLength;
  89220. this.depthOfField.focusDistance = oldDof.focusDistance;
  89221. this.depthOfField.fStop = oldDof.fStop;
  89222. this.depthOfField.lensSize = oldDof.lensSize;
  89223. for (var i = 0; i < this._cameras.length; i++) {
  89224. oldDof.disposeEffects(this._cameras[i]);
  89225. }
  89226. this._buildPipeline();
  89227. },
  89228. enumerable: true,
  89229. configurable: true
  89230. });
  89231. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  89232. get: function () {
  89233. return this._fxaaEnabled;
  89234. },
  89235. /**
  89236. * If the anti aliasing is enabled.
  89237. */
  89238. set: function (enabled) {
  89239. if (this._fxaaEnabled === enabled) {
  89240. return;
  89241. }
  89242. this._fxaaEnabled = enabled;
  89243. this._buildPipeline();
  89244. },
  89245. enumerable: true,
  89246. configurable: true
  89247. });
  89248. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  89249. get: function () {
  89250. return this._samples;
  89251. },
  89252. /**
  89253. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  89254. */
  89255. set: function (sampleCount) {
  89256. if (this._samples === sampleCount) {
  89257. return;
  89258. }
  89259. this._samples = sampleCount;
  89260. this._buildPipeline();
  89261. },
  89262. enumerable: true,
  89263. configurable: true
  89264. });
  89265. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  89266. get: function () {
  89267. return this._imageProcessingEnabled;
  89268. },
  89269. /**
  89270. * If image processing is enabled.
  89271. */
  89272. set: function (enabled) {
  89273. if (this._imageProcessingEnabled === enabled) {
  89274. return;
  89275. }
  89276. this._imageProcessingEnabled = enabled;
  89277. this._buildPipeline();
  89278. },
  89279. enumerable: true,
  89280. configurable: true
  89281. });
  89282. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89283. get: function () {
  89284. return this._glowLayer == null;
  89285. },
  89286. /**
  89287. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89288. */
  89289. set: function (enabled) {
  89290. if (enabled && !this._glowLayer) {
  89291. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89292. }
  89293. else if (!enabled && this._glowLayer) {
  89294. this._glowLayer.dispose();
  89295. this._glowLayer = null;
  89296. }
  89297. },
  89298. enumerable: true,
  89299. configurable: true
  89300. });
  89301. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89302. get: function () {
  89303. return this._chromaticAberrationEnabled;
  89304. },
  89305. /**
  89306. * Enable or disable the chromaticAberration process from the pipeline
  89307. */
  89308. set: function (enabled) {
  89309. if (this._chromaticAberrationEnabled === enabled) {
  89310. return;
  89311. }
  89312. this._chromaticAberrationEnabled = enabled;
  89313. this._buildPipeline();
  89314. },
  89315. enumerable: true,
  89316. configurable: true
  89317. });
  89318. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89319. get: function () {
  89320. return this._grainEnabled;
  89321. },
  89322. /**
  89323. * Enable or disable the grain process from the pipeline
  89324. */
  89325. set: function (enabled) {
  89326. if (this._grainEnabled === enabled) {
  89327. return;
  89328. }
  89329. this._grainEnabled = enabled;
  89330. this._buildPipeline();
  89331. },
  89332. enumerable: true,
  89333. configurable: true
  89334. });
  89335. /**
  89336. * Force the compilation of the entire pipeline.
  89337. */
  89338. DefaultRenderingPipeline.prototype.prepare = function () {
  89339. var previousState = this._buildAllowed;
  89340. this._buildAllowed = true;
  89341. this._buildPipeline();
  89342. this._buildAllowed = previousState;
  89343. };
  89344. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89345. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89346. if (this._hasCleared) {
  89347. postProcess.autoClear = false;
  89348. }
  89349. else {
  89350. postProcess.autoClear = true;
  89351. this._scene.autoClear = false;
  89352. this._hasCleared = true;
  89353. }
  89354. if (!skipTextureSharing) {
  89355. if (this._prevPrevPostProcess) {
  89356. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89357. }
  89358. else {
  89359. postProcess.useOwnOutput();
  89360. }
  89361. if (this._prevPostProcess) {
  89362. this._prevPrevPostProcess = this._prevPostProcess;
  89363. }
  89364. this._prevPostProcess = postProcess;
  89365. }
  89366. };
  89367. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89368. var _this = this;
  89369. if (!this._buildAllowed) {
  89370. return;
  89371. }
  89372. this._scene.autoClear = true;
  89373. var engine = this._scene.getEngine();
  89374. this._disposePostProcesses();
  89375. if (this._cameras !== null) {
  89376. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89377. // get back cameras to be used to reattach pipeline
  89378. this._cameras = this._camerasToBeAttached.slice();
  89379. }
  89380. this._reset();
  89381. this._prevPostProcess = null;
  89382. this._prevPrevPostProcess = null;
  89383. this._hasCleared = false;
  89384. if (this.depthOfFieldEnabled) {
  89385. // Multi camera suport
  89386. if (this._cameras.length > 1) {
  89387. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89388. var camera = _a[_i];
  89389. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89390. depthRenderer.useOnlyInActiveCamera = true;
  89391. }
  89392. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89393. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89394. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89395. }
  89396. });
  89397. }
  89398. else {
  89399. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89400. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89401. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89402. }
  89403. if (!this.depthOfField._isReady()) {
  89404. this.depthOfField._updateEffects();
  89405. }
  89406. this.addEffect(this.depthOfField);
  89407. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89408. }
  89409. else {
  89410. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89411. }
  89412. if (this.bloomEnabled) {
  89413. if (!this.bloom._isReady()) {
  89414. this.bloom._updateEffects();
  89415. }
  89416. this.addEffect(this.bloom);
  89417. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89418. }
  89419. if (this._imageProcessingEnabled) {
  89420. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89421. if (this._hdr) {
  89422. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89423. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89424. }
  89425. else {
  89426. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89427. }
  89428. }
  89429. if (this.sharpenEnabled) {
  89430. if (!this.sharpen.isReady()) {
  89431. this.sharpen.updateEffect();
  89432. }
  89433. this.addEffect(this._sharpenEffect);
  89434. this._setAutoClearAndTextureSharing(this.sharpen);
  89435. }
  89436. if (this.grainEnabled) {
  89437. if (!this.grain.isReady()) {
  89438. this.grain.updateEffect();
  89439. }
  89440. this.addEffect(this._grainEffect);
  89441. this._setAutoClearAndTextureSharing(this.grain);
  89442. }
  89443. if (this.chromaticAberrationEnabled) {
  89444. if (!this.chromaticAberration.isReady()) {
  89445. this.chromaticAberration.updateEffect();
  89446. }
  89447. this.addEffect(this._chromaticAberrationEffect);
  89448. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89449. }
  89450. if (this.fxaaEnabled) {
  89451. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89452. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89453. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89454. }
  89455. if (this._cameras !== null) {
  89456. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89457. }
  89458. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89459. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89460. }
  89461. };
  89462. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89463. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89464. for (var i = 0; i < this._cameras.length; i++) {
  89465. var camera = this._cameras[i];
  89466. if (this.imageProcessing) {
  89467. this.imageProcessing.dispose(camera);
  89468. }
  89469. if (this.fxaa) {
  89470. this.fxaa.dispose(camera);
  89471. }
  89472. // These are created in the constructor and should not be disposed on every pipeline change
  89473. if (disposeNonRecreated) {
  89474. if (this.sharpen) {
  89475. this.sharpen.dispose(camera);
  89476. }
  89477. if (this.depthOfField) {
  89478. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89479. this.depthOfField.disposeEffects(camera);
  89480. }
  89481. if (this.bloom) {
  89482. this.bloom.disposeEffects(camera);
  89483. }
  89484. if (this.chromaticAberration) {
  89485. this.chromaticAberration.dispose(camera);
  89486. }
  89487. if (this.grain) {
  89488. this.grain.dispose(camera);
  89489. }
  89490. if (this._glowLayer) {
  89491. this._glowLayer.dispose();
  89492. }
  89493. }
  89494. }
  89495. this.imageProcessing = null;
  89496. this.fxaa = null;
  89497. if (disposeNonRecreated) {
  89498. this.sharpen = null;
  89499. this._sharpenEffect = null;
  89500. this.depthOfField = null;
  89501. this.bloom = null;
  89502. this.chromaticAberration = null;
  89503. this._chromaticAberrationEffect = null;
  89504. this.grain = null;
  89505. this._grainEffect = null;
  89506. this._glowLayer = null;
  89507. }
  89508. };
  89509. /**
  89510. * Adds a camera to the pipeline
  89511. * @param camera the camera to be added
  89512. */
  89513. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89514. this._camerasToBeAttached.push(camera);
  89515. this._buildPipeline();
  89516. };
  89517. /**
  89518. * Removes a camera from the pipeline
  89519. * @param camera the camera to remove
  89520. */
  89521. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89522. var index = this._camerasToBeAttached.indexOf(camera);
  89523. this._camerasToBeAttached.splice(index, 1);
  89524. this._buildPipeline();
  89525. };
  89526. /**
  89527. * Dispose of the pipeline and stop all post processes
  89528. */
  89529. DefaultRenderingPipeline.prototype.dispose = function () {
  89530. this._disposePostProcesses(true);
  89531. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89532. this._scene.autoClear = true;
  89533. if (this._resizeObserver) {
  89534. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89535. this._resizeObserver = null;
  89536. }
  89537. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89538. _super.prototype.dispose.call(this);
  89539. };
  89540. /**
  89541. * Serialize the rendering pipeline (Used when exporting)
  89542. * @returns the serialized object
  89543. */
  89544. DefaultRenderingPipeline.prototype.serialize = function () {
  89545. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89546. serializationObject.customType = "DefaultRenderingPipeline";
  89547. return serializationObject;
  89548. };
  89549. /**
  89550. * Parse the serialized pipeline
  89551. * @param source Source pipeline.
  89552. * @param scene The scene to load the pipeline to.
  89553. * @param rootUrl The URL of the serialized pipeline.
  89554. * @returns An instantiated pipeline from the serialized object.
  89555. */
  89556. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89557. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89558. };
  89559. __decorate([
  89560. BABYLON.serialize()
  89561. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89562. __decorate([
  89563. BABYLON.serialize()
  89564. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89565. __decorate([
  89566. BABYLON.serialize()
  89567. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89568. __decorate([
  89569. BABYLON.serialize()
  89570. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89571. __decorate([
  89572. BABYLON.serialize()
  89573. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89574. __decorate([
  89575. BABYLON.serialize()
  89576. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89577. __decorate([
  89578. BABYLON.serialize()
  89579. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89580. __decorate([
  89581. BABYLON.serialize()
  89582. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89583. __decorate([
  89584. BABYLON.serialize()
  89585. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89586. __decorate([
  89587. BABYLON.serialize()
  89588. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89589. __decorate([
  89590. BABYLON.serialize()
  89591. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89592. __decorate([
  89593. BABYLON.serialize()
  89594. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89595. __decorate([
  89596. BABYLON.serialize()
  89597. ], DefaultRenderingPipeline.prototype, "samples", null);
  89598. __decorate([
  89599. BABYLON.serialize()
  89600. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89601. __decorate([
  89602. BABYLON.serialize()
  89603. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89604. __decorate([
  89605. BABYLON.serialize()
  89606. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89607. __decorate([
  89608. BABYLON.serialize()
  89609. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89610. return DefaultRenderingPipeline;
  89611. }(BABYLON.PostProcessRenderPipeline));
  89612. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89613. })(BABYLON || (BABYLON = {}));
  89614. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89615. var BABYLON;
  89616. (function (BABYLON) {
  89617. /**
  89618. * @hidden
  89619. */
  89620. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89621. __extends(ImageProcessingConfigurationDefines, _super);
  89622. function ImageProcessingConfigurationDefines() {
  89623. var _this = _super.call(this) || this;
  89624. _this.IMAGEPROCESSING = false;
  89625. _this.VIGNETTE = false;
  89626. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89627. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89628. _this.TONEMAPPING = false;
  89629. _this.TONEMAPPING_ACES = false;
  89630. _this.CONTRAST = false;
  89631. _this.COLORCURVES = false;
  89632. _this.COLORGRADING = false;
  89633. _this.COLORGRADING3D = false;
  89634. _this.SAMPLER3DGREENDEPTH = false;
  89635. _this.SAMPLER3DBGRMAP = false;
  89636. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89637. _this.EXPOSURE = false;
  89638. _this.rebuild();
  89639. return _this;
  89640. }
  89641. return ImageProcessingConfigurationDefines;
  89642. }(BABYLON.MaterialDefines));
  89643. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89644. /**
  89645. * This groups together the common properties used for image processing either in direct forward pass
  89646. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89647. * or not.
  89648. */
  89649. var ImageProcessingConfiguration = /** @class */ (function () {
  89650. function ImageProcessingConfiguration() {
  89651. /**
  89652. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89653. */
  89654. this.colorCurves = new BABYLON.ColorCurves();
  89655. this._colorCurvesEnabled = false;
  89656. this._colorGradingEnabled = false;
  89657. this._colorGradingWithGreenDepth = true;
  89658. this._colorGradingBGR = true;
  89659. /** @hidden */
  89660. this._exposure = 1.0;
  89661. this._toneMappingEnabled = false;
  89662. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89663. this._contrast = 1.0;
  89664. /**
  89665. * Vignette stretch size.
  89666. */
  89667. this.vignetteStretch = 0;
  89668. /**
  89669. * Vignette centre X Offset.
  89670. */
  89671. this.vignetteCentreX = 0;
  89672. /**
  89673. * Vignette centre Y Offset.
  89674. */
  89675. this.vignetteCentreY = 0;
  89676. /**
  89677. * Vignette weight or intensity of the vignette effect.
  89678. */
  89679. this.vignetteWeight = 1.5;
  89680. /**
  89681. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89682. * if vignetteEnabled is set to true.
  89683. */
  89684. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89685. /**
  89686. * Camera field of view used by the Vignette effect.
  89687. */
  89688. this.vignetteCameraFov = 0.5;
  89689. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89690. this._vignetteEnabled = false;
  89691. this._applyByPostProcess = false;
  89692. this._isEnabled = true;
  89693. /**
  89694. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89695. */
  89696. this.onUpdateParameters = new BABYLON.Observable();
  89697. }
  89698. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89699. /**
  89700. * Gets wether the color curves effect is enabled.
  89701. */
  89702. get: function () {
  89703. return this._colorCurvesEnabled;
  89704. },
  89705. /**
  89706. * Sets wether the color curves effect is enabled.
  89707. */
  89708. set: function (value) {
  89709. if (this._colorCurvesEnabled === value) {
  89710. return;
  89711. }
  89712. this._colorCurvesEnabled = value;
  89713. this._updateParameters();
  89714. },
  89715. enumerable: true,
  89716. configurable: true
  89717. });
  89718. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89719. /**
  89720. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89721. */
  89722. get: function () {
  89723. return this._colorGradingTexture;
  89724. },
  89725. /**
  89726. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89727. */
  89728. set: function (value) {
  89729. if (this._colorGradingTexture === value) {
  89730. return;
  89731. }
  89732. this._colorGradingTexture = value;
  89733. this._updateParameters();
  89734. },
  89735. enumerable: true,
  89736. configurable: true
  89737. });
  89738. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89739. /**
  89740. * Gets wether the color grading effect is enabled.
  89741. */
  89742. get: function () {
  89743. return this._colorGradingEnabled;
  89744. },
  89745. /**
  89746. * Sets wether the color grading effect is enabled.
  89747. */
  89748. set: function (value) {
  89749. if (this._colorGradingEnabled === value) {
  89750. return;
  89751. }
  89752. this._colorGradingEnabled = value;
  89753. this._updateParameters();
  89754. },
  89755. enumerable: true,
  89756. configurable: true
  89757. });
  89758. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89759. /**
  89760. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89761. */
  89762. get: function () {
  89763. return this._colorGradingWithGreenDepth;
  89764. },
  89765. /**
  89766. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89767. */
  89768. set: function (value) {
  89769. if (this._colorGradingWithGreenDepth === value) {
  89770. return;
  89771. }
  89772. this._colorGradingWithGreenDepth = value;
  89773. this._updateParameters();
  89774. },
  89775. enumerable: true,
  89776. configurable: true
  89777. });
  89778. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89779. /**
  89780. * Gets wether the color grading texture contains BGR values.
  89781. */
  89782. get: function () {
  89783. return this._colorGradingBGR;
  89784. },
  89785. /**
  89786. * Sets wether the color grading texture contains BGR values.
  89787. */
  89788. set: function (value) {
  89789. if (this._colorGradingBGR === value) {
  89790. return;
  89791. }
  89792. this._colorGradingBGR = value;
  89793. this._updateParameters();
  89794. },
  89795. enumerable: true,
  89796. configurable: true
  89797. });
  89798. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89799. /**
  89800. * Gets the Exposure used in the effect.
  89801. */
  89802. get: function () {
  89803. return this._exposure;
  89804. },
  89805. /**
  89806. * Sets the Exposure used in the effect.
  89807. */
  89808. set: function (value) {
  89809. if (this._exposure === value) {
  89810. return;
  89811. }
  89812. this._exposure = value;
  89813. this._updateParameters();
  89814. },
  89815. enumerable: true,
  89816. configurable: true
  89817. });
  89818. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89819. /**
  89820. * Gets wether the tone mapping effect is enabled.
  89821. */
  89822. get: function () {
  89823. return this._toneMappingEnabled;
  89824. },
  89825. /**
  89826. * Sets wether the tone mapping effect is enabled.
  89827. */
  89828. set: function (value) {
  89829. if (this._toneMappingEnabled === value) {
  89830. return;
  89831. }
  89832. this._toneMappingEnabled = value;
  89833. this._updateParameters();
  89834. },
  89835. enumerable: true,
  89836. configurable: true
  89837. });
  89838. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89839. /**
  89840. * Gets the type of tone mapping effect.
  89841. */
  89842. get: function () {
  89843. return this._toneMappingType;
  89844. },
  89845. /**
  89846. * Sets the type of tone mapping effect used in BabylonJS.
  89847. */
  89848. set: function (value) {
  89849. if (this._toneMappingType === value) {
  89850. return;
  89851. }
  89852. this._toneMappingType = value;
  89853. this._updateParameters();
  89854. },
  89855. enumerable: true,
  89856. configurable: true
  89857. });
  89858. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89859. /**
  89860. * Gets the contrast used in the effect.
  89861. */
  89862. get: function () {
  89863. return this._contrast;
  89864. },
  89865. /**
  89866. * Sets the contrast used in the effect.
  89867. */
  89868. set: function (value) {
  89869. if (this._contrast === value) {
  89870. return;
  89871. }
  89872. this._contrast = value;
  89873. this._updateParameters();
  89874. },
  89875. enumerable: true,
  89876. configurable: true
  89877. });
  89878. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89879. /**
  89880. * Gets the vignette blend mode allowing different kind of effect.
  89881. */
  89882. get: function () {
  89883. return this._vignetteBlendMode;
  89884. },
  89885. /**
  89886. * Sets the vignette blend mode allowing different kind of effect.
  89887. */
  89888. set: function (value) {
  89889. if (this._vignetteBlendMode === value) {
  89890. return;
  89891. }
  89892. this._vignetteBlendMode = value;
  89893. this._updateParameters();
  89894. },
  89895. enumerable: true,
  89896. configurable: true
  89897. });
  89898. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89899. /**
  89900. * Gets wether the vignette effect is enabled.
  89901. */
  89902. get: function () {
  89903. return this._vignetteEnabled;
  89904. },
  89905. /**
  89906. * Sets wether the vignette effect is enabled.
  89907. */
  89908. set: function (value) {
  89909. if (this._vignetteEnabled === value) {
  89910. return;
  89911. }
  89912. this._vignetteEnabled = value;
  89913. this._updateParameters();
  89914. },
  89915. enumerable: true,
  89916. configurable: true
  89917. });
  89918. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89919. /**
  89920. * Gets wether the image processing is applied through a post process or not.
  89921. */
  89922. get: function () {
  89923. return this._applyByPostProcess;
  89924. },
  89925. /**
  89926. * Sets wether the image processing is applied through a post process or not.
  89927. */
  89928. set: function (value) {
  89929. if (this._applyByPostProcess === value) {
  89930. return;
  89931. }
  89932. this._applyByPostProcess = value;
  89933. this._updateParameters();
  89934. },
  89935. enumerable: true,
  89936. configurable: true
  89937. });
  89938. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89939. /**
  89940. * Gets wether the image processing is enabled or not.
  89941. */
  89942. get: function () {
  89943. return this._isEnabled;
  89944. },
  89945. /**
  89946. * Sets wether the image processing is enabled or not.
  89947. */
  89948. set: function (value) {
  89949. if (this._isEnabled === value) {
  89950. return;
  89951. }
  89952. this._isEnabled = value;
  89953. this._updateParameters();
  89954. },
  89955. enumerable: true,
  89956. configurable: true
  89957. });
  89958. /**
  89959. * Method called each time the image processing information changes requires to recompile the effect.
  89960. */
  89961. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89962. this.onUpdateParameters.notifyObservers(this);
  89963. };
  89964. /**
  89965. * Gets the current class name.
  89966. * @return "ImageProcessingConfiguration"
  89967. */
  89968. ImageProcessingConfiguration.prototype.getClassName = function () {
  89969. return "ImageProcessingConfiguration";
  89970. };
  89971. /**
  89972. * Prepare the list of uniforms associated with the Image Processing effects.
  89973. * @param uniforms The list of uniforms used in the effect
  89974. * @param defines the list of defines currently in use
  89975. */
  89976. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89977. if (defines.EXPOSURE) {
  89978. uniforms.push("exposureLinear");
  89979. }
  89980. if (defines.CONTRAST) {
  89981. uniforms.push("contrast");
  89982. }
  89983. if (defines.COLORGRADING) {
  89984. uniforms.push("colorTransformSettings");
  89985. }
  89986. if (defines.VIGNETTE) {
  89987. uniforms.push("vInverseScreenSize");
  89988. uniforms.push("vignetteSettings1");
  89989. uniforms.push("vignetteSettings2");
  89990. }
  89991. if (defines.COLORCURVES) {
  89992. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89993. }
  89994. };
  89995. /**
  89996. * Prepare the list of samplers associated with the Image Processing effects.
  89997. * @param samplersList The list of uniforms used in the effect
  89998. * @param defines the list of defines currently in use
  89999. */
  90000. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  90001. if (defines.COLORGRADING) {
  90002. samplersList.push("txColorTransform");
  90003. }
  90004. };
  90005. /**
  90006. * Prepare the list of defines associated to the shader.
  90007. * @param defines the list of defines to complete
  90008. * @param forPostProcess Define if we are currently in post process mode or not
  90009. */
  90010. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  90011. if (forPostProcess === void 0) { forPostProcess = false; }
  90012. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  90013. defines.VIGNETTE = false;
  90014. defines.TONEMAPPING = false;
  90015. defines.TONEMAPPING_ACES = false;
  90016. defines.CONTRAST = false;
  90017. defines.EXPOSURE = false;
  90018. defines.COLORCURVES = false;
  90019. defines.COLORGRADING = false;
  90020. defines.COLORGRADING3D = false;
  90021. defines.IMAGEPROCESSING = false;
  90022. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  90023. return;
  90024. }
  90025. defines.VIGNETTE = this.vignetteEnabled;
  90026. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  90027. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  90028. defines.TONEMAPPING = this.toneMappingEnabled;
  90029. switch (this._toneMappingType) {
  90030. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  90031. defines.TONEMAPPING_ACES = true;
  90032. break;
  90033. default:
  90034. defines.TONEMAPPING_ACES = false;
  90035. break;
  90036. }
  90037. defines.CONTRAST = (this.contrast !== 1.0);
  90038. defines.EXPOSURE = (this.exposure !== 1.0);
  90039. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  90040. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  90041. if (defines.COLORGRADING) {
  90042. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  90043. }
  90044. else {
  90045. defines.COLORGRADING3D = false;
  90046. }
  90047. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  90048. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  90049. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  90050. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  90051. };
  90052. /**
  90053. * Returns true if all the image processing information are ready.
  90054. * @returns True if ready, otherwise, false
  90055. */
  90056. ImageProcessingConfiguration.prototype.isReady = function () {
  90057. // Color Grading texure can not be none blocking.
  90058. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  90059. };
  90060. /**
  90061. * Binds the image processing to the shader.
  90062. * @param effect The effect to bind to
  90063. * @param aspectRatio Define the current aspect ratio of the effect
  90064. */
  90065. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  90066. if (aspectRatio === void 0) { aspectRatio = 1; }
  90067. // Color Curves
  90068. if (this._colorCurvesEnabled && this.colorCurves) {
  90069. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  90070. }
  90071. // Vignette
  90072. if (this._vignetteEnabled) {
  90073. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  90074. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  90075. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  90076. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  90077. var vignetteScaleX = vignetteScaleY * aspectRatio;
  90078. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  90079. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  90080. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  90081. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  90082. var vignettePower = -2.0 * this.vignetteWeight;
  90083. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  90084. }
  90085. // Exposure
  90086. effect.setFloat("exposureLinear", this.exposure);
  90087. // Contrast
  90088. effect.setFloat("contrast", this.contrast);
  90089. // Color transform settings
  90090. if (this.colorGradingTexture) {
  90091. effect.setTexture("txColorTransform", this.colorGradingTexture);
  90092. var textureSize = this.colorGradingTexture.getSize().height;
  90093. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  90094. 0.5 / textureSize, // textureOffset
  90095. textureSize, // textureSize
  90096. this.colorGradingTexture.level // weight
  90097. );
  90098. }
  90099. };
  90100. /**
  90101. * Clones the current image processing instance.
  90102. * @return The cloned image processing
  90103. */
  90104. ImageProcessingConfiguration.prototype.clone = function () {
  90105. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  90106. };
  90107. /**
  90108. * Serializes the current image processing instance to a json representation.
  90109. * @return a JSON representation
  90110. */
  90111. ImageProcessingConfiguration.prototype.serialize = function () {
  90112. return BABYLON.SerializationHelper.Serialize(this);
  90113. };
  90114. /**
  90115. * Parses the image processing from a json representation.
  90116. * @param source the JSON source to parse
  90117. * @return The parsed image processing
  90118. */
  90119. ImageProcessingConfiguration.Parse = function (source) {
  90120. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  90121. };
  90122. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  90123. /**
  90124. * Used to apply the vignette as a mix with the pixel color.
  90125. */
  90126. get: function () {
  90127. return this._VIGNETTEMODE_MULTIPLY;
  90128. },
  90129. enumerable: true,
  90130. configurable: true
  90131. });
  90132. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  90133. /**
  90134. * Used to apply the vignette as a replacement of the pixel color.
  90135. */
  90136. get: function () {
  90137. return this._VIGNETTEMODE_OPAQUE;
  90138. },
  90139. enumerable: true,
  90140. configurable: true
  90141. });
  90142. /**
  90143. * Default tone mapping applied in BabylonJS.
  90144. */
  90145. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  90146. /**
  90147. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  90148. * to other engines rendering to increase portability.
  90149. */
  90150. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  90151. // Static constants associated to the image processing.
  90152. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  90153. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  90154. __decorate([
  90155. BABYLON.serializeAsColorCurves()
  90156. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  90157. __decorate([
  90158. BABYLON.serialize()
  90159. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  90160. __decorate([
  90161. BABYLON.serializeAsTexture("colorGradingTexture")
  90162. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  90163. __decorate([
  90164. BABYLON.serialize()
  90165. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  90166. __decorate([
  90167. BABYLON.serialize()
  90168. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  90169. __decorate([
  90170. BABYLON.serialize()
  90171. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  90172. __decorate([
  90173. BABYLON.serialize()
  90174. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  90175. __decorate([
  90176. BABYLON.serialize()
  90177. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  90178. __decorate([
  90179. BABYLON.serialize()
  90180. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  90181. __decorate([
  90182. BABYLON.serialize()
  90183. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  90184. __decorate([
  90185. BABYLON.serialize()
  90186. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  90187. __decorate([
  90188. BABYLON.serialize()
  90189. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  90190. __decorate([
  90191. BABYLON.serialize()
  90192. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  90193. __decorate([
  90194. BABYLON.serialize()
  90195. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  90196. __decorate([
  90197. BABYLON.serializeAsColor4()
  90198. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  90199. __decorate([
  90200. BABYLON.serialize()
  90201. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  90202. __decorate([
  90203. BABYLON.serialize()
  90204. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  90205. __decorate([
  90206. BABYLON.serialize()
  90207. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  90208. __decorate([
  90209. BABYLON.serialize()
  90210. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  90211. __decorate([
  90212. BABYLON.serialize()
  90213. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  90214. return ImageProcessingConfiguration;
  90215. }());
  90216. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  90217. })(BABYLON || (BABYLON = {}));
  90218. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  90219. var BABYLON;
  90220. (function (BABYLON) {
  90221. /**
  90222. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  90223. * It can help converting any input color in a desired output one. This can then be used to create effects
  90224. * from sepia, black and white to sixties or futuristic rendering...
  90225. *
  90226. * The only supported format is currently 3dl.
  90227. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  90228. */
  90229. var ColorGradingTexture = /** @class */ (function (_super) {
  90230. __extends(ColorGradingTexture, _super);
  90231. /**
  90232. * Instantiates a ColorGradingTexture from the following parameters.
  90233. *
  90234. * @param url The location of the color gradind data (currently only supporting 3dl)
  90235. * @param scene The scene the texture will be used in
  90236. */
  90237. function ColorGradingTexture(url, scene) {
  90238. var _this = _super.call(this, scene) || this;
  90239. if (!url) {
  90240. return _this;
  90241. }
  90242. _this._engine = scene.getEngine();
  90243. _this._textureMatrix = BABYLON.Matrix.Identity();
  90244. _this.name = url;
  90245. _this.url = url;
  90246. _this.hasAlpha = false;
  90247. _this.isCube = false;
  90248. _this.is3D = _this._engine.webGLVersion > 1;
  90249. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90250. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90251. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90252. _this.anisotropicFilteringLevel = 1;
  90253. _this._texture = _this._getFromCache(url, true);
  90254. if (!_this._texture) {
  90255. if (!scene.useDelayedTextureLoading) {
  90256. _this.loadTexture();
  90257. }
  90258. else {
  90259. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  90260. }
  90261. }
  90262. return _this;
  90263. }
  90264. /**
  90265. * Returns the texture matrix used in most of the material.
  90266. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  90267. */
  90268. ColorGradingTexture.prototype.getTextureMatrix = function () {
  90269. return this._textureMatrix;
  90270. };
  90271. /**
  90272. * Occurs when the file being loaded is a .3dl LUT file.
  90273. */
  90274. ColorGradingTexture.prototype.load3dlTexture = function () {
  90275. var engine = this._engine;
  90276. var texture;
  90277. if (engine.webGLVersion === 1) {
  90278. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90279. }
  90280. else {
  90281. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90282. }
  90283. this._texture = texture;
  90284. var callback = function (text) {
  90285. if (typeof text !== "string") {
  90286. return;
  90287. }
  90288. var data = null;
  90289. var tempData = null;
  90290. var line;
  90291. var lines = text.split('\n');
  90292. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90293. var maxColor = 0;
  90294. for (var i = 0; i < lines.length; i++) {
  90295. line = lines[i];
  90296. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90297. continue;
  90298. }
  90299. if (line.indexOf('#') === 0) {
  90300. continue;
  90301. }
  90302. var words = line.split(" ");
  90303. if (size === 0) {
  90304. // Number of space + one
  90305. size = words.length;
  90306. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90307. tempData = new Float32Array(size * size * size * 4);
  90308. continue;
  90309. }
  90310. if (size != 0) {
  90311. var r = Math.max(parseInt(words[0]), 0);
  90312. var g = Math.max(parseInt(words[1]), 0);
  90313. var b = Math.max(parseInt(words[2]), 0);
  90314. maxColor = Math.max(r, maxColor);
  90315. maxColor = Math.max(g, maxColor);
  90316. maxColor = Math.max(b, maxColor);
  90317. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90318. if (tempData) {
  90319. tempData[pixelStorageIndex + 0] = r;
  90320. tempData[pixelStorageIndex + 1] = g;
  90321. tempData[pixelStorageIndex + 2] = b;
  90322. }
  90323. // Keep for reference in case of back compat problems.
  90324. // pixelIndexSlice++;
  90325. // if (pixelIndexSlice % size == 0) {
  90326. // pixelIndexH++;
  90327. // pixelIndexSlice = 0;
  90328. // if (pixelIndexH % size == 0) {
  90329. // pixelIndexW++;
  90330. // pixelIndexH = 0;
  90331. // }
  90332. // }
  90333. pixelIndexH++;
  90334. if (pixelIndexH % size == 0) {
  90335. pixelIndexSlice++;
  90336. pixelIndexH = 0;
  90337. if (pixelIndexSlice % size == 0) {
  90338. pixelIndexW++;
  90339. pixelIndexSlice = 0;
  90340. }
  90341. }
  90342. }
  90343. }
  90344. if (tempData && data) {
  90345. for (var i = 0; i < tempData.length; i++) {
  90346. if (i > 0 && (i + 1) % 4 === 0) {
  90347. data[i] = 255;
  90348. }
  90349. else {
  90350. var value = tempData[i];
  90351. data[i] = (value / maxColor * 255);
  90352. }
  90353. }
  90354. }
  90355. if (texture.is3D) {
  90356. texture.updateSize(size, size, size);
  90357. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90358. }
  90359. else {
  90360. texture.updateSize(size * size, size);
  90361. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90362. }
  90363. };
  90364. var scene = this.getScene();
  90365. if (scene) {
  90366. scene._loadFile(this.url, callback);
  90367. }
  90368. else {
  90369. this._engine._loadFile(this.url, callback);
  90370. }
  90371. return this._texture;
  90372. };
  90373. /**
  90374. * Starts the loading process of the texture.
  90375. */
  90376. ColorGradingTexture.prototype.loadTexture = function () {
  90377. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90378. this.load3dlTexture();
  90379. }
  90380. };
  90381. /**
  90382. * Clones the color gradind texture.
  90383. */
  90384. ColorGradingTexture.prototype.clone = function () {
  90385. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90386. // Base texture
  90387. newTexture.level = this.level;
  90388. return newTexture;
  90389. };
  90390. /**
  90391. * Called during delayed load for textures.
  90392. */
  90393. ColorGradingTexture.prototype.delayLoad = function () {
  90394. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90395. return;
  90396. }
  90397. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90398. this._texture = this._getFromCache(this.url, true);
  90399. if (!this._texture) {
  90400. this.loadTexture();
  90401. }
  90402. };
  90403. /**
  90404. * Parses a color grading texture serialized by Babylon.
  90405. * @param parsedTexture The texture information being parsedTexture
  90406. * @param scene The scene to load the texture in
  90407. * @param rootUrl The root url of the data assets to load
  90408. * @return A color gradind texture
  90409. */
  90410. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90411. var texture = null;
  90412. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90413. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90414. texture.name = parsedTexture.name;
  90415. texture.level = parsedTexture.level;
  90416. }
  90417. return texture;
  90418. };
  90419. /**
  90420. * Serializes the LUT texture to json format.
  90421. */
  90422. ColorGradingTexture.prototype.serialize = function () {
  90423. if (!this.name) {
  90424. return null;
  90425. }
  90426. var serializationObject = {};
  90427. serializationObject.name = this.name;
  90428. serializationObject.level = this.level;
  90429. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90430. return serializationObject;
  90431. };
  90432. /**
  90433. * Empty line regex stored for GC.
  90434. */
  90435. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90436. return ColorGradingTexture;
  90437. }(BABYLON.BaseTexture));
  90438. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90439. })(BABYLON || (BABYLON = {}));
  90440. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90441. var BABYLON;
  90442. (function (BABYLON) {
  90443. /**
  90444. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90445. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90446. * 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;
  90447. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90448. */
  90449. var ColorCurves = /** @class */ (function () {
  90450. function ColorCurves() {
  90451. this._dirty = true;
  90452. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90453. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90454. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90455. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90456. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90457. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90458. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90459. this._globalHue = 30;
  90460. this._globalDensity = 0;
  90461. this._globalSaturation = 0;
  90462. this._globalExposure = 0;
  90463. this._highlightsHue = 30;
  90464. this._highlightsDensity = 0;
  90465. this._highlightsSaturation = 0;
  90466. this._highlightsExposure = 0;
  90467. this._midtonesHue = 30;
  90468. this._midtonesDensity = 0;
  90469. this._midtonesSaturation = 0;
  90470. this._midtonesExposure = 0;
  90471. this._shadowsHue = 30;
  90472. this._shadowsDensity = 0;
  90473. this._shadowsSaturation = 0;
  90474. this._shadowsExposure = 0;
  90475. }
  90476. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90477. /**
  90478. * Gets the global Hue value.
  90479. * 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).
  90480. */
  90481. get: function () {
  90482. return this._globalHue;
  90483. },
  90484. /**
  90485. * Sets the global Hue value.
  90486. * 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).
  90487. */
  90488. set: function (value) {
  90489. this._globalHue = value;
  90490. this._dirty = true;
  90491. },
  90492. enumerable: true,
  90493. configurable: true
  90494. });
  90495. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90496. /**
  90497. * Gets the global Density value.
  90498. * 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.
  90499. * Values less than zero provide a filter of opposite hue.
  90500. */
  90501. get: function () {
  90502. return this._globalDensity;
  90503. },
  90504. /**
  90505. * Sets the global Density value.
  90506. * 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.
  90507. * Values less than zero provide a filter of opposite hue.
  90508. */
  90509. set: function (value) {
  90510. this._globalDensity = value;
  90511. this._dirty = true;
  90512. },
  90513. enumerable: true,
  90514. configurable: true
  90515. });
  90516. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90517. /**
  90518. * Gets the global Saturation value.
  90519. * 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.
  90520. */
  90521. get: function () {
  90522. return this._globalSaturation;
  90523. },
  90524. /**
  90525. * Sets the global Saturation value.
  90526. * 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.
  90527. */
  90528. set: function (value) {
  90529. this._globalSaturation = value;
  90530. this._dirty = true;
  90531. },
  90532. enumerable: true,
  90533. configurable: true
  90534. });
  90535. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90536. /**
  90537. * Gets the global Exposure value.
  90538. * 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.
  90539. */
  90540. get: function () {
  90541. return this._globalExposure;
  90542. },
  90543. /**
  90544. * Sets the global Exposure value.
  90545. * 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.
  90546. */
  90547. set: function (value) {
  90548. this._globalExposure = value;
  90549. this._dirty = true;
  90550. },
  90551. enumerable: true,
  90552. configurable: true
  90553. });
  90554. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90555. /**
  90556. * Gets the highlights Hue value.
  90557. * 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).
  90558. */
  90559. get: function () {
  90560. return this._highlightsHue;
  90561. },
  90562. /**
  90563. * Sets the highlights Hue value.
  90564. * 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).
  90565. */
  90566. set: function (value) {
  90567. this._highlightsHue = value;
  90568. this._dirty = true;
  90569. },
  90570. enumerable: true,
  90571. configurable: true
  90572. });
  90573. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90574. /**
  90575. * Gets the highlights Density value.
  90576. * 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.
  90577. * Values less than zero provide a filter of opposite hue.
  90578. */
  90579. get: function () {
  90580. return this._highlightsDensity;
  90581. },
  90582. /**
  90583. * Sets the highlights Density value.
  90584. * 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.
  90585. * Values less than zero provide a filter of opposite hue.
  90586. */
  90587. set: function (value) {
  90588. this._highlightsDensity = value;
  90589. this._dirty = true;
  90590. },
  90591. enumerable: true,
  90592. configurable: true
  90593. });
  90594. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90595. /**
  90596. * Gets the highlights Saturation value.
  90597. * 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.
  90598. */
  90599. get: function () {
  90600. return this._highlightsSaturation;
  90601. },
  90602. /**
  90603. * Sets the highlights Saturation value.
  90604. * 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.
  90605. */
  90606. set: function (value) {
  90607. this._highlightsSaturation = value;
  90608. this._dirty = true;
  90609. },
  90610. enumerable: true,
  90611. configurable: true
  90612. });
  90613. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90614. /**
  90615. * Gets the highlights Exposure value.
  90616. * 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.
  90617. */
  90618. get: function () {
  90619. return this._highlightsExposure;
  90620. },
  90621. /**
  90622. * Sets the highlights Exposure value.
  90623. * 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.
  90624. */
  90625. set: function (value) {
  90626. this._highlightsExposure = value;
  90627. this._dirty = true;
  90628. },
  90629. enumerable: true,
  90630. configurable: true
  90631. });
  90632. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90633. /**
  90634. * Gets the midtones Hue value.
  90635. * 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).
  90636. */
  90637. get: function () {
  90638. return this._midtonesHue;
  90639. },
  90640. /**
  90641. * Sets the midtones Hue value.
  90642. * 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).
  90643. */
  90644. set: function (value) {
  90645. this._midtonesHue = value;
  90646. this._dirty = true;
  90647. },
  90648. enumerable: true,
  90649. configurable: true
  90650. });
  90651. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90652. /**
  90653. * Gets the midtones Density value.
  90654. * 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.
  90655. * Values less than zero provide a filter of opposite hue.
  90656. */
  90657. get: function () {
  90658. return this._midtonesDensity;
  90659. },
  90660. /**
  90661. * Sets the midtones Density value.
  90662. * 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.
  90663. * Values less than zero provide a filter of opposite hue.
  90664. */
  90665. set: function (value) {
  90666. this._midtonesDensity = value;
  90667. this._dirty = true;
  90668. },
  90669. enumerable: true,
  90670. configurable: true
  90671. });
  90672. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90673. /**
  90674. * Gets the midtones Saturation value.
  90675. * 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.
  90676. */
  90677. get: function () {
  90678. return this._midtonesSaturation;
  90679. },
  90680. /**
  90681. * Sets the midtones Saturation value.
  90682. * 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.
  90683. */
  90684. set: function (value) {
  90685. this._midtonesSaturation = value;
  90686. this._dirty = true;
  90687. },
  90688. enumerable: true,
  90689. configurable: true
  90690. });
  90691. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90692. /**
  90693. * Gets the midtones Exposure value.
  90694. * 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.
  90695. */
  90696. get: function () {
  90697. return this._midtonesExposure;
  90698. },
  90699. /**
  90700. * Sets the midtones Exposure value.
  90701. * 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.
  90702. */
  90703. set: function (value) {
  90704. this._midtonesExposure = value;
  90705. this._dirty = true;
  90706. },
  90707. enumerable: true,
  90708. configurable: true
  90709. });
  90710. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90711. /**
  90712. * Gets the shadows Hue value.
  90713. * 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).
  90714. */
  90715. get: function () {
  90716. return this._shadowsHue;
  90717. },
  90718. /**
  90719. * Sets the shadows Hue value.
  90720. * 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).
  90721. */
  90722. set: function (value) {
  90723. this._shadowsHue = value;
  90724. this._dirty = true;
  90725. },
  90726. enumerable: true,
  90727. configurable: true
  90728. });
  90729. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90730. /**
  90731. * Gets the shadows Density value.
  90732. * 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.
  90733. * Values less than zero provide a filter of opposite hue.
  90734. */
  90735. get: function () {
  90736. return this._shadowsDensity;
  90737. },
  90738. /**
  90739. * Sets the shadows Density value.
  90740. * 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.
  90741. * Values less than zero provide a filter of opposite hue.
  90742. */
  90743. set: function (value) {
  90744. this._shadowsDensity = value;
  90745. this._dirty = true;
  90746. },
  90747. enumerable: true,
  90748. configurable: true
  90749. });
  90750. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90751. /**
  90752. * Gets the shadows Saturation value.
  90753. * 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.
  90754. */
  90755. get: function () {
  90756. return this._shadowsSaturation;
  90757. },
  90758. /**
  90759. * Sets the shadows Saturation value.
  90760. * 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.
  90761. */
  90762. set: function (value) {
  90763. this._shadowsSaturation = value;
  90764. this._dirty = true;
  90765. },
  90766. enumerable: true,
  90767. configurable: true
  90768. });
  90769. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90770. /**
  90771. * Gets the shadows Exposure value.
  90772. * 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.
  90773. */
  90774. get: function () {
  90775. return this._shadowsExposure;
  90776. },
  90777. /**
  90778. * Sets the shadows Exposure value.
  90779. * 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.
  90780. */
  90781. set: function (value) {
  90782. this._shadowsExposure = value;
  90783. this._dirty = true;
  90784. },
  90785. enumerable: true,
  90786. configurable: true
  90787. });
  90788. /**
  90789. * Returns the class name
  90790. * @returns The class name
  90791. */
  90792. ColorCurves.prototype.getClassName = function () {
  90793. return "ColorCurves";
  90794. };
  90795. /**
  90796. * Binds the color curves to the shader.
  90797. * @param colorCurves The color curve to bind
  90798. * @param effect The effect to bind to
  90799. * @param positiveUniform The positive uniform shader parameter
  90800. * @param neutralUniform The neutral uniform shader parameter
  90801. * @param negativeUniform The negative uniform shader parameter
  90802. */
  90803. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90804. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90805. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90806. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90807. if (colorCurves._dirty) {
  90808. colorCurves._dirty = false;
  90809. // Fill in global info.
  90810. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90811. // Compute highlights info.
  90812. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90813. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90814. // Compute midtones info.
  90815. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90816. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90817. // Compute shadows info.
  90818. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90819. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90820. // Compute deltas (neutral is midtones).
  90821. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90822. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90823. }
  90824. if (effect) {
  90825. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90826. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90827. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90828. }
  90829. };
  90830. /**
  90831. * Prepare the list of uniforms associated with the ColorCurves effects.
  90832. * @param uniformsList The list of uniforms used in the effect
  90833. */
  90834. ColorCurves.PrepareUniforms = function (uniformsList) {
  90835. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90836. };
  90837. /**
  90838. * Returns color grading data based on a hue, density, saturation and exposure value.
  90839. * @param filterHue The hue of the color filter.
  90840. * @param filterDensity The density of the color filter.
  90841. * @param saturation The saturation.
  90842. * @param exposure The exposure.
  90843. * @param result The result data container.
  90844. */
  90845. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90846. if (hue == null) {
  90847. return;
  90848. }
  90849. hue = ColorCurves.clamp(hue, 0, 360);
  90850. density = ColorCurves.clamp(density, -100, 100);
  90851. saturation = ColorCurves.clamp(saturation, -100, 100);
  90852. exposure = ColorCurves.clamp(exposure, -100, 100);
  90853. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90854. // so that the maximum filter density is only 50% control. This provides fine control
  90855. // for small values and reasonable range.
  90856. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90857. density *= 0.5;
  90858. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90859. if (density < 0) {
  90860. density *= -1;
  90861. hue = (hue + 180) % 360;
  90862. }
  90863. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90864. result.scaleToRef(2, result);
  90865. result.a = 1 + 0.01 * saturation;
  90866. };
  90867. /**
  90868. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90869. * @param value The input slider value in range [-100,100].
  90870. * @returns Adjusted value.
  90871. */
  90872. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90873. value /= 100;
  90874. var x = Math.abs(value);
  90875. x = Math.pow(x, 2);
  90876. if (value < 0) {
  90877. x *= -1;
  90878. }
  90879. x *= 100;
  90880. return x;
  90881. };
  90882. /**
  90883. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90884. * @param hue The hue (H) input.
  90885. * @param saturation The saturation (S) input.
  90886. * @param brightness The brightness (B) input.
  90887. * @result An RGBA color represented as Vector4.
  90888. */
  90889. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90890. var h = ColorCurves.clamp(hue, 0, 360);
  90891. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90892. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90893. if (s === 0) {
  90894. result.r = v;
  90895. result.g = v;
  90896. result.b = v;
  90897. }
  90898. else {
  90899. // sector 0 to 5
  90900. h /= 60;
  90901. var i = Math.floor(h);
  90902. // fractional part of h
  90903. var f = h - i;
  90904. var p = v * (1 - s);
  90905. var q = v * (1 - s * f);
  90906. var t = v * (1 - s * (1 - f));
  90907. switch (i) {
  90908. case 0:
  90909. result.r = v;
  90910. result.g = t;
  90911. result.b = p;
  90912. break;
  90913. case 1:
  90914. result.r = q;
  90915. result.g = v;
  90916. result.b = p;
  90917. break;
  90918. case 2:
  90919. result.r = p;
  90920. result.g = v;
  90921. result.b = t;
  90922. break;
  90923. case 3:
  90924. result.r = p;
  90925. result.g = q;
  90926. result.b = v;
  90927. break;
  90928. case 4:
  90929. result.r = t;
  90930. result.g = p;
  90931. result.b = v;
  90932. break;
  90933. default: // case 5:
  90934. result.r = v;
  90935. result.g = p;
  90936. result.b = q;
  90937. break;
  90938. }
  90939. }
  90940. result.a = 1;
  90941. };
  90942. /**
  90943. * Returns a value clamped between min and max
  90944. * @param value The value to clamp
  90945. * @param min The minimum of value
  90946. * @param max The maximum of value
  90947. * @returns The clamped value.
  90948. */
  90949. ColorCurves.clamp = function (value, min, max) {
  90950. return Math.min(Math.max(value, min), max);
  90951. };
  90952. /**
  90953. * Clones the current color curve instance.
  90954. * @return The cloned curves
  90955. */
  90956. ColorCurves.prototype.clone = function () {
  90957. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90958. };
  90959. /**
  90960. * Serializes the current color curve instance to a json representation.
  90961. * @return a JSON representation
  90962. */
  90963. ColorCurves.prototype.serialize = function () {
  90964. return BABYLON.SerializationHelper.Serialize(this);
  90965. };
  90966. /**
  90967. * Parses the color curve from a json representation.
  90968. * @param source the JSON source to parse
  90969. * @return The parsed curves
  90970. */
  90971. ColorCurves.Parse = function (source) {
  90972. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90973. };
  90974. __decorate([
  90975. BABYLON.serialize()
  90976. ], ColorCurves.prototype, "_globalHue", void 0);
  90977. __decorate([
  90978. BABYLON.serialize()
  90979. ], ColorCurves.prototype, "_globalDensity", void 0);
  90980. __decorate([
  90981. BABYLON.serialize()
  90982. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90983. __decorate([
  90984. BABYLON.serialize()
  90985. ], ColorCurves.prototype, "_globalExposure", void 0);
  90986. __decorate([
  90987. BABYLON.serialize()
  90988. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90989. __decorate([
  90990. BABYLON.serialize()
  90991. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90992. __decorate([
  90993. BABYLON.serialize()
  90994. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90995. __decorate([
  90996. BABYLON.serialize()
  90997. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90998. __decorate([
  90999. BABYLON.serialize()
  91000. ], ColorCurves.prototype, "_midtonesHue", void 0);
  91001. __decorate([
  91002. BABYLON.serialize()
  91003. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  91004. __decorate([
  91005. BABYLON.serialize()
  91006. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  91007. __decorate([
  91008. BABYLON.serialize()
  91009. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  91010. return ColorCurves;
  91011. }());
  91012. BABYLON.ColorCurves = ColorCurves;
  91013. })(BABYLON || (BABYLON = {}));
  91014. //# sourceMappingURL=babylon.colorCurves.js.map
  91015. var BABYLON;
  91016. (function (BABYLON) {
  91017. /**
  91018. * Post process which applies a refractin texture
  91019. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  91020. */
  91021. var RefractionPostProcess = /** @class */ (function (_super) {
  91022. __extends(RefractionPostProcess, _super);
  91023. /**
  91024. * Initializes the RefractionPostProcess
  91025. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  91026. * @param name The name of the effect.
  91027. * @param refractionTextureUrl Url of the refraction texture to use
  91028. * @param color the base color of the refraction (used to taint the rendering)
  91029. * @param depth simulated refraction depth
  91030. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  91031. * @param camera The camera to apply the render pass to.
  91032. * @param options The required width/height ratio to downsize to before computing the render pass.
  91033. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91034. * @param engine The engine which the post process will be applied. (default: current engine)
  91035. * @param reusable If the post process can be reused on the same frame. (default: false)
  91036. */
  91037. function RefractionPostProcess(name, refractionTextureUrl,
  91038. /** the base color of the refraction (used to taint the rendering) */
  91039. color,
  91040. /** simulated refraction depth */
  91041. depth,
  91042. /** the coefficient of the base color (0 to remove base color tainting) */
  91043. colorLevel, options, camera, samplingMode, engine, reusable) {
  91044. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  91045. _this.color = color;
  91046. _this.depth = depth;
  91047. _this.colorLevel = colorLevel;
  91048. _this._ownRefractionTexture = true;
  91049. _this.onActivateObservable.add(function (cam) {
  91050. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  91051. });
  91052. _this.onApplyObservable.add(function (effect) {
  91053. effect.setColor3("baseColor", _this.color);
  91054. effect.setFloat("depth", _this.depth);
  91055. effect.setFloat("colorLevel", _this.colorLevel);
  91056. effect.setTexture("refractionSampler", _this._refTexture);
  91057. });
  91058. return _this;
  91059. }
  91060. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  91061. /**
  91062. * Gets or sets the refraction texture
  91063. * Please note that you are responsible for disposing the texture if you set it manually
  91064. */
  91065. get: function () {
  91066. return this._refTexture;
  91067. },
  91068. set: function (value) {
  91069. if (this._refTexture && this._ownRefractionTexture) {
  91070. this._refTexture.dispose();
  91071. }
  91072. this._refTexture = value;
  91073. this._ownRefractionTexture = false;
  91074. },
  91075. enumerable: true,
  91076. configurable: true
  91077. });
  91078. // Methods
  91079. /**
  91080. * Disposes of the post process
  91081. * @param camera Camera to dispose post process on
  91082. */
  91083. RefractionPostProcess.prototype.dispose = function (camera) {
  91084. if (this._refTexture && this._ownRefractionTexture) {
  91085. this._refTexture.dispose();
  91086. this._refTexture = null;
  91087. }
  91088. _super.prototype.dispose.call(this, camera);
  91089. };
  91090. return RefractionPostProcess;
  91091. }(BABYLON.PostProcess));
  91092. BABYLON.RefractionPostProcess = RefractionPostProcess;
  91093. })(BABYLON || (BABYLON = {}));
  91094. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  91095. var BABYLON;
  91096. (function (BABYLON) {
  91097. /**
  91098. * Post process used to render in black and white
  91099. */
  91100. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  91101. __extends(BlackAndWhitePostProcess, _super);
  91102. /**
  91103. * Creates a black and white post process
  91104. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  91105. * @param name The name of the effect.
  91106. * @param options The required width/height ratio to downsize to before computing the render pass.
  91107. * @param camera The camera to apply the render pass to.
  91108. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91109. * @param engine The engine which the post process will be applied. (default: current engine)
  91110. * @param reusable If the post process can be reused on the same frame. (default: false)
  91111. */
  91112. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  91113. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  91114. /**
  91115. * Linear about to convert he result to black and white (default: 1)
  91116. */
  91117. _this.degree = 1;
  91118. _this.onApplyObservable.add(function (effect) {
  91119. effect.setFloat("degree", _this.degree);
  91120. });
  91121. return _this;
  91122. }
  91123. return BlackAndWhitePostProcess;
  91124. }(BABYLON.PostProcess));
  91125. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  91126. })(BABYLON || (BABYLON = {}));
  91127. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  91128. var BABYLON;
  91129. (function (BABYLON) {
  91130. /**
  91131. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  91132. * input texture to perform effects such as edge detection or sharpening
  91133. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  91134. */
  91135. var ConvolutionPostProcess = /** @class */ (function (_super) {
  91136. __extends(ConvolutionPostProcess, _super);
  91137. /**
  91138. * Creates a new instance ConvolutionPostProcess
  91139. * @param name The name of the effect.
  91140. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  91141. * @param options The required width/height ratio to downsize to before computing the render pass.
  91142. * @param camera The camera to apply the render pass to.
  91143. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91144. * @param engine The engine which the post process will be applied. (default: current engine)
  91145. * @param reusable If the post process can be reused on the same frame. (default: false)
  91146. * @param textureType Type of textures used when performing the post process. (default: 0)
  91147. */
  91148. function ConvolutionPostProcess(name,
  91149. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  91150. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  91151. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91152. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91153. _this.kernel = kernel;
  91154. _this.onApply = function (effect) {
  91155. effect.setFloat2("screenSize", _this.width, _this.height);
  91156. effect.setArray("kernel", _this.kernel);
  91157. };
  91158. return _this;
  91159. }
  91160. // Statics
  91161. /**
  91162. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91163. */
  91164. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  91165. /**
  91166. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91167. */
  91168. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  91169. /**
  91170. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91171. */
  91172. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  91173. /**
  91174. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91175. */
  91176. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  91177. /**
  91178. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91179. */
  91180. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  91181. /**
  91182. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91183. */
  91184. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  91185. return ConvolutionPostProcess;
  91186. }(BABYLON.PostProcess));
  91187. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  91188. })(BABYLON || (BABYLON = {}));
  91189. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  91190. var BABYLON;
  91191. (function (BABYLON) {
  91192. /**
  91193. * Applies a kernel filter to the image
  91194. */
  91195. var FilterPostProcess = /** @class */ (function (_super) {
  91196. __extends(FilterPostProcess, _super);
  91197. /**
  91198. *
  91199. * @param name The name of the effect.
  91200. * @param kernelMatrix The matrix to be applied to the image
  91201. * @param options The required width/height ratio to downsize to before computing the render pass.
  91202. * @param camera The camera to apply the render pass to.
  91203. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91204. * @param engine The engine which the post process will be applied. (default: current engine)
  91205. * @param reusable If the post process can be reused on the same frame. (default: false)
  91206. */
  91207. function FilterPostProcess(name,
  91208. /** The matrix to be applied to the image */
  91209. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  91210. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  91211. _this.kernelMatrix = kernelMatrix;
  91212. _this.onApply = function (effect) {
  91213. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  91214. };
  91215. return _this;
  91216. }
  91217. return FilterPostProcess;
  91218. }(BABYLON.PostProcess));
  91219. BABYLON.FilterPostProcess = FilterPostProcess;
  91220. })(BABYLON || (BABYLON = {}));
  91221. //# sourceMappingURL=babylon.filterPostProcess.js.map
  91222. var BABYLON;
  91223. (function (BABYLON) {
  91224. /**
  91225. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  91226. */
  91227. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  91228. __extends(VolumetricLightScatteringPostProcess, _super);
  91229. /**
  91230. * @constructor
  91231. * @param name The post-process name
  91232. * @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)
  91233. * @param camera The camera that the post-process will be attached to
  91234. * @param mesh The mesh used to create the light scattering
  91235. * @param samples The post-process quality, default 100
  91236. * @param samplingModeThe post-process filtering mode
  91237. * @param engine The babylon engine
  91238. * @param reusable If the post-process is reusable
  91239. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  91240. */
  91241. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  91242. if (samples === void 0) { samples = 100; }
  91243. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91244. 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;
  91245. _this._screenCoordinates = BABYLON.Vector2.Zero();
  91246. /**
  91247. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  91248. */
  91249. _this.customMeshPosition = BABYLON.Vector3.Zero();
  91250. /**
  91251. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  91252. */
  91253. _this.useCustomMeshPosition = false;
  91254. /**
  91255. * If the post-process should inverse the light scattering direction
  91256. */
  91257. _this.invert = true;
  91258. /**
  91259. * Array containing the excluded meshes not rendered in the internal pass
  91260. */
  91261. _this.excludedMeshes = new Array();
  91262. /**
  91263. * Controls the overall intensity of the post-process
  91264. */
  91265. _this.exposure = 0.3;
  91266. /**
  91267. * Dissipates each sample's contribution in range [0, 1]
  91268. */
  91269. _this.decay = 0.96815;
  91270. /**
  91271. * Controls the overall intensity of each sample
  91272. */
  91273. _this.weight = 0.58767;
  91274. /**
  91275. * Controls the density of each sample
  91276. */
  91277. _this.density = 0.926;
  91278. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91279. engine = scene.getEngine();
  91280. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91281. // Configure mesh
  91282. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91283. // Configure
  91284. _this._createPass(scene, ratio.passRatio || ratio);
  91285. _this.onActivate = function (camera) {
  91286. if (!_this.isSupported) {
  91287. _this.dispose(camera);
  91288. }
  91289. _this.onActivate = null;
  91290. };
  91291. _this.onApplyObservable.add(function (effect) {
  91292. _this._updateMeshScreenCoordinates(scene);
  91293. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91294. effect.setFloat("exposure", _this.exposure);
  91295. effect.setFloat("decay", _this.decay);
  91296. effect.setFloat("weight", _this.weight);
  91297. effect.setFloat("density", _this.density);
  91298. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91299. });
  91300. return _this;
  91301. }
  91302. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91303. /**
  91304. * @hidden
  91305. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91306. */
  91307. get: function () {
  91308. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91309. return false;
  91310. },
  91311. set: function (useDiffuseColor) {
  91312. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91313. },
  91314. enumerable: true,
  91315. configurable: true
  91316. });
  91317. /**
  91318. * Returns the string "VolumetricLightScatteringPostProcess"
  91319. * @returns "VolumetricLightScatteringPostProcess"
  91320. */
  91321. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91322. return "VolumetricLightScatteringPostProcess";
  91323. };
  91324. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91325. var mesh = subMesh.getMesh();
  91326. // Render this.mesh as default
  91327. if (mesh === this.mesh && mesh.material) {
  91328. return mesh.material.isReady(mesh);
  91329. }
  91330. var defines = [];
  91331. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91332. var material = subMesh.getMaterial();
  91333. // Alpha test
  91334. if (material) {
  91335. if (material.needAlphaTesting()) {
  91336. defines.push("#define ALPHATEST");
  91337. }
  91338. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91339. attribs.push(BABYLON.VertexBuffer.UVKind);
  91340. defines.push("#define UV1");
  91341. }
  91342. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91343. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91344. defines.push("#define UV2");
  91345. }
  91346. }
  91347. // Bones
  91348. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91349. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91350. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91351. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91352. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91353. }
  91354. else {
  91355. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91356. }
  91357. // Instances
  91358. if (useInstances) {
  91359. defines.push("#define INSTANCES");
  91360. attribs.push("world0");
  91361. attribs.push("world1");
  91362. attribs.push("world2");
  91363. attribs.push("world3");
  91364. }
  91365. // Get correct effect
  91366. var join = defines.join("\n");
  91367. if (this._cachedDefines !== join) {
  91368. this._cachedDefines = join;
  91369. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91370. }
  91371. return this._volumetricLightScatteringPass.isReady();
  91372. };
  91373. /**
  91374. * Sets the new light position for light scattering effect
  91375. * @param position The new custom light position
  91376. */
  91377. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91378. this.customMeshPosition = position;
  91379. };
  91380. /**
  91381. * Returns the light position for light scattering effect
  91382. * @return Vector3 The custom light position
  91383. */
  91384. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91385. return this.customMeshPosition;
  91386. };
  91387. /**
  91388. * Disposes the internal assets and detaches the post-process from the camera
  91389. */
  91390. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91391. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91392. if (rttIndex !== -1) {
  91393. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91394. }
  91395. this._volumetricLightScatteringRTT.dispose();
  91396. _super.prototype.dispose.call(this, camera);
  91397. };
  91398. /**
  91399. * Returns the render target texture used by the post-process
  91400. * @return the render target texture used by the post-process
  91401. */
  91402. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91403. return this._volumetricLightScatteringRTT;
  91404. };
  91405. // Private methods
  91406. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91407. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91408. return true;
  91409. }
  91410. return false;
  91411. };
  91412. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91413. var _this = this;
  91414. var engine = scene.getEngine();
  91415. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91416. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91417. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91418. this._volumetricLightScatteringRTT.renderList = null;
  91419. this._volumetricLightScatteringRTT.renderParticles = false;
  91420. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91421. var camera = this.getCamera();
  91422. if (camera) {
  91423. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91424. }
  91425. else {
  91426. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91427. }
  91428. // Custom render function for submeshes
  91429. var renderSubMesh = function (subMesh) {
  91430. var mesh = subMesh.getRenderingMesh();
  91431. if (_this._meshExcluded(mesh)) {
  91432. return;
  91433. }
  91434. var material = subMesh.getMaterial();
  91435. if (!material) {
  91436. return;
  91437. }
  91438. var scene = mesh.getScene();
  91439. var engine = scene.getEngine();
  91440. // Culling
  91441. engine.setState(material.backFaceCulling);
  91442. // Managing instances
  91443. var batch = mesh._getInstancesRenderList(subMesh._id);
  91444. if (batch.mustReturn) {
  91445. return;
  91446. }
  91447. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91448. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91449. var effect = _this._volumetricLightScatteringPass;
  91450. if (mesh === _this.mesh) {
  91451. if (subMesh.effect) {
  91452. effect = subMesh.effect;
  91453. }
  91454. else {
  91455. effect = material.getEffect();
  91456. }
  91457. }
  91458. engine.enableEffect(effect);
  91459. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91460. if (mesh === _this.mesh) {
  91461. material.bind(mesh.getWorldMatrix(), mesh);
  91462. }
  91463. else {
  91464. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91465. // Alpha test
  91466. if (material && material.needAlphaTesting()) {
  91467. var alphaTexture = material.getAlphaTestTexture();
  91468. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91469. if (alphaTexture) {
  91470. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91471. }
  91472. }
  91473. // Bones
  91474. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91475. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91476. }
  91477. }
  91478. // Draw
  91479. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91480. }
  91481. };
  91482. // Render target texture callbacks
  91483. var savedSceneClearColor;
  91484. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91485. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91486. savedSceneClearColor = scene.clearColor;
  91487. scene.clearColor = sceneClearColor;
  91488. });
  91489. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91490. scene.clearColor = savedSceneClearColor;
  91491. });
  91492. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91493. var engine = scene.getEngine();
  91494. var index;
  91495. if (depthOnlySubMeshes.length) {
  91496. engine.setColorWrite(false);
  91497. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91498. renderSubMesh(depthOnlySubMeshes.data[index]);
  91499. }
  91500. engine.setColorWrite(true);
  91501. }
  91502. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91503. renderSubMesh(opaqueSubMeshes.data[index]);
  91504. }
  91505. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91506. renderSubMesh(alphaTestSubMeshes.data[index]);
  91507. }
  91508. if (transparentSubMeshes.length) {
  91509. // Sort sub meshes
  91510. for (index = 0; index < transparentSubMeshes.length; index++) {
  91511. var submesh = transparentSubMeshes.data[index];
  91512. var boundingInfo = submesh.getBoundingInfo();
  91513. if (boundingInfo && scene.activeCamera) {
  91514. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91515. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91516. }
  91517. }
  91518. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91519. sortedArray.sort(function (a, b) {
  91520. // Alpha index first
  91521. if (a._alphaIndex > b._alphaIndex) {
  91522. return 1;
  91523. }
  91524. if (a._alphaIndex < b._alphaIndex) {
  91525. return -1;
  91526. }
  91527. // Then distance to camera
  91528. if (a._distanceToCamera < b._distanceToCamera) {
  91529. return 1;
  91530. }
  91531. if (a._distanceToCamera > b._distanceToCamera) {
  91532. return -1;
  91533. }
  91534. return 0;
  91535. });
  91536. // Render sub meshes
  91537. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91538. for (index = 0; index < sortedArray.length; index++) {
  91539. renderSubMesh(sortedArray[index]);
  91540. }
  91541. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91542. }
  91543. };
  91544. };
  91545. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91546. var transform = scene.getTransformMatrix();
  91547. var meshPosition;
  91548. if (this.useCustomMeshPosition) {
  91549. meshPosition = this.customMeshPosition;
  91550. }
  91551. else if (this.attachedNode) {
  91552. meshPosition = this.attachedNode.position;
  91553. }
  91554. else {
  91555. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91556. }
  91557. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91558. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91559. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91560. if (this.invert) {
  91561. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91562. }
  91563. };
  91564. // Static methods
  91565. /**
  91566. * Creates a default mesh for the Volumeric Light Scattering post-process
  91567. * @param name The mesh name
  91568. * @param scene The scene where to create the mesh
  91569. * @return the default mesh
  91570. */
  91571. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91572. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91573. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91574. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91575. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91576. mesh.material = material;
  91577. return mesh;
  91578. };
  91579. __decorate([
  91580. BABYLON.serializeAsVector3()
  91581. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91582. __decorate([
  91583. BABYLON.serialize()
  91584. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91585. __decorate([
  91586. BABYLON.serialize()
  91587. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91588. __decorate([
  91589. BABYLON.serializeAsMeshReference()
  91590. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91591. __decorate([
  91592. BABYLON.serialize()
  91593. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91594. __decorate([
  91595. BABYLON.serialize()
  91596. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91597. __decorate([
  91598. BABYLON.serialize()
  91599. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91600. __decorate([
  91601. BABYLON.serialize()
  91602. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91603. __decorate([
  91604. BABYLON.serialize()
  91605. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91606. return VolumetricLightScatteringPostProcess;
  91607. }(BABYLON.PostProcess));
  91608. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91609. })(BABYLON || (BABYLON = {}));
  91610. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91611. var BABYLON;
  91612. (function (BABYLON) {
  91613. /**
  91614. *
  91615. * This post-process allows the modification of rendered colors by using
  91616. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91617. *
  91618. * The object needs to be provided an url to a texture containing the color
  91619. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91620. * Use an image editing software to tweak the LUT to match your needs.
  91621. *
  91622. * For an example of a color LUT, see here:
  91623. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91624. * For explanations on color grading, see here:
  91625. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91626. *
  91627. */
  91628. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91629. __extends(ColorCorrectionPostProcess, _super);
  91630. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91631. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91632. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91633. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91634. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91635. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91636. _this.onApply = function (effect) {
  91637. effect.setTexture("colorTable", _this._colorTableTexture);
  91638. };
  91639. return _this;
  91640. }
  91641. return ColorCorrectionPostProcess;
  91642. }(BABYLON.PostProcess));
  91643. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91644. })(BABYLON || (BABYLON = {}));
  91645. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91646. var BABYLON;
  91647. (function (BABYLON) {
  91648. /** Defines operator used for tonemapping */
  91649. var TonemappingOperator;
  91650. (function (TonemappingOperator) {
  91651. /** Hable */
  91652. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91653. /** Reinhard */
  91654. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91655. /** HejiDawson */
  91656. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91657. /** Photographic */
  91658. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91659. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91660. /**
  91661. * Defines a post process to apply tone mapping
  91662. */
  91663. var TonemapPostProcess = /** @class */ (function (_super) {
  91664. __extends(TonemapPostProcess, _super);
  91665. /**
  91666. * Creates a new TonemapPostProcess
  91667. * @param name defines the name of the postprocess
  91668. * @param _operator defines the operator to use
  91669. * @param exposureAdjustment defines the required exposure adjustement
  91670. * @param camera defines the camera to use (can be null)
  91671. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91672. * @param engine defines the hosting engine (can be ignore if camera is set)
  91673. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91674. */
  91675. function TonemapPostProcess(name, _operator,
  91676. /** Defines the required exposure adjustement */
  91677. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91678. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91679. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91680. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91681. _this._operator = _operator;
  91682. _this.exposureAdjustment = exposureAdjustment;
  91683. var defines = "#define ";
  91684. if (_this._operator === TonemappingOperator.Hable) {
  91685. defines += "HABLE_TONEMAPPING";
  91686. }
  91687. else if (_this._operator === TonemappingOperator.Reinhard) {
  91688. defines += "REINHARD_TONEMAPPING";
  91689. }
  91690. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91691. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91692. }
  91693. else if (_this._operator === TonemappingOperator.Photographic) {
  91694. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91695. }
  91696. //sadly a second call to create the effect.
  91697. _this.updateEffect(defines);
  91698. _this.onApply = function (effect) {
  91699. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91700. };
  91701. return _this;
  91702. }
  91703. return TonemapPostProcess;
  91704. }(BABYLON.PostProcess));
  91705. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91706. })(BABYLON || (BABYLON = {}));
  91707. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91708. var BABYLON;
  91709. (function (BABYLON) {
  91710. /**
  91711. * DisplayPassPostProcess which produces an output the same as it's input
  91712. */
  91713. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91714. __extends(DisplayPassPostProcess, _super);
  91715. /**
  91716. * Creates the DisplayPassPostProcess
  91717. * @param name The name of the effect.
  91718. * @param options The required width/height ratio to downsize to before computing the render pass.
  91719. * @param camera The camera to apply the render pass to.
  91720. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91721. * @param engine The engine which the post process will be applied. (default: current engine)
  91722. * @param reusable If the post process can be reused on the same frame. (default: false)
  91723. */
  91724. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91725. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91726. }
  91727. return DisplayPassPostProcess;
  91728. }(BABYLON.PostProcess));
  91729. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91730. })(BABYLON || (BABYLON = {}));
  91731. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91732. var BABYLON;
  91733. (function (BABYLON) {
  91734. /**
  91735. * Extracts highlights from the image
  91736. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91737. */
  91738. var HighlightsPostProcess = /** @class */ (function (_super) {
  91739. __extends(HighlightsPostProcess, _super);
  91740. /**
  91741. * Extracts highlights from the image
  91742. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91743. * @param name The name of the effect.
  91744. * @param options The required width/height ratio to downsize to before computing the render pass.
  91745. * @param camera The camera to apply the render pass to.
  91746. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91747. * @param engine The engine which the post process will be applied. (default: current engine)
  91748. * @param reusable If the post process can be reused on the same frame. (default: false)
  91749. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91750. */
  91751. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91752. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91753. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91754. }
  91755. return HighlightsPostProcess;
  91756. }(BABYLON.PostProcess));
  91757. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91758. })(BABYLON || (BABYLON = {}));
  91759. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91760. var BABYLON;
  91761. (function (BABYLON) {
  91762. /**
  91763. * ImageProcessingPostProcess
  91764. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91765. */
  91766. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91767. __extends(ImageProcessingPostProcess, _super);
  91768. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91769. if (camera === void 0) { camera = null; }
  91770. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91771. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91772. _this._fromLinearSpace = true;
  91773. /**
  91774. * Defines cache preventing GC.
  91775. */
  91776. _this._defines = {
  91777. IMAGEPROCESSING: false,
  91778. VIGNETTE: false,
  91779. VIGNETTEBLENDMODEMULTIPLY: false,
  91780. VIGNETTEBLENDMODEOPAQUE: false,
  91781. TONEMAPPING: false,
  91782. TONEMAPPING_ACES: false,
  91783. CONTRAST: false,
  91784. COLORCURVES: false,
  91785. COLORGRADING: false,
  91786. COLORGRADING3D: false,
  91787. FROMLINEARSPACE: false,
  91788. SAMPLER3DGREENDEPTH: false,
  91789. SAMPLER3DBGRMAP: false,
  91790. IMAGEPROCESSINGPOSTPROCESS: false,
  91791. EXPOSURE: false,
  91792. };
  91793. // Setup the configuration as forced by the constructor. This would then not force the
  91794. // scene materials output in linear space and let untouched the default forward pass.
  91795. if (imageProcessingConfiguration) {
  91796. imageProcessingConfiguration.applyByPostProcess = true;
  91797. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91798. // This will cause the shader to be compiled
  91799. _this.fromLinearSpace = false;
  91800. }
  91801. // Setup the default processing configuration to the scene.
  91802. else {
  91803. _this._attachImageProcessingConfiguration(null, true);
  91804. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91805. }
  91806. _this.onApply = function (effect) {
  91807. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91808. };
  91809. return _this;
  91810. }
  91811. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91812. /**
  91813. * Gets the image processing configuration used either in this material.
  91814. */
  91815. get: function () {
  91816. return this._imageProcessingConfiguration;
  91817. },
  91818. /**
  91819. * Sets the Default image processing configuration used either in the this material.
  91820. *
  91821. * If sets to null, the scene one is in use.
  91822. */
  91823. set: function (value) {
  91824. this._attachImageProcessingConfiguration(value);
  91825. },
  91826. enumerable: true,
  91827. configurable: true
  91828. });
  91829. /**
  91830. * Attaches a new image processing configuration to the PBR Material.
  91831. * @param configuration
  91832. */
  91833. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91834. var _this = this;
  91835. if (doNotBuild === void 0) { doNotBuild = false; }
  91836. if (configuration === this._imageProcessingConfiguration) {
  91837. return;
  91838. }
  91839. // Detaches observer.
  91840. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91841. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91842. }
  91843. // Pick the scene configuration if needed.
  91844. if (!configuration) {
  91845. var scene = null;
  91846. var engine = this.getEngine();
  91847. var camera = this.getCamera();
  91848. if (camera) {
  91849. scene = camera.getScene();
  91850. }
  91851. else if (engine && engine.scenes) {
  91852. var scenes = engine.scenes;
  91853. scene = scenes[scenes.length - 1];
  91854. }
  91855. else {
  91856. scene = BABYLON.Engine.LastCreatedScene;
  91857. }
  91858. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91859. }
  91860. else {
  91861. this._imageProcessingConfiguration = configuration;
  91862. }
  91863. // Attaches observer.
  91864. if (this._imageProcessingConfiguration) {
  91865. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91866. _this._updateParameters();
  91867. });
  91868. }
  91869. // Ensure the effect will be rebuilt.
  91870. if (!doNotBuild) {
  91871. this._updateParameters();
  91872. }
  91873. };
  91874. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91875. /**
  91876. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91877. */
  91878. get: function () {
  91879. return this.imageProcessingConfiguration.colorCurves;
  91880. },
  91881. /**
  91882. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91883. */
  91884. set: function (value) {
  91885. this.imageProcessingConfiguration.colorCurves = value;
  91886. },
  91887. enumerable: true,
  91888. configurable: true
  91889. });
  91890. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91891. /**
  91892. * Gets wether the color curves effect is enabled.
  91893. */
  91894. get: function () {
  91895. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91896. },
  91897. /**
  91898. * Sets wether the color curves effect is enabled.
  91899. */
  91900. set: function (value) {
  91901. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91902. },
  91903. enumerable: true,
  91904. configurable: true
  91905. });
  91906. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91907. /**
  91908. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91909. */
  91910. get: function () {
  91911. return this.imageProcessingConfiguration.colorGradingTexture;
  91912. },
  91913. /**
  91914. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91915. */
  91916. set: function (value) {
  91917. this.imageProcessingConfiguration.colorGradingTexture = value;
  91918. },
  91919. enumerable: true,
  91920. configurable: true
  91921. });
  91922. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91923. /**
  91924. * Gets wether the color grading effect is enabled.
  91925. */
  91926. get: function () {
  91927. return this.imageProcessingConfiguration.colorGradingEnabled;
  91928. },
  91929. /**
  91930. * Gets wether the color grading effect is enabled.
  91931. */
  91932. set: function (value) {
  91933. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91934. },
  91935. enumerable: true,
  91936. configurable: true
  91937. });
  91938. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91939. /**
  91940. * Gets exposure used in the effect.
  91941. */
  91942. get: function () {
  91943. return this.imageProcessingConfiguration.exposure;
  91944. },
  91945. /**
  91946. * Sets exposure used in the effect.
  91947. */
  91948. set: function (value) {
  91949. this.imageProcessingConfiguration.exposure = value;
  91950. },
  91951. enumerable: true,
  91952. configurable: true
  91953. });
  91954. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91955. /**
  91956. * Gets wether tonemapping is enabled or not.
  91957. */
  91958. get: function () {
  91959. return this._imageProcessingConfiguration.toneMappingEnabled;
  91960. },
  91961. /**
  91962. * Sets wether tonemapping is enabled or not
  91963. */
  91964. set: function (value) {
  91965. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91966. },
  91967. enumerable: true,
  91968. configurable: true
  91969. });
  91970. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91971. /**
  91972. * Gets contrast used in the effect.
  91973. */
  91974. get: function () {
  91975. return this.imageProcessingConfiguration.contrast;
  91976. },
  91977. /**
  91978. * Sets contrast used in the effect.
  91979. */
  91980. set: function (value) {
  91981. this.imageProcessingConfiguration.contrast = value;
  91982. },
  91983. enumerable: true,
  91984. configurable: true
  91985. });
  91986. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91987. /**
  91988. * Gets Vignette stretch size.
  91989. */
  91990. get: function () {
  91991. return this.imageProcessingConfiguration.vignetteStretch;
  91992. },
  91993. /**
  91994. * Sets Vignette stretch size.
  91995. */
  91996. set: function (value) {
  91997. this.imageProcessingConfiguration.vignetteStretch = value;
  91998. },
  91999. enumerable: true,
  92000. configurable: true
  92001. });
  92002. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  92003. /**
  92004. * Gets Vignette centre X Offset.
  92005. */
  92006. get: function () {
  92007. return this.imageProcessingConfiguration.vignetteCentreX;
  92008. },
  92009. /**
  92010. * Sets Vignette centre X Offset.
  92011. */
  92012. set: function (value) {
  92013. this.imageProcessingConfiguration.vignetteCentreX = value;
  92014. },
  92015. enumerable: true,
  92016. configurable: true
  92017. });
  92018. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  92019. /**
  92020. * Gets Vignette centre Y Offset.
  92021. */
  92022. get: function () {
  92023. return this.imageProcessingConfiguration.vignetteCentreY;
  92024. },
  92025. /**
  92026. * Sets Vignette centre Y Offset.
  92027. */
  92028. set: function (value) {
  92029. this.imageProcessingConfiguration.vignetteCentreY = value;
  92030. },
  92031. enumerable: true,
  92032. configurable: true
  92033. });
  92034. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  92035. /**
  92036. * Gets Vignette weight or intensity of the vignette effect.
  92037. */
  92038. get: function () {
  92039. return this.imageProcessingConfiguration.vignetteWeight;
  92040. },
  92041. /**
  92042. * Sets Vignette weight or intensity of the vignette effect.
  92043. */
  92044. set: function (value) {
  92045. this.imageProcessingConfiguration.vignetteWeight = value;
  92046. },
  92047. enumerable: true,
  92048. configurable: true
  92049. });
  92050. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  92051. /**
  92052. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92053. * if vignetteEnabled is set to true.
  92054. */
  92055. get: function () {
  92056. return this.imageProcessingConfiguration.vignetteColor;
  92057. },
  92058. /**
  92059. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92060. * if vignetteEnabled is set to true.
  92061. */
  92062. set: function (value) {
  92063. this.imageProcessingConfiguration.vignetteColor = value;
  92064. },
  92065. enumerable: true,
  92066. configurable: true
  92067. });
  92068. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  92069. /**
  92070. * Gets Camera field of view used by the Vignette effect.
  92071. */
  92072. get: function () {
  92073. return this.imageProcessingConfiguration.vignetteCameraFov;
  92074. },
  92075. /**
  92076. * Sets Camera field of view used by the Vignette effect.
  92077. */
  92078. set: function (value) {
  92079. this.imageProcessingConfiguration.vignetteCameraFov = value;
  92080. },
  92081. enumerable: true,
  92082. configurable: true
  92083. });
  92084. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  92085. /**
  92086. * Gets the vignette blend mode allowing different kind of effect.
  92087. */
  92088. get: function () {
  92089. return this.imageProcessingConfiguration.vignetteBlendMode;
  92090. },
  92091. /**
  92092. * Sets the vignette blend mode allowing different kind of effect.
  92093. */
  92094. set: function (value) {
  92095. this.imageProcessingConfiguration.vignetteBlendMode = value;
  92096. },
  92097. enumerable: true,
  92098. configurable: true
  92099. });
  92100. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  92101. /**
  92102. * Gets wether the vignette effect is enabled.
  92103. */
  92104. get: function () {
  92105. return this.imageProcessingConfiguration.vignetteEnabled;
  92106. },
  92107. /**
  92108. * Sets wether the vignette effect is enabled.
  92109. */
  92110. set: function (value) {
  92111. this.imageProcessingConfiguration.vignetteEnabled = value;
  92112. },
  92113. enumerable: true,
  92114. configurable: true
  92115. });
  92116. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  92117. /**
  92118. * Gets wether the input of the processing is in Gamma or Linear Space.
  92119. */
  92120. get: function () {
  92121. return this._fromLinearSpace;
  92122. },
  92123. /**
  92124. * Sets wether the input of the processing is in Gamma or Linear Space.
  92125. */
  92126. set: function (value) {
  92127. if (this._fromLinearSpace === value) {
  92128. return;
  92129. }
  92130. this._fromLinearSpace = value;
  92131. this._updateParameters();
  92132. },
  92133. enumerable: true,
  92134. configurable: true
  92135. });
  92136. /**
  92137. * "ImageProcessingPostProcess"
  92138. * @returns "ImageProcessingPostProcess"
  92139. */
  92140. ImageProcessingPostProcess.prototype.getClassName = function () {
  92141. return "ImageProcessingPostProcess";
  92142. };
  92143. ImageProcessingPostProcess.prototype._updateParameters = function () {
  92144. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  92145. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  92146. var defines = "";
  92147. for (var define in this._defines) {
  92148. if (this._defines[define]) {
  92149. defines += "#define " + define + ";\r\n";
  92150. }
  92151. }
  92152. var samplers = ["textureSampler"];
  92153. var uniforms = ["scale"];
  92154. if (BABYLON.ImageProcessingConfiguration) {
  92155. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  92156. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  92157. }
  92158. this.updateEffect(defines, uniforms, samplers);
  92159. };
  92160. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  92161. _super.prototype.dispose.call(this, camera);
  92162. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  92163. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  92164. }
  92165. if (this._imageProcessingConfiguration) {
  92166. this.imageProcessingConfiguration.applyByPostProcess = false;
  92167. }
  92168. };
  92169. __decorate([
  92170. BABYLON.serialize()
  92171. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  92172. return ImageProcessingPostProcess;
  92173. }(BABYLON.PostProcess));
  92174. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  92175. })(BABYLON || (BABYLON = {}));
  92176. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  92177. var BABYLON;
  92178. (function (BABYLON) {
  92179. /**
  92180. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  92181. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  92182. * As an example, all you have to do is to create the post-process:
  92183. * var mb = new BABYLON.MotionBlurPostProcess(
  92184. * 'mb', // The name of the effect.
  92185. * scene, // The scene containing the objects to blur according to their velocity.
  92186. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  92187. * camera // The camera to apply the render pass to.
  92188. * );
  92189. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  92190. */
  92191. var MotionBlurPostProcess = /** @class */ (function (_super) {
  92192. __extends(MotionBlurPostProcess, _super);
  92193. /**
  92194. * Creates a new instance MotionBlurPostProcess
  92195. * @param name The name of the effect.
  92196. * @param scene The scene containing the objects to blur according to their velocity.
  92197. * @param options The required width/height ratio to downsize to before computing the render pass.
  92198. * @param camera The camera to apply the render pass to.
  92199. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  92200. * @param engine The engine which the post process will be applied. (default: current engine)
  92201. * @param reusable If the post process can be reused on the same frame. (default: false)
  92202. * @param textureType Type of textures used when performing the post process. (default: 0)
  92203. * @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)
  92204. */
  92205. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  92206. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  92207. if (blockCompilation === void 0) { blockCompilation = false; }
  92208. 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;
  92209. /**
  92210. * Defines how much the image is blurred by the movement. Default value is equal to 1
  92211. */
  92212. _this.motionStrength = 1;
  92213. _this._motionBlurSamples = 32;
  92214. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  92215. if (!_this._geometryBufferRenderer) {
  92216. // Geometry buffer renderer is not supported. So, work as a passthrough.
  92217. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  92218. _this.updateEffect();
  92219. }
  92220. else {
  92221. // Geometry buffer renderer is supported.
  92222. _this._geometryBufferRenderer.enableVelocity = true;
  92223. _this.onApply = function (effect) {
  92224. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  92225. effect.setFloat("motionScale", scene.getAnimationRatio());
  92226. effect.setFloat("motionStrength", _this.motionStrength);
  92227. if (_this._geometryBufferRenderer) {
  92228. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  92229. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  92230. }
  92231. };
  92232. }
  92233. return _this;
  92234. }
  92235. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  92236. /**
  92237. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  92238. */
  92239. get: function () {
  92240. return this._motionBlurSamples;
  92241. },
  92242. /**
  92243. * Sets the number of iterations to be used for motion blur quality
  92244. */
  92245. set: function (samples) {
  92246. this._motionBlurSamples = samples;
  92247. if (this._geometryBufferRenderer) {
  92248. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  92249. }
  92250. },
  92251. enumerable: true,
  92252. configurable: true
  92253. });
  92254. /**
  92255. * Disposes the post process.
  92256. * @param camera The camera to dispose the post process on.
  92257. */
  92258. MotionBlurPostProcess.prototype.dispose = function (camera) {
  92259. if (this._geometryBufferRenderer) {
  92260. // Clear previous transformation matrices dictionary used to compute objects velocities
  92261. this._geometryBufferRenderer._previousTransformationMatrices = {};
  92262. }
  92263. _super.prototype.dispose.call(this, camera);
  92264. };
  92265. return MotionBlurPostProcess;
  92266. }(BABYLON.PostProcess));
  92267. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  92268. })(BABYLON || (BABYLON = {}));
  92269. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  92270. var BABYLON;
  92271. (function (BABYLON) {
  92272. /**
  92273. * Class used to store bone information
  92274. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92275. */
  92276. var Bone = /** @class */ (function (_super) {
  92277. __extends(Bone, _super);
  92278. /**
  92279. * Create a new bone
  92280. * @param name defines the bone name
  92281. * @param skeleton defines the parent skeleton
  92282. * @param parentBone defines the parent (can be null if the bone is the root)
  92283. * @param localMatrix defines the local matrix
  92284. * @param restPose defines the rest pose matrix
  92285. * @param baseMatrix defines the base matrix
  92286. * @param index defines index of the bone in the hiearchy
  92287. */
  92288. function Bone(
  92289. /**
  92290. * defines the bone name
  92291. */
  92292. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92293. if (parentBone === void 0) { parentBone = null; }
  92294. if (localMatrix === void 0) { localMatrix = null; }
  92295. if (restPose === void 0) { restPose = null; }
  92296. if (baseMatrix === void 0) { baseMatrix = null; }
  92297. if (index === void 0) { index = null; }
  92298. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92299. _this.name = name;
  92300. /**
  92301. * Gets the list of child bones
  92302. */
  92303. _this.children = new Array();
  92304. /** Gets the animations associated with this bone */
  92305. _this.animations = new Array();
  92306. /**
  92307. * @hidden Internal only
  92308. * Set this value to map this bone to a different index in the transform matrices
  92309. * Set this value to -1 to exclude the bone from the transform matrices
  92310. */
  92311. _this._index = null;
  92312. _this._absoluteTransform = new BABYLON.Matrix();
  92313. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92314. _this._scalingDeterminant = 1;
  92315. _this._worldTransform = new BABYLON.Matrix();
  92316. _this._needToDecompose = true;
  92317. _this._needToCompose = false;
  92318. /** @hidden */
  92319. _this._linkedTransformNode = null;
  92320. _this._skeleton = skeleton;
  92321. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92322. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92323. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92324. _this._index = index;
  92325. skeleton.bones.push(_this);
  92326. _this.setParent(parentBone, false);
  92327. if (baseMatrix || localMatrix) {
  92328. _this._updateDifferenceMatrix();
  92329. }
  92330. return _this;
  92331. }
  92332. Object.defineProperty(Bone.prototype, "_matrix", {
  92333. /** @hidden */
  92334. get: function () {
  92335. this._compose();
  92336. return this._localMatrix;
  92337. },
  92338. /** @hidden */
  92339. set: function (value) {
  92340. this._localMatrix.copyFrom(value);
  92341. this._needToDecompose = true;
  92342. },
  92343. enumerable: true,
  92344. configurable: true
  92345. });
  92346. // Members
  92347. /**
  92348. * Gets the parent skeleton
  92349. * @returns a skeleton
  92350. */
  92351. Bone.prototype.getSkeleton = function () {
  92352. return this._skeleton;
  92353. };
  92354. /**
  92355. * Gets parent bone
  92356. * @returns a bone or null if the bone is the root of the bone hierarchy
  92357. */
  92358. Bone.prototype.getParent = function () {
  92359. return this._parent;
  92360. };
  92361. /**
  92362. * Sets the parent bone
  92363. * @param parent defines the parent (can be null if the bone is the root)
  92364. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92365. */
  92366. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92367. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92368. if (this._parent === parent) {
  92369. return;
  92370. }
  92371. if (this._parent) {
  92372. var index = this._parent.children.indexOf(this);
  92373. if (index !== -1) {
  92374. this._parent.children.splice(index, 1);
  92375. }
  92376. }
  92377. this._parent = parent;
  92378. if (this._parent) {
  92379. this._parent.children.push(this);
  92380. }
  92381. if (updateDifferenceMatrix) {
  92382. this._updateDifferenceMatrix();
  92383. }
  92384. this.markAsDirty();
  92385. };
  92386. /**
  92387. * Gets the local matrix
  92388. * @returns a matrix
  92389. */
  92390. Bone.prototype.getLocalMatrix = function () {
  92391. this._compose();
  92392. return this._localMatrix;
  92393. };
  92394. /**
  92395. * Gets the base matrix (initial matrix which remains unchanged)
  92396. * @returns a matrix
  92397. */
  92398. Bone.prototype.getBaseMatrix = function () {
  92399. return this._baseMatrix;
  92400. };
  92401. /**
  92402. * Gets the rest pose matrix
  92403. * @returns a matrix
  92404. */
  92405. Bone.prototype.getRestPose = function () {
  92406. return this._restPose;
  92407. };
  92408. /**
  92409. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92410. */
  92411. Bone.prototype.getWorldMatrix = function () {
  92412. return this._worldTransform;
  92413. };
  92414. /**
  92415. * Sets the local matrix to rest pose matrix
  92416. */
  92417. Bone.prototype.returnToRest = function () {
  92418. this.updateMatrix(this._restPose.clone());
  92419. };
  92420. /**
  92421. * Gets the inverse of the absolute transform matrix.
  92422. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92423. * @returns a matrix
  92424. */
  92425. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92426. return this._invertedAbsoluteTransform;
  92427. };
  92428. /**
  92429. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92430. * @returns a matrix
  92431. */
  92432. Bone.prototype.getAbsoluteTransform = function () {
  92433. return this._absoluteTransform;
  92434. };
  92435. /**
  92436. * Links with the given transform node.
  92437. * The local matrix of this bone is copied from the transform node every frame.
  92438. * @param transformNode defines the transform node to link to
  92439. */
  92440. Bone.prototype.linkTransformNode = function (transformNode) {
  92441. if (this._linkedTransformNode) {
  92442. this._skeleton._numBonesWithLinkedTransformNode--;
  92443. }
  92444. this._linkedTransformNode = transformNode;
  92445. if (this._linkedTransformNode) {
  92446. this._skeleton._numBonesWithLinkedTransformNode++;
  92447. }
  92448. };
  92449. Object.defineProperty(Bone.prototype, "position", {
  92450. // Properties (matches AbstractMesh properties)
  92451. /** Gets or sets current position (in local space) */
  92452. get: function () {
  92453. this._decompose();
  92454. return this._localPosition;
  92455. },
  92456. set: function (newPosition) {
  92457. this._decompose();
  92458. this._localPosition.copyFrom(newPosition);
  92459. this._markAsDirtyAndCompose();
  92460. },
  92461. enumerable: true,
  92462. configurable: true
  92463. });
  92464. Object.defineProperty(Bone.prototype, "rotation", {
  92465. /** Gets or sets current rotation (in local space) */
  92466. get: function () {
  92467. return this.getRotation();
  92468. },
  92469. set: function (newRotation) {
  92470. this.setRotation(newRotation);
  92471. },
  92472. enumerable: true,
  92473. configurable: true
  92474. });
  92475. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92476. /** Gets or sets current rotation quaternion (in local space) */
  92477. get: function () {
  92478. this._decompose();
  92479. return this._localRotation;
  92480. },
  92481. set: function (newRotation) {
  92482. this.setRotationQuaternion(newRotation);
  92483. },
  92484. enumerable: true,
  92485. configurable: true
  92486. });
  92487. Object.defineProperty(Bone.prototype, "scaling", {
  92488. /** Gets or sets current scaling (in local space) */
  92489. get: function () {
  92490. return this.getScale();
  92491. },
  92492. set: function (newScaling) {
  92493. this.setScale(newScaling);
  92494. },
  92495. enumerable: true,
  92496. configurable: true
  92497. });
  92498. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92499. /**
  92500. * Gets the animation properties override
  92501. */
  92502. get: function () {
  92503. return this._skeleton.animationPropertiesOverride;
  92504. },
  92505. enumerable: true,
  92506. configurable: true
  92507. });
  92508. // Methods
  92509. Bone.prototype._decompose = function () {
  92510. if (!this._needToDecompose) {
  92511. return;
  92512. }
  92513. this._needToDecompose = false;
  92514. if (!this._localScaling) {
  92515. this._localScaling = BABYLON.Vector3.Zero();
  92516. this._localRotation = BABYLON.Quaternion.Zero();
  92517. this._localPosition = BABYLON.Vector3.Zero();
  92518. }
  92519. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92520. };
  92521. Bone.prototype._compose = function () {
  92522. if (!this._needToCompose) {
  92523. return;
  92524. }
  92525. this._needToCompose = false;
  92526. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92527. };
  92528. /**
  92529. * Update the base and local matrices
  92530. * @param matrix defines the new base or local matrix
  92531. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92532. * @param updateLocalMatrix defines if the local matrix should be updated
  92533. */
  92534. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92535. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92536. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92537. this._baseMatrix.copyFrom(matrix);
  92538. if (updateDifferenceMatrix) {
  92539. this._updateDifferenceMatrix();
  92540. }
  92541. if (updateLocalMatrix) {
  92542. this._localMatrix.copyFrom(matrix);
  92543. this._markAsDirtyAndDecompose();
  92544. }
  92545. else {
  92546. this.markAsDirty();
  92547. }
  92548. };
  92549. /** @hidden */
  92550. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92551. if (updateChildren === void 0) { updateChildren = true; }
  92552. if (!rootMatrix) {
  92553. rootMatrix = this._baseMatrix;
  92554. }
  92555. if (this._parent) {
  92556. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92557. }
  92558. else {
  92559. this._absoluteTransform.copyFrom(rootMatrix);
  92560. }
  92561. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92562. if (updateChildren) {
  92563. for (var index = 0; index < this.children.length; index++) {
  92564. this.children[index]._updateDifferenceMatrix();
  92565. }
  92566. }
  92567. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92568. };
  92569. /**
  92570. * Flag the bone as dirty (Forcing it to update everything)
  92571. */
  92572. Bone.prototype.markAsDirty = function () {
  92573. this._currentRenderId++;
  92574. this._childRenderId++;
  92575. this._skeleton._markAsDirty();
  92576. };
  92577. Bone.prototype._markAsDirtyAndCompose = function () {
  92578. this.markAsDirty();
  92579. this._needToCompose = true;
  92580. };
  92581. Bone.prototype._markAsDirtyAndDecompose = function () {
  92582. this.markAsDirty();
  92583. this._needToDecompose = true;
  92584. };
  92585. /**
  92586. * Copy an animation range from another bone
  92587. * @param source defines the source bone
  92588. * @param rangeName defines the range name to copy
  92589. * @param frameOffset defines the frame offset
  92590. * @param rescaleAsRequired defines if rescaling must be applied if required
  92591. * @param skelDimensionsRatio defines the scaling ratio
  92592. * @returns true if operation was successful
  92593. */
  92594. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92595. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92596. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92597. // all animation may be coming from a library skeleton, so may need to create animation
  92598. if (this.animations.length === 0) {
  92599. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92600. this.animations[0].setKeys([]);
  92601. }
  92602. // get animation info / verify there is such a range from the source bone
  92603. var sourceRange = source.animations[0].getRange(rangeName);
  92604. if (!sourceRange) {
  92605. return false;
  92606. }
  92607. var from = sourceRange.from;
  92608. var to = sourceRange.to;
  92609. var sourceKeys = source.animations[0].getKeys();
  92610. // rescaling prep
  92611. var sourceBoneLength = source.length;
  92612. var sourceParent = source.getParent();
  92613. var parent = this.getParent();
  92614. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92615. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92616. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92617. var destKeys = this.animations[0].getKeys();
  92618. // loop vars declaration
  92619. var orig;
  92620. var origTranslation;
  92621. var mat;
  92622. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92623. orig = sourceKeys[key];
  92624. if (orig.frame >= from && orig.frame <= to) {
  92625. if (rescaleAsRequired) {
  92626. mat = orig.value.clone();
  92627. // scale based on parent ratio, when bone has parent
  92628. if (parentScalingReqd) {
  92629. origTranslation = mat.getTranslation();
  92630. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92631. // scale based on skeleton dimension ratio when root bone, and value is passed
  92632. }
  92633. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92634. origTranslation = mat.getTranslation();
  92635. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92636. // use original when root bone, and no data for skelDimensionsRatio
  92637. }
  92638. else {
  92639. mat = orig.value;
  92640. }
  92641. }
  92642. else {
  92643. mat = orig.value;
  92644. }
  92645. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92646. }
  92647. }
  92648. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92649. return true;
  92650. };
  92651. /**
  92652. * Translate the bone in local or world space
  92653. * @param vec The amount to translate the bone
  92654. * @param space The space that the translation is in
  92655. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92656. */
  92657. Bone.prototype.translate = function (vec, space, mesh) {
  92658. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92659. var lm = this.getLocalMatrix();
  92660. if (space == BABYLON.Space.LOCAL) {
  92661. lm.addAtIndex(12, vec.x);
  92662. lm.addAtIndex(13, vec.y);
  92663. lm.addAtIndex(14, vec.z);
  92664. }
  92665. else {
  92666. var wm = null;
  92667. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92668. if (mesh) {
  92669. wm = mesh.getWorldMatrix();
  92670. }
  92671. this._skeleton.computeAbsoluteTransforms();
  92672. var tmat = Bone._tmpMats[0];
  92673. var tvec = Bone._tmpVecs[0];
  92674. if (this._parent) {
  92675. if (mesh && wm) {
  92676. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92677. tmat.multiplyToRef(wm, tmat);
  92678. }
  92679. else {
  92680. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92681. }
  92682. }
  92683. tmat.setTranslationFromFloats(0, 0, 0);
  92684. tmat.invert();
  92685. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92686. lm.addAtIndex(12, tvec.x);
  92687. lm.addAtIndex(13, tvec.y);
  92688. lm.addAtIndex(14, tvec.z);
  92689. }
  92690. this._markAsDirtyAndDecompose();
  92691. };
  92692. /**
  92693. * Set the postion of the bone in local or world space
  92694. * @param position The position to set the bone
  92695. * @param space The space that the position is in
  92696. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92697. */
  92698. Bone.prototype.setPosition = function (position, space, mesh) {
  92699. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92700. var lm = this.getLocalMatrix();
  92701. if (space == BABYLON.Space.LOCAL) {
  92702. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92703. }
  92704. else {
  92705. var wm = null;
  92706. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92707. if (mesh) {
  92708. wm = mesh.getWorldMatrix();
  92709. }
  92710. this._skeleton.computeAbsoluteTransforms();
  92711. var tmat = Bone._tmpMats[0];
  92712. var vec = Bone._tmpVecs[0];
  92713. if (this._parent) {
  92714. if (mesh && wm) {
  92715. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92716. tmat.multiplyToRef(wm, tmat);
  92717. }
  92718. else {
  92719. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92720. }
  92721. }
  92722. tmat.invert();
  92723. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92724. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92725. }
  92726. this._markAsDirtyAndDecompose();
  92727. };
  92728. /**
  92729. * Set the absolute position of the bone (world space)
  92730. * @param position The position to set the bone
  92731. * @param mesh The mesh that this bone is attached to
  92732. */
  92733. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92734. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92735. };
  92736. /**
  92737. * Scale the bone on the x, y and z axes (in local space)
  92738. * @param x The amount to scale the bone on the x axis
  92739. * @param y The amount to scale the bone on the y axis
  92740. * @param z The amount to scale the bone on the z axis
  92741. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92742. */
  92743. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92744. if (scaleChildren === void 0) { scaleChildren = false; }
  92745. var locMat = this.getLocalMatrix();
  92746. // Apply new scaling on top of current local matrix
  92747. var scaleMat = Bone._tmpMats[0];
  92748. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92749. scaleMat.multiplyToRef(locMat, locMat);
  92750. // Invert scaling matrix and apply the inverse to all children
  92751. scaleMat.invert();
  92752. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92753. var child = _a[_i];
  92754. var cm = child.getLocalMatrix();
  92755. cm.multiplyToRef(scaleMat, cm);
  92756. cm.multiplyAtIndex(12, x);
  92757. cm.multiplyAtIndex(13, y);
  92758. cm.multiplyAtIndex(14, z);
  92759. child._markAsDirtyAndDecompose();
  92760. }
  92761. this._markAsDirtyAndDecompose();
  92762. if (scaleChildren) {
  92763. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92764. var child = _c[_b];
  92765. child.scale(x, y, z, scaleChildren);
  92766. }
  92767. }
  92768. };
  92769. /**
  92770. * Set the bone scaling in local space
  92771. * @param scale defines the scaling vector
  92772. */
  92773. Bone.prototype.setScale = function (scale) {
  92774. this._decompose();
  92775. this._localScaling.copyFrom(scale);
  92776. this._markAsDirtyAndCompose();
  92777. };
  92778. /**
  92779. * Gets the current scaling in local space
  92780. * @returns the current scaling vector
  92781. */
  92782. Bone.prototype.getScale = function () {
  92783. this._decompose();
  92784. return this._localScaling;
  92785. };
  92786. /**
  92787. * Gets the current scaling in local space and stores it in a target vector
  92788. * @param result defines the target vector
  92789. */
  92790. Bone.prototype.getScaleToRef = function (result) {
  92791. this._decompose();
  92792. result.copyFrom(this._localScaling);
  92793. };
  92794. /**
  92795. * Set the yaw, pitch, and roll of the bone in local or world space
  92796. * @param yaw The rotation of the bone on the y axis
  92797. * @param pitch The rotation of the bone on the x axis
  92798. * @param roll The rotation of the bone on the z axis
  92799. * @param space The space that the axes of rotation are in
  92800. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92801. */
  92802. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92803. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92804. if (space === BABYLON.Space.LOCAL) {
  92805. var quat = Bone._tmpQuat;
  92806. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92807. this.setRotationQuaternion(quat, space, mesh);
  92808. return;
  92809. }
  92810. var rotMatInv = Bone._tmpMats[0];
  92811. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92812. return;
  92813. }
  92814. var rotMat = Bone._tmpMats[1];
  92815. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92816. rotMatInv.multiplyToRef(rotMat, rotMat);
  92817. this._rotateWithMatrix(rotMat, space, mesh);
  92818. };
  92819. /**
  92820. * Add a rotation to the bone on an axis in local or world space
  92821. * @param axis The axis to rotate the bone on
  92822. * @param amount The amount to rotate the bone
  92823. * @param space The space that the axis is in
  92824. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92825. */
  92826. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92827. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92828. var rmat = Bone._tmpMats[0];
  92829. rmat.setTranslationFromFloats(0, 0, 0);
  92830. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92831. this._rotateWithMatrix(rmat, space, mesh);
  92832. };
  92833. /**
  92834. * Set the rotation of the bone to a particular axis angle in local or world space
  92835. * @param axis The axis to rotate the bone on
  92836. * @param angle The angle that the bone should be rotated to
  92837. * @param space The space that the axis is in
  92838. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92839. */
  92840. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92841. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92842. if (space === BABYLON.Space.LOCAL) {
  92843. var quat = Bone._tmpQuat;
  92844. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92845. this.setRotationQuaternion(quat, space, mesh);
  92846. return;
  92847. }
  92848. var rotMatInv = Bone._tmpMats[0];
  92849. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92850. return;
  92851. }
  92852. var rotMat = Bone._tmpMats[1];
  92853. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92854. rotMatInv.multiplyToRef(rotMat, rotMat);
  92855. this._rotateWithMatrix(rotMat, space, mesh);
  92856. };
  92857. /**
  92858. * Set the euler rotation of the bone in local of world space
  92859. * @param rotation The euler rotation that the bone should be set to
  92860. * @param space The space that the rotation is in
  92861. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92862. */
  92863. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92864. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92865. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92866. };
  92867. /**
  92868. * Set the quaternion rotation of the bone in local of world space
  92869. * @param quat The quaternion rotation that the bone should be set to
  92870. * @param space The space that the rotation is in
  92871. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92872. */
  92873. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92874. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92875. if (space === BABYLON.Space.LOCAL) {
  92876. this._decompose();
  92877. this._localRotation.copyFrom(quat);
  92878. this._markAsDirtyAndCompose();
  92879. return;
  92880. }
  92881. var rotMatInv = Bone._tmpMats[0];
  92882. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92883. return;
  92884. }
  92885. var rotMat = Bone._tmpMats[1];
  92886. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92887. rotMatInv.multiplyToRef(rotMat, rotMat);
  92888. this._rotateWithMatrix(rotMat, space, mesh);
  92889. };
  92890. /**
  92891. * Set the rotation matrix of the bone in local of world space
  92892. * @param rotMat The rotation matrix that the bone should be set to
  92893. * @param space The space that the rotation is in
  92894. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92895. */
  92896. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92897. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92898. if (space === BABYLON.Space.LOCAL) {
  92899. var quat = Bone._tmpQuat;
  92900. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92901. this.setRotationQuaternion(quat, space, mesh);
  92902. return;
  92903. }
  92904. var rotMatInv = Bone._tmpMats[0];
  92905. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92906. return;
  92907. }
  92908. var rotMat2 = Bone._tmpMats[1];
  92909. rotMat2.copyFrom(rotMat);
  92910. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92911. this._rotateWithMatrix(rotMat2, space, mesh);
  92912. };
  92913. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92914. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92915. var lmat = this.getLocalMatrix();
  92916. var lx = lmat.m[12];
  92917. var ly = lmat.m[13];
  92918. var lz = lmat.m[14];
  92919. var parent = this.getParent();
  92920. var parentScale = Bone._tmpMats[3];
  92921. var parentScaleInv = Bone._tmpMats[4];
  92922. if (parent && space == BABYLON.Space.WORLD) {
  92923. if (mesh) {
  92924. parentScale.copyFrom(mesh.getWorldMatrix());
  92925. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92926. }
  92927. else {
  92928. parentScale.copyFrom(parent.getAbsoluteTransform());
  92929. }
  92930. parentScaleInv.copyFrom(parentScale);
  92931. parentScaleInv.invert();
  92932. lmat.multiplyToRef(parentScale, lmat);
  92933. lmat.multiplyToRef(rmat, lmat);
  92934. lmat.multiplyToRef(parentScaleInv, lmat);
  92935. }
  92936. else {
  92937. if (space == BABYLON.Space.WORLD && mesh) {
  92938. parentScale.copyFrom(mesh.getWorldMatrix());
  92939. parentScaleInv.copyFrom(parentScale);
  92940. parentScaleInv.invert();
  92941. lmat.multiplyToRef(parentScale, lmat);
  92942. lmat.multiplyToRef(rmat, lmat);
  92943. lmat.multiplyToRef(parentScaleInv, lmat);
  92944. }
  92945. else {
  92946. lmat.multiplyToRef(rmat, lmat);
  92947. }
  92948. }
  92949. lmat.setTranslationFromFloats(lx, ly, lz);
  92950. this.computeAbsoluteTransforms();
  92951. this._markAsDirtyAndDecompose();
  92952. };
  92953. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92954. var scaleMatrix = Bone._tmpMats[2];
  92955. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92956. if (mesh) {
  92957. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92958. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92959. }
  92960. rotMatInv.invert();
  92961. if (isNaN(rotMatInv.m[0])) {
  92962. // Matrix failed to invert.
  92963. // This can happen if scale is zero for example.
  92964. return false;
  92965. }
  92966. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92967. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92968. return true;
  92969. };
  92970. /**
  92971. * Get the position of the bone in local or world space
  92972. * @param space The space that the returned position is in
  92973. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92974. * @returns The position of the bone
  92975. */
  92976. Bone.prototype.getPosition = function (space, mesh) {
  92977. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92978. if (mesh === void 0) { mesh = null; }
  92979. var pos = BABYLON.Vector3.Zero();
  92980. this.getPositionToRef(space, mesh, pos);
  92981. return pos;
  92982. };
  92983. /**
  92984. * Copy the position of the bone to a vector3 in local or world space
  92985. * @param space The space that the returned position is in
  92986. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92987. * @param result The vector3 to copy the position to
  92988. */
  92989. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92990. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92991. if (space == BABYLON.Space.LOCAL) {
  92992. var lm = this.getLocalMatrix();
  92993. result.x = lm.m[12];
  92994. result.y = lm.m[13];
  92995. result.z = lm.m[14];
  92996. }
  92997. else {
  92998. var wm = null;
  92999. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93000. if (mesh) {
  93001. wm = mesh.getWorldMatrix();
  93002. }
  93003. this._skeleton.computeAbsoluteTransforms();
  93004. var tmat = Bone._tmpMats[0];
  93005. if (mesh && wm) {
  93006. tmat.copyFrom(this.getAbsoluteTransform());
  93007. tmat.multiplyToRef(wm, tmat);
  93008. }
  93009. else {
  93010. tmat = this.getAbsoluteTransform();
  93011. }
  93012. result.x = tmat.m[12];
  93013. result.y = tmat.m[13];
  93014. result.z = tmat.m[14];
  93015. }
  93016. };
  93017. /**
  93018. * Get the absolute position of the bone (world space)
  93019. * @param mesh The mesh that this bone is attached to
  93020. * @returns The absolute position of the bone
  93021. */
  93022. Bone.prototype.getAbsolutePosition = function (mesh) {
  93023. if (mesh === void 0) { mesh = null; }
  93024. var pos = BABYLON.Vector3.Zero();
  93025. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  93026. return pos;
  93027. };
  93028. /**
  93029. * Copy the absolute position of the bone (world space) to the result param
  93030. * @param mesh The mesh that this bone is attached to
  93031. * @param result The vector3 to copy the absolute position to
  93032. */
  93033. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  93034. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  93035. };
  93036. /**
  93037. * Compute the absolute transforms of this bone and its children
  93038. */
  93039. Bone.prototype.computeAbsoluteTransforms = function () {
  93040. this._compose();
  93041. if (this._parent) {
  93042. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  93043. }
  93044. else {
  93045. this._absoluteTransform.copyFrom(this._localMatrix);
  93046. var poseMatrix = this._skeleton.getPoseMatrix();
  93047. if (poseMatrix) {
  93048. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  93049. }
  93050. }
  93051. var children = this.children;
  93052. var len = children.length;
  93053. for (var i = 0; i < len; i++) {
  93054. children[i].computeAbsoluteTransforms();
  93055. }
  93056. };
  93057. /**
  93058. * Get the world direction from an axis that is in the local space of the bone
  93059. * @param localAxis The local direction that is used to compute the world direction
  93060. * @param mesh The mesh that this bone is attached to
  93061. * @returns The world direction
  93062. */
  93063. Bone.prototype.getDirection = function (localAxis, mesh) {
  93064. if (mesh === void 0) { mesh = null; }
  93065. var result = BABYLON.Vector3.Zero();
  93066. this.getDirectionToRef(localAxis, mesh, result);
  93067. return result;
  93068. };
  93069. /**
  93070. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  93071. * @param localAxis The local direction that is used to compute the world direction
  93072. * @param mesh The mesh that this bone is attached to
  93073. * @param result The vector3 that the world direction will be copied to
  93074. */
  93075. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  93076. if (mesh === void 0) { mesh = null; }
  93077. var wm = null;
  93078. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93079. if (mesh) {
  93080. wm = mesh.getWorldMatrix();
  93081. }
  93082. this._skeleton.computeAbsoluteTransforms();
  93083. var mat = Bone._tmpMats[0];
  93084. mat.copyFrom(this.getAbsoluteTransform());
  93085. if (mesh && wm) {
  93086. mat.multiplyToRef(wm, mat);
  93087. }
  93088. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  93089. result.normalize();
  93090. };
  93091. /**
  93092. * Get the euler rotation of the bone in local or world space
  93093. * @param space The space that the rotation should be in
  93094. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93095. * @returns The euler rotation
  93096. */
  93097. Bone.prototype.getRotation = function (space, mesh) {
  93098. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93099. if (mesh === void 0) { mesh = null; }
  93100. var result = BABYLON.Vector3.Zero();
  93101. this.getRotationToRef(space, mesh, result);
  93102. return result;
  93103. };
  93104. /**
  93105. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  93106. * @param space The space that the rotation should be in
  93107. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93108. * @param result The vector3 that the rotation should be copied to
  93109. */
  93110. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  93111. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93112. if (mesh === void 0) { mesh = null; }
  93113. var quat = Bone._tmpQuat;
  93114. this.getRotationQuaternionToRef(space, mesh, quat);
  93115. quat.toEulerAnglesToRef(result);
  93116. };
  93117. /**
  93118. * Get the quaternion rotation of the bone in either local or world space
  93119. * @param space The space that the rotation should be in
  93120. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93121. * @returns The quaternion rotation
  93122. */
  93123. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  93124. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93125. if (mesh === void 0) { mesh = null; }
  93126. var result = BABYLON.Quaternion.Identity();
  93127. this.getRotationQuaternionToRef(space, mesh, result);
  93128. return result;
  93129. };
  93130. /**
  93131. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  93132. * @param space The space that the rotation should be in
  93133. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93134. * @param result The quaternion that the rotation should be copied to
  93135. */
  93136. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  93137. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93138. if (mesh === void 0) { mesh = null; }
  93139. if (space == BABYLON.Space.LOCAL) {
  93140. this._decompose();
  93141. result.copyFrom(this._localRotation);
  93142. }
  93143. else {
  93144. var mat = Bone._tmpMats[0];
  93145. var amat = this.getAbsoluteTransform();
  93146. if (mesh) {
  93147. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93148. }
  93149. else {
  93150. mat.copyFrom(amat);
  93151. }
  93152. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93153. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93154. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93155. mat.decompose(undefined, result, undefined);
  93156. }
  93157. };
  93158. /**
  93159. * Get the rotation matrix of the bone in local or world space
  93160. * @param space The space that the rotation should be in
  93161. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93162. * @returns The rotation matrix
  93163. */
  93164. Bone.prototype.getRotationMatrix = function (space, mesh) {
  93165. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93166. var result = BABYLON.Matrix.Identity();
  93167. this.getRotationMatrixToRef(space, mesh, result);
  93168. return result;
  93169. };
  93170. /**
  93171. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  93172. * @param space The space that the rotation should be in
  93173. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93174. * @param result The quaternion that the rotation should be copied to
  93175. */
  93176. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  93177. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93178. if (space == BABYLON.Space.LOCAL) {
  93179. this.getLocalMatrix().getRotationMatrixToRef(result);
  93180. }
  93181. else {
  93182. var mat = Bone._tmpMats[0];
  93183. var amat = this.getAbsoluteTransform();
  93184. if (mesh) {
  93185. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93186. }
  93187. else {
  93188. mat.copyFrom(amat);
  93189. }
  93190. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93191. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93192. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93193. mat.getRotationMatrixToRef(result);
  93194. }
  93195. };
  93196. /**
  93197. * Get the world position of a point that is in the local space of the bone
  93198. * @param position The local position
  93199. * @param mesh The mesh that this bone is attached to
  93200. * @returns The world position
  93201. */
  93202. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  93203. if (mesh === void 0) { mesh = null; }
  93204. var result = BABYLON.Vector3.Zero();
  93205. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  93206. return result;
  93207. };
  93208. /**
  93209. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  93210. * @param position The local position
  93211. * @param mesh The mesh that this bone is attached to
  93212. * @param result The vector3 that the world position should be copied to
  93213. */
  93214. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  93215. if (mesh === void 0) { mesh = null; }
  93216. var wm = null;
  93217. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93218. if (mesh) {
  93219. wm = mesh.getWorldMatrix();
  93220. }
  93221. this._skeleton.computeAbsoluteTransforms();
  93222. var tmat = Bone._tmpMats[0];
  93223. if (mesh && wm) {
  93224. tmat.copyFrom(this.getAbsoluteTransform());
  93225. tmat.multiplyToRef(wm, tmat);
  93226. }
  93227. else {
  93228. tmat = this.getAbsoluteTransform();
  93229. }
  93230. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93231. };
  93232. /**
  93233. * Get the local position of a point that is in world space
  93234. * @param position The world position
  93235. * @param mesh The mesh that this bone is attached to
  93236. * @returns The local position
  93237. */
  93238. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  93239. if (mesh === void 0) { mesh = null; }
  93240. var result = BABYLON.Vector3.Zero();
  93241. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  93242. return result;
  93243. };
  93244. /**
  93245. * Get the local position of a point that is in world space and copy it to the result param
  93246. * @param position The world position
  93247. * @param mesh The mesh that this bone is attached to
  93248. * @param result The vector3 that the local position should be copied to
  93249. */
  93250. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  93251. if (mesh === void 0) { mesh = null; }
  93252. var wm = null;
  93253. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93254. if (mesh) {
  93255. wm = mesh.getWorldMatrix();
  93256. }
  93257. this._skeleton.computeAbsoluteTransforms();
  93258. var tmat = Bone._tmpMats[0];
  93259. tmat.copyFrom(this.getAbsoluteTransform());
  93260. if (mesh && wm) {
  93261. tmat.multiplyToRef(wm, tmat);
  93262. }
  93263. tmat.invert();
  93264. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93265. };
  93266. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  93267. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  93268. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93269. return Bone;
  93270. }(BABYLON.Node));
  93271. BABYLON.Bone = Bone;
  93272. })(BABYLON || (BABYLON = {}));
  93273. //# sourceMappingURL=babylon.bone.js.map
  93274. var BABYLON;
  93275. (function (BABYLON) {
  93276. /**
  93277. * Class used to apply inverse kinematics to bones
  93278. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  93279. */
  93280. var BoneIKController = /** @class */ (function () {
  93281. /**
  93282. * Creates a new BoneIKController
  93283. * @param mesh defines the mesh to control
  93284. * @param bone defines the bone to control
  93285. * @param options defines options to set up the controller
  93286. */
  93287. function BoneIKController(mesh, bone, options) {
  93288. /**
  93289. * Gets or sets the target position
  93290. */
  93291. this.targetPosition = BABYLON.Vector3.Zero();
  93292. /**
  93293. * Gets or sets the pole target position
  93294. */
  93295. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93296. /**
  93297. * Gets or sets the pole target local offset
  93298. */
  93299. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93300. /**
  93301. * Gets or sets the pole angle
  93302. */
  93303. this.poleAngle = 0;
  93304. /**
  93305. * 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)
  93306. */
  93307. this.slerpAmount = 1;
  93308. this._bone1Quat = BABYLON.Quaternion.Identity();
  93309. this._bone1Mat = BABYLON.Matrix.Identity();
  93310. this._bone2Ang = Math.PI;
  93311. this._maxAngle = Math.PI;
  93312. this._rightHandedSystem = false;
  93313. this._bendAxis = BABYLON.Vector3.Right();
  93314. this._slerping = false;
  93315. this._adjustRoll = 0;
  93316. this._bone2 = bone;
  93317. this._bone1 = bone.getParent();
  93318. if (!this._bone1) {
  93319. return;
  93320. }
  93321. this.mesh = mesh;
  93322. var bonePos = bone.getPosition();
  93323. if (bone.getAbsoluteTransform().determinant() > 0) {
  93324. this._rightHandedSystem = true;
  93325. this._bendAxis.x = 0;
  93326. this._bendAxis.y = 0;
  93327. this._bendAxis.z = -1;
  93328. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93329. this._adjustRoll = Math.PI * .5;
  93330. this._bendAxis.z = 1;
  93331. }
  93332. }
  93333. if (this._bone1.length) {
  93334. var boneScale1 = this._bone1.getScale();
  93335. var boneScale2 = this._bone2.getScale();
  93336. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93337. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93338. }
  93339. else if (this._bone1.children[0]) {
  93340. mesh.computeWorldMatrix(true);
  93341. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93342. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93343. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93344. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93345. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93346. }
  93347. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93348. this.maxAngle = Math.PI;
  93349. if (options) {
  93350. if (options.targetMesh) {
  93351. this.targetMesh = options.targetMesh;
  93352. this.targetMesh.computeWorldMatrix(true);
  93353. }
  93354. if (options.poleTargetMesh) {
  93355. this.poleTargetMesh = options.poleTargetMesh;
  93356. this.poleTargetMesh.computeWorldMatrix(true);
  93357. }
  93358. else if (options.poleTargetBone) {
  93359. this.poleTargetBone = options.poleTargetBone;
  93360. }
  93361. else if (this._bone1.getParent()) {
  93362. this.poleTargetBone = this._bone1.getParent();
  93363. }
  93364. if (options.poleTargetLocalOffset) {
  93365. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93366. }
  93367. if (options.poleAngle) {
  93368. this.poleAngle = options.poleAngle;
  93369. }
  93370. if (options.bendAxis) {
  93371. this._bendAxis.copyFrom(options.bendAxis);
  93372. }
  93373. if (options.maxAngle) {
  93374. this.maxAngle = options.maxAngle;
  93375. }
  93376. if (options.slerpAmount) {
  93377. this.slerpAmount = options.slerpAmount;
  93378. }
  93379. }
  93380. }
  93381. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93382. /**
  93383. * Gets or sets maximum allowed angle
  93384. */
  93385. get: function () {
  93386. return this._maxAngle;
  93387. },
  93388. set: function (value) {
  93389. this._setMaxAngle(value);
  93390. },
  93391. enumerable: true,
  93392. configurable: true
  93393. });
  93394. BoneIKController.prototype._setMaxAngle = function (ang) {
  93395. if (ang < 0) {
  93396. ang = 0;
  93397. }
  93398. if (ang > Math.PI || ang == undefined) {
  93399. ang = Math.PI;
  93400. }
  93401. this._maxAngle = ang;
  93402. var a = this._bone1Length;
  93403. var b = this._bone2Length;
  93404. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93405. };
  93406. /**
  93407. * Force the controller to update the bones
  93408. */
  93409. BoneIKController.prototype.update = function () {
  93410. var bone1 = this._bone1;
  93411. if (!bone1) {
  93412. return;
  93413. }
  93414. var target = this.targetPosition;
  93415. var poleTarget = this.poleTargetPosition;
  93416. var mat1 = BoneIKController._tmpMats[0];
  93417. var mat2 = BoneIKController._tmpMats[1];
  93418. if (this.targetMesh) {
  93419. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93420. }
  93421. if (this.poleTargetBone) {
  93422. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93423. }
  93424. else if (this.poleTargetMesh) {
  93425. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93426. }
  93427. var bonePos = BoneIKController._tmpVecs[0];
  93428. var zaxis = BoneIKController._tmpVecs[1];
  93429. var xaxis = BoneIKController._tmpVecs[2];
  93430. var yaxis = BoneIKController._tmpVecs[3];
  93431. var upAxis = BoneIKController._tmpVecs[4];
  93432. var _tmpQuat = BoneIKController._tmpQuat;
  93433. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93434. poleTarget.subtractToRef(bonePos, upAxis);
  93435. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93436. upAxis.y = 1;
  93437. }
  93438. else {
  93439. upAxis.normalize();
  93440. }
  93441. target.subtractToRef(bonePos, yaxis);
  93442. yaxis.normalize();
  93443. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93444. zaxis.normalize();
  93445. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93446. xaxis.normalize();
  93447. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93448. var a = this._bone1Length;
  93449. var b = this._bone2Length;
  93450. var c = BABYLON.Vector3.Distance(bonePos, target);
  93451. if (this._maxReach > 0) {
  93452. c = Math.min(this._maxReach, c);
  93453. }
  93454. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93455. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93456. if (acosa > 1) {
  93457. acosa = 1;
  93458. }
  93459. if (acosb > 1) {
  93460. acosb = 1;
  93461. }
  93462. if (acosa < -1) {
  93463. acosa = -1;
  93464. }
  93465. if (acosb < -1) {
  93466. acosb = -1;
  93467. }
  93468. var angA = Math.acos(acosa);
  93469. var angB = Math.acos(acosb);
  93470. var angC = -angA - angB;
  93471. if (this._rightHandedSystem) {
  93472. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93473. mat2.multiplyToRef(mat1, mat1);
  93474. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93475. mat2.multiplyToRef(mat1, mat1);
  93476. }
  93477. else {
  93478. var _tmpVec = BoneIKController._tmpVecs[5];
  93479. _tmpVec.copyFrom(this._bendAxis);
  93480. _tmpVec.x *= -1;
  93481. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93482. mat2.multiplyToRef(mat1, mat1);
  93483. }
  93484. if (this.poleAngle) {
  93485. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93486. mat1.multiplyToRef(mat2, mat1);
  93487. }
  93488. if (this._bone1) {
  93489. if (this.slerpAmount < 1) {
  93490. if (!this._slerping) {
  93491. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93492. }
  93493. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93494. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93495. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93496. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93497. this._slerping = true;
  93498. }
  93499. else {
  93500. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93501. this._bone1Mat.copyFrom(mat1);
  93502. this._slerping = false;
  93503. }
  93504. }
  93505. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93506. this._bone2Ang = angC;
  93507. };
  93508. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93509. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93510. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93511. return BoneIKController;
  93512. }());
  93513. BABYLON.BoneIKController = BoneIKController;
  93514. })(BABYLON || (BABYLON = {}));
  93515. //# sourceMappingURL=babylon.boneIKController.js.map
  93516. var BABYLON;
  93517. (function (BABYLON) {
  93518. /**
  93519. * Class used to make a bone look toward a point in space
  93520. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93521. */
  93522. var BoneLookController = /** @class */ (function () {
  93523. /**
  93524. * Create a BoneLookController
  93525. * @param mesh the mesh that the bone belongs to
  93526. * @param bone the bone that will be looking to the target
  93527. * @param target the target Vector3 to look at
  93528. * @param settings optional settings:
  93529. * * maxYaw: the maximum angle the bone will yaw to
  93530. * * minYaw: the minimum angle the bone will yaw to
  93531. * * maxPitch: the maximum angle the bone will pitch to
  93532. * * minPitch: the minimum angle the bone will yaw to
  93533. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93534. * * upAxis: the up axis of the coordinate system
  93535. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93536. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93537. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93538. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93539. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93540. * * adjustRoll: used to make an adjustment to the roll of the bone
  93541. **/
  93542. function BoneLookController(mesh, bone, target, options) {
  93543. /**
  93544. * The up axis of the coordinate system that is used when the bone is rotated
  93545. */
  93546. this.upAxis = BABYLON.Vector3.Up();
  93547. /**
  93548. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93549. */
  93550. this.upAxisSpace = BABYLON.Space.LOCAL;
  93551. /**
  93552. * Used to make an adjustment to the yaw of the bone
  93553. */
  93554. this.adjustYaw = 0;
  93555. /**
  93556. * Used to make an adjustment to the pitch of the bone
  93557. */
  93558. this.adjustPitch = 0;
  93559. /**
  93560. * Used to make an adjustment to the roll of the bone
  93561. */
  93562. this.adjustRoll = 0;
  93563. /**
  93564. * 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)
  93565. */
  93566. this.slerpAmount = 1;
  93567. this._boneQuat = BABYLON.Quaternion.Identity();
  93568. this._slerping = false;
  93569. this._firstFrameSkipped = false;
  93570. this._fowardAxis = BABYLON.Vector3.Forward();
  93571. this.mesh = mesh;
  93572. this.bone = bone;
  93573. this.target = target;
  93574. if (options) {
  93575. if (options.adjustYaw) {
  93576. this.adjustYaw = options.adjustYaw;
  93577. }
  93578. if (options.adjustPitch) {
  93579. this.adjustPitch = options.adjustPitch;
  93580. }
  93581. if (options.adjustRoll) {
  93582. this.adjustRoll = options.adjustRoll;
  93583. }
  93584. if (options.maxYaw != null) {
  93585. this.maxYaw = options.maxYaw;
  93586. }
  93587. else {
  93588. this.maxYaw = Math.PI;
  93589. }
  93590. if (options.minYaw != null) {
  93591. this.minYaw = options.minYaw;
  93592. }
  93593. else {
  93594. this.minYaw = -Math.PI;
  93595. }
  93596. if (options.maxPitch != null) {
  93597. this.maxPitch = options.maxPitch;
  93598. }
  93599. else {
  93600. this.maxPitch = Math.PI;
  93601. }
  93602. if (options.minPitch != null) {
  93603. this.minPitch = options.minPitch;
  93604. }
  93605. else {
  93606. this.minPitch = -Math.PI;
  93607. }
  93608. if (options.slerpAmount != null) {
  93609. this.slerpAmount = options.slerpAmount;
  93610. }
  93611. if (options.upAxis != null) {
  93612. this.upAxis = options.upAxis;
  93613. }
  93614. if (options.upAxisSpace != null) {
  93615. this.upAxisSpace = options.upAxisSpace;
  93616. }
  93617. if (options.yawAxis != null || options.pitchAxis != null) {
  93618. var newYawAxis = BABYLON.Axis.Y;
  93619. var newPitchAxis = BABYLON.Axis.X;
  93620. if (options.yawAxis != null) {
  93621. newYawAxis = options.yawAxis.clone();
  93622. newYawAxis.normalize();
  93623. }
  93624. if (options.pitchAxis != null) {
  93625. newPitchAxis = options.pitchAxis.clone();
  93626. newPitchAxis.normalize();
  93627. }
  93628. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93629. this._transformYawPitch = BABYLON.Matrix.Identity();
  93630. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93631. this._transformYawPitchInv = this._transformYawPitch.clone();
  93632. this._transformYawPitch.invert();
  93633. }
  93634. }
  93635. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93636. this.upAxisSpace = BABYLON.Space.LOCAL;
  93637. }
  93638. }
  93639. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93640. /**
  93641. * Gets or sets the minimum yaw angle that the bone can look to
  93642. */
  93643. get: function () {
  93644. return this._minYaw;
  93645. },
  93646. set: function (value) {
  93647. this._minYaw = value;
  93648. this._minYawSin = Math.sin(value);
  93649. this._minYawCos = Math.cos(value);
  93650. if (this._maxYaw != null) {
  93651. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93652. this._yawRange = this._maxYaw - this._minYaw;
  93653. }
  93654. },
  93655. enumerable: true,
  93656. configurable: true
  93657. });
  93658. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93659. /**
  93660. * Gets or sets the maximum yaw angle that the bone can look to
  93661. */
  93662. get: function () {
  93663. return this._maxYaw;
  93664. },
  93665. set: function (value) {
  93666. this._maxYaw = value;
  93667. this._maxYawSin = Math.sin(value);
  93668. this._maxYawCos = Math.cos(value);
  93669. if (this._minYaw != null) {
  93670. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93671. this._yawRange = this._maxYaw - this._minYaw;
  93672. }
  93673. },
  93674. enumerable: true,
  93675. configurable: true
  93676. });
  93677. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93678. /**
  93679. * Gets or sets the minimum pitch angle that the bone can look to
  93680. */
  93681. get: function () {
  93682. return this._minPitch;
  93683. },
  93684. set: function (value) {
  93685. this._minPitch = value;
  93686. this._minPitchTan = Math.tan(value);
  93687. },
  93688. enumerable: true,
  93689. configurable: true
  93690. });
  93691. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93692. /**
  93693. * Gets or sets the maximum pitch angle that the bone can look to
  93694. */
  93695. get: function () {
  93696. return this._maxPitch;
  93697. },
  93698. set: function (value) {
  93699. this._maxPitch = value;
  93700. this._maxPitchTan = Math.tan(value);
  93701. },
  93702. enumerable: true,
  93703. configurable: true
  93704. });
  93705. /**
  93706. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93707. */
  93708. BoneLookController.prototype.update = function () {
  93709. //skip the first frame when slerping so that the mesh rotation is correct
  93710. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93711. this._firstFrameSkipped = true;
  93712. return;
  93713. }
  93714. var bone = this.bone;
  93715. var bonePos = BoneLookController._tmpVecs[0];
  93716. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93717. var target = this.target;
  93718. var _tmpMat1 = BoneLookController._tmpMats[0];
  93719. var _tmpMat2 = BoneLookController._tmpMats[1];
  93720. var mesh = this.mesh;
  93721. var parentBone = bone.getParent();
  93722. var upAxis = BoneLookController._tmpVecs[1];
  93723. upAxis.copyFrom(this.upAxis);
  93724. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93725. if (this._transformYawPitch) {
  93726. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93727. }
  93728. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93729. }
  93730. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93731. mesh.getDirectionToRef(upAxis, upAxis);
  93732. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93733. upAxis.normalize();
  93734. }
  93735. }
  93736. var checkYaw = false;
  93737. var checkPitch = false;
  93738. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93739. checkYaw = true;
  93740. }
  93741. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93742. checkPitch = true;
  93743. }
  93744. if (checkYaw || checkPitch) {
  93745. var spaceMat = BoneLookController._tmpMats[2];
  93746. var spaceMatInv = BoneLookController._tmpMats[3];
  93747. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93748. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93749. }
  93750. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93751. spaceMat.copyFrom(mesh.getWorldMatrix());
  93752. }
  93753. else {
  93754. var forwardAxis = BoneLookController._tmpVecs[2];
  93755. forwardAxis.copyFrom(this._fowardAxis);
  93756. if (this._transformYawPitch) {
  93757. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93758. }
  93759. if (parentBone) {
  93760. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93761. }
  93762. else {
  93763. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93764. }
  93765. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93766. rightAxis.normalize();
  93767. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93768. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93769. }
  93770. spaceMat.invertToRef(spaceMatInv);
  93771. var xzlen = null;
  93772. if (checkPitch) {
  93773. var localTarget = BoneLookController._tmpVecs[3];
  93774. target.subtractToRef(bonePos, localTarget);
  93775. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93776. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93777. var pitch = Math.atan2(localTarget.y, xzlen);
  93778. var newPitch = pitch;
  93779. if (pitch > this._maxPitch) {
  93780. localTarget.y = this._maxPitchTan * xzlen;
  93781. newPitch = this._maxPitch;
  93782. }
  93783. else if (pitch < this._minPitch) {
  93784. localTarget.y = this._minPitchTan * xzlen;
  93785. newPitch = this._minPitch;
  93786. }
  93787. if (pitch != newPitch) {
  93788. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93789. localTarget.addInPlace(bonePos);
  93790. target = localTarget;
  93791. }
  93792. }
  93793. if (checkYaw) {
  93794. var localTarget = BoneLookController._tmpVecs[4];
  93795. target.subtractToRef(bonePos, localTarget);
  93796. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93797. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93798. var newYaw = yaw;
  93799. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93800. if (xzlen == null) {
  93801. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93802. }
  93803. if (this._yawRange > Math.PI) {
  93804. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93805. localTarget.z = this._maxYawCos * xzlen;
  93806. localTarget.x = this._maxYawSin * xzlen;
  93807. newYaw = this._maxYaw;
  93808. }
  93809. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93810. localTarget.z = this._minYawCos * xzlen;
  93811. localTarget.x = this._minYawSin * xzlen;
  93812. newYaw = this._minYaw;
  93813. }
  93814. }
  93815. else {
  93816. if (yaw > this._maxYaw) {
  93817. localTarget.z = this._maxYawCos * xzlen;
  93818. localTarget.x = this._maxYawSin * xzlen;
  93819. newYaw = this._maxYaw;
  93820. }
  93821. else if (yaw < this._minYaw) {
  93822. localTarget.z = this._minYawCos * xzlen;
  93823. localTarget.x = this._minYawSin * xzlen;
  93824. newYaw = this._minYaw;
  93825. }
  93826. }
  93827. }
  93828. if (this._slerping && this._yawRange > Math.PI) {
  93829. //are we going to be crossing into the min/max region?
  93830. var boneFwd = BoneLookController._tmpVecs[8];
  93831. boneFwd.copyFrom(BABYLON.Axis.Z);
  93832. if (this._transformYawPitch) {
  93833. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93834. }
  93835. var boneRotMat = BoneLookController._tmpMats[4];
  93836. this._boneQuat.toRotationMatrix(boneRotMat);
  93837. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93838. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93839. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93840. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93841. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93842. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93843. if (angBtwTar > angBtwMidYaw) {
  93844. if (xzlen == null) {
  93845. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93846. }
  93847. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93848. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93849. if (angBtwMin < angBtwMax) {
  93850. newYaw = boneYaw + Math.PI * .75;
  93851. localTarget.z = Math.cos(newYaw) * xzlen;
  93852. localTarget.x = Math.sin(newYaw) * xzlen;
  93853. }
  93854. else {
  93855. newYaw = boneYaw - Math.PI * .75;
  93856. localTarget.z = Math.cos(newYaw) * xzlen;
  93857. localTarget.x = Math.sin(newYaw) * xzlen;
  93858. }
  93859. }
  93860. }
  93861. if (yaw != newYaw) {
  93862. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93863. localTarget.addInPlace(bonePos);
  93864. target = localTarget;
  93865. }
  93866. }
  93867. }
  93868. var zaxis = BoneLookController._tmpVecs[5];
  93869. var xaxis = BoneLookController._tmpVecs[6];
  93870. var yaxis = BoneLookController._tmpVecs[7];
  93871. var _tmpQuat = BoneLookController._tmpQuat;
  93872. target.subtractToRef(bonePos, zaxis);
  93873. zaxis.normalize();
  93874. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93875. xaxis.normalize();
  93876. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93877. yaxis.normalize();
  93878. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93879. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93880. return;
  93881. }
  93882. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93883. return;
  93884. }
  93885. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93886. return;
  93887. }
  93888. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93889. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93890. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93891. }
  93892. if (this.slerpAmount < 1) {
  93893. if (!this._slerping) {
  93894. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93895. }
  93896. if (this._transformYawPitch) {
  93897. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93898. }
  93899. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93900. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93901. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93902. this._slerping = true;
  93903. }
  93904. else {
  93905. if (this._transformYawPitch) {
  93906. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93907. }
  93908. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93909. this._slerping = false;
  93910. }
  93911. };
  93912. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93913. var angDiff = ang2 - ang1;
  93914. angDiff %= Math.PI * 2;
  93915. if (angDiff > Math.PI) {
  93916. angDiff -= Math.PI * 2;
  93917. }
  93918. else if (angDiff < -Math.PI) {
  93919. angDiff += Math.PI * 2;
  93920. }
  93921. return angDiff;
  93922. };
  93923. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93924. ang1 %= (2 * Math.PI);
  93925. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93926. ang2 %= (2 * Math.PI);
  93927. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93928. var ab = 0;
  93929. if (ang1 < ang2) {
  93930. ab = ang2 - ang1;
  93931. }
  93932. else {
  93933. ab = ang1 - ang2;
  93934. }
  93935. if (ab > Math.PI) {
  93936. ab = Math.PI * 2 - ab;
  93937. }
  93938. return ab;
  93939. };
  93940. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93941. ang %= (2 * Math.PI);
  93942. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93943. ang1 %= (2 * Math.PI);
  93944. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93945. ang2 %= (2 * Math.PI);
  93946. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93947. if (ang1 < ang2) {
  93948. if (ang > ang1 && ang < ang2) {
  93949. return true;
  93950. }
  93951. }
  93952. else {
  93953. if (ang > ang2 && ang < ang1) {
  93954. return true;
  93955. }
  93956. }
  93957. return false;
  93958. };
  93959. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93960. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93961. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93962. return BoneLookController;
  93963. }());
  93964. BABYLON.BoneLookController = BoneLookController;
  93965. })(BABYLON || (BABYLON = {}));
  93966. //# sourceMappingURL=babylon.boneLookController.js.map
  93967. var BABYLON;
  93968. (function (BABYLON) {
  93969. /**
  93970. * Class used to handle skinning animations
  93971. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93972. */
  93973. var Skeleton = /** @class */ (function () {
  93974. /**
  93975. * Creates a new skeleton
  93976. * @param name defines the skeleton name
  93977. * @param id defines the skeleton Id
  93978. * @param scene defines the hosting scene
  93979. */
  93980. function Skeleton(
  93981. /** defines the skeleton name */
  93982. name,
  93983. /** defines the skeleton Id */
  93984. id, scene) {
  93985. this.name = name;
  93986. this.id = id;
  93987. /**
  93988. * Defines the list of child bones
  93989. */
  93990. this.bones = new Array();
  93991. /**
  93992. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93993. */
  93994. this.needInitialSkinMatrix = false;
  93995. /**
  93996. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  93997. */
  93998. this.overrideMesh = null;
  93999. this._isDirty = true;
  94000. this._meshesWithPoseMatrix = new Array();
  94001. this._identity = BABYLON.Matrix.Identity();
  94002. this._ranges = {};
  94003. this._lastAbsoluteTransformsUpdateId = -1;
  94004. this._canUseTextureForBones = false;
  94005. /** @hidden */
  94006. this._numBonesWithLinkedTransformNode = 0;
  94007. /**
  94008. * Specifies if the skeleton should be serialized
  94009. */
  94010. this.doNotSerialize = false;
  94011. /**
  94012. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  94013. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  94014. */
  94015. this.useTextureToStoreBoneMatrices = true;
  94016. this._animationPropertiesOverride = null;
  94017. // Events
  94018. /**
  94019. * An observable triggered before computing the skeleton's matrices
  94020. */
  94021. this.onBeforeComputeObservable = new BABYLON.Observable();
  94022. this.bones = [];
  94023. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  94024. this._scene.skeletons.push(this);
  94025. //make sure it will recalculate the matrix next time prepare is called.
  94026. this._isDirty = true;
  94027. var engineCaps = this._scene.getEngine().getCaps();
  94028. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  94029. }
  94030. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  94031. /**
  94032. * Gets or sets the animation properties override
  94033. */
  94034. get: function () {
  94035. if (!this._animationPropertiesOverride) {
  94036. return this._scene.animationPropertiesOverride;
  94037. }
  94038. return this._animationPropertiesOverride;
  94039. },
  94040. set: function (value) {
  94041. this._animationPropertiesOverride = value;
  94042. },
  94043. enumerable: true,
  94044. configurable: true
  94045. });
  94046. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  94047. /**
  94048. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  94049. */
  94050. get: function () {
  94051. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  94052. },
  94053. enumerable: true,
  94054. configurable: true
  94055. });
  94056. // Members
  94057. /**
  94058. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  94059. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  94060. * @returns a Float32Array containing matrices data
  94061. */
  94062. Skeleton.prototype.getTransformMatrices = function (mesh) {
  94063. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  94064. return mesh._bonesTransformMatrices;
  94065. }
  94066. if (!this._transformMatrices) {
  94067. this.prepare();
  94068. }
  94069. return this._transformMatrices;
  94070. };
  94071. /**
  94072. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  94073. * @returns a raw texture containing the data
  94074. */
  94075. Skeleton.prototype.getTransformMatrixTexture = function () {
  94076. return this._transformMatrixTexture;
  94077. };
  94078. /**
  94079. * Gets the current hosting scene
  94080. * @returns a scene object
  94081. */
  94082. Skeleton.prototype.getScene = function () {
  94083. return this._scene;
  94084. };
  94085. // Methods
  94086. /**
  94087. * Gets a string representing the current skeleton data
  94088. * @param fullDetails defines a boolean indicating if we want a verbose version
  94089. * @returns a string representing the current skeleton data
  94090. */
  94091. Skeleton.prototype.toString = function (fullDetails) {
  94092. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  94093. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  94094. if (fullDetails) {
  94095. ret += ", Ranges: {";
  94096. var first = true;
  94097. for (var name_1 in this._ranges) {
  94098. if (first) {
  94099. ret += ", ";
  94100. first = false;
  94101. }
  94102. ret += name_1;
  94103. }
  94104. ret += "}";
  94105. }
  94106. return ret;
  94107. };
  94108. /**
  94109. * Get bone's index searching by name
  94110. * @param name defines bone's name to search for
  94111. * @return the indice of the bone. Returns -1 if not found
  94112. */
  94113. Skeleton.prototype.getBoneIndexByName = function (name) {
  94114. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  94115. if (this.bones[boneIndex].name === name) {
  94116. return boneIndex;
  94117. }
  94118. }
  94119. return -1;
  94120. };
  94121. /**
  94122. * Creater a new animation range
  94123. * @param name defines the name of the range
  94124. * @param from defines the start key
  94125. * @param to defines the end key
  94126. */
  94127. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  94128. // check name not already in use
  94129. if (!this._ranges[name]) {
  94130. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  94131. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94132. if (this.bones[i].animations[0]) {
  94133. this.bones[i].animations[0].createRange(name, from, to);
  94134. }
  94135. }
  94136. }
  94137. };
  94138. /**
  94139. * Delete a specific animation range
  94140. * @param name defines the name of the range
  94141. * @param deleteFrames defines if frames must be removed as well
  94142. */
  94143. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  94144. if (deleteFrames === void 0) { deleteFrames = true; }
  94145. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94146. if (this.bones[i].animations[0]) {
  94147. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  94148. }
  94149. }
  94150. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  94151. };
  94152. /**
  94153. * Gets a specific animation range
  94154. * @param name defines the name of the range to look for
  94155. * @returns the requested animation range or null if not found
  94156. */
  94157. Skeleton.prototype.getAnimationRange = function (name) {
  94158. return this._ranges[name];
  94159. };
  94160. /**
  94161. * Gets the list of all animation ranges defined on this skeleton
  94162. * @returns an array
  94163. */
  94164. Skeleton.prototype.getAnimationRanges = function () {
  94165. var animationRanges = [];
  94166. var name;
  94167. var i = 0;
  94168. for (name in this._ranges) {
  94169. animationRanges[i] = this._ranges[name];
  94170. i++;
  94171. }
  94172. return animationRanges;
  94173. };
  94174. /**
  94175. * Copy animation range from a source skeleton.
  94176. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  94177. * @param source defines the source skeleton
  94178. * @param name defines the name of the range to copy
  94179. * @param rescaleAsRequired defines if rescaling must be applied if required
  94180. * @returns true if operation was successful
  94181. */
  94182. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  94183. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  94184. if (this._ranges[name] || !source.getAnimationRange(name)) {
  94185. return false;
  94186. }
  94187. var ret = true;
  94188. var frameOffset = this._getHighestAnimationFrame() + 1;
  94189. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  94190. var boneDict = {};
  94191. var sourceBones = source.bones;
  94192. var nBones;
  94193. var i;
  94194. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  94195. boneDict[sourceBones[i].name] = sourceBones[i];
  94196. }
  94197. if (this.bones.length !== sourceBones.length) {
  94198. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  94199. ret = false;
  94200. }
  94201. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  94202. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  94203. var boneName = this.bones[i].name;
  94204. var sourceBone = boneDict[boneName];
  94205. if (sourceBone) {
  94206. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  94207. }
  94208. else {
  94209. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  94210. ret = false;
  94211. }
  94212. }
  94213. // do not call createAnimationRange(), since it also is done to bones, which was already done
  94214. var range = source.getAnimationRange(name);
  94215. if (range) {
  94216. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  94217. }
  94218. return ret;
  94219. };
  94220. /**
  94221. * Forces the skeleton to go to rest pose
  94222. */
  94223. Skeleton.prototype.returnToRest = function () {
  94224. for (var index = 0; index < this.bones.length; index++) {
  94225. this.bones[index].returnToRest();
  94226. }
  94227. };
  94228. Skeleton.prototype._getHighestAnimationFrame = function () {
  94229. var ret = 0;
  94230. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94231. if (this.bones[i].animations[0]) {
  94232. var highest = this.bones[i].animations[0].getHighestFrame();
  94233. if (ret < highest) {
  94234. ret = highest;
  94235. }
  94236. }
  94237. }
  94238. return ret;
  94239. };
  94240. /**
  94241. * Begin a specific animation range
  94242. * @param name defines the name of the range to start
  94243. * @param loop defines if looping must be turned on (false by default)
  94244. * @param speedRatio defines the speed ratio to apply (1 by default)
  94245. * @param onAnimationEnd defines a callback which will be called when animation will end
  94246. * @returns a new animatable
  94247. */
  94248. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  94249. var range = this.getAnimationRange(name);
  94250. if (!range) {
  94251. return null;
  94252. }
  94253. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  94254. };
  94255. /** @hidden */
  94256. Skeleton.prototype._markAsDirty = function () {
  94257. this._isDirty = true;
  94258. };
  94259. /** @hidden */
  94260. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  94261. this._meshesWithPoseMatrix.push(mesh);
  94262. };
  94263. /** @hidden */
  94264. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  94265. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  94266. if (index > -1) {
  94267. this._meshesWithPoseMatrix.splice(index, 1);
  94268. }
  94269. };
  94270. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  94271. this.onBeforeComputeObservable.notifyObservers(this);
  94272. for (var index = 0; index < this.bones.length; index++) {
  94273. var bone = this.bones[index];
  94274. var parentBone = bone.getParent();
  94275. if (parentBone) {
  94276. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  94277. }
  94278. else {
  94279. if (initialSkinMatrix) {
  94280. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  94281. }
  94282. else {
  94283. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  94284. }
  94285. }
  94286. if (bone._index !== -1) {
  94287. var mappedIndex = bone._index === null ? index : bone._index;
  94288. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  94289. }
  94290. }
  94291. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  94292. };
  94293. /**
  94294. * Build all resources required to render a skeleton
  94295. */
  94296. Skeleton.prototype.prepare = function () {
  94297. // Update the local matrix of bones with linked transform nodes.
  94298. if (this._numBonesWithLinkedTransformNode > 0) {
  94299. for (var _i = 0, _a = this.bones; _i < _a.length; _i++) {
  94300. var bone_1 = _a[_i];
  94301. if (bone_1._linkedTransformNode) {
  94302. // Computing the world matrix also computes the local matrix.
  94303. bone_1._linkedTransformNode.computeWorldMatrix();
  94304. bone_1._matrix = bone_1._linkedTransformNode._localMatrix;
  94305. bone_1.markAsDirty();
  94306. }
  94307. }
  94308. }
  94309. if (!this._isDirty) {
  94310. return;
  94311. }
  94312. if (this.needInitialSkinMatrix) {
  94313. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94314. var mesh = this._meshesWithPoseMatrix[index];
  94315. var poseMatrix = mesh.getPoseMatrix();
  94316. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94317. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94318. }
  94319. if (this._synchronizedWithMesh !== mesh) {
  94320. this._synchronizedWithMesh = mesh;
  94321. // Prepare bones
  94322. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94323. var bone = this.bones[boneIndex];
  94324. if (!bone.getParent()) {
  94325. var matrix = bone.getBaseMatrix();
  94326. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94327. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94328. }
  94329. }
  94330. }
  94331. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94332. }
  94333. }
  94334. else {
  94335. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94336. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94337. if (this.isUsingTextureForMatrices) {
  94338. if (this._transformMatrixTexture) {
  94339. this._transformMatrixTexture.dispose();
  94340. }
  94341. 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);
  94342. }
  94343. }
  94344. this._computeTransformMatrices(this._transformMatrices, null);
  94345. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94346. this._transformMatrixTexture.update(this._transformMatrices);
  94347. }
  94348. }
  94349. this._isDirty = false;
  94350. this._scene._activeBones.addCount(this.bones.length, false);
  94351. };
  94352. /**
  94353. * Gets the list of animatables currently running for this skeleton
  94354. * @returns an array of animatables
  94355. */
  94356. Skeleton.prototype.getAnimatables = function () {
  94357. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94358. this._animatables = [];
  94359. for (var index = 0; index < this.bones.length; index++) {
  94360. this._animatables.push(this.bones[index]);
  94361. }
  94362. }
  94363. return this._animatables;
  94364. };
  94365. /**
  94366. * Clone the current skeleton
  94367. * @param name defines the name of the new skeleton
  94368. * @param id defines the id of the enw skeleton
  94369. * @returns the new skeleton
  94370. */
  94371. Skeleton.prototype.clone = function (name, id) {
  94372. var result = new Skeleton(name, id || name, this._scene);
  94373. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94374. for (var index = 0; index < this.bones.length; index++) {
  94375. var source = this.bones[index];
  94376. var parentBone = null;
  94377. var parent_1 = source.getParent();
  94378. if (parent_1) {
  94379. var parentIndex = this.bones.indexOf(parent_1);
  94380. parentBone = result.bones[parentIndex];
  94381. }
  94382. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94383. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94384. }
  94385. if (this._ranges) {
  94386. result._ranges = {};
  94387. for (var rangeName in this._ranges) {
  94388. var range = this._ranges[rangeName];
  94389. if (range) {
  94390. result._ranges[rangeName] = range.clone();
  94391. }
  94392. }
  94393. }
  94394. this._isDirty = true;
  94395. return result;
  94396. };
  94397. /**
  94398. * Enable animation blending for this skeleton
  94399. * @param blendingSpeed defines the blending speed to apply
  94400. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94401. */
  94402. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94403. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94404. this.bones.forEach(function (bone) {
  94405. bone.animations.forEach(function (animation) {
  94406. animation.enableBlending = true;
  94407. animation.blendingSpeed = blendingSpeed;
  94408. });
  94409. });
  94410. };
  94411. /**
  94412. * Releases all resources associated with the current skeleton
  94413. */
  94414. Skeleton.prototype.dispose = function () {
  94415. this._meshesWithPoseMatrix = [];
  94416. // Animations
  94417. this.getScene().stopAnimation(this);
  94418. // Remove from scene
  94419. this.getScene().removeSkeleton(this);
  94420. if (this._transformMatrixTexture) {
  94421. this._transformMatrixTexture.dispose();
  94422. this._transformMatrixTexture = null;
  94423. }
  94424. };
  94425. /**
  94426. * Serialize the skeleton in a JSON object
  94427. * @returns a JSON object
  94428. */
  94429. Skeleton.prototype.serialize = function () {
  94430. var serializationObject = {};
  94431. serializationObject.name = this.name;
  94432. serializationObject.id = this.id;
  94433. if (this.dimensionsAtRest) {
  94434. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94435. }
  94436. serializationObject.bones = [];
  94437. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94438. for (var index = 0; index < this.bones.length; index++) {
  94439. var bone = this.bones[index];
  94440. var parent_2 = bone.getParent();
  94441. var serializedBone = {
  94442. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94443. name: bone.name,
  94444. matrix: bone.getBaseMatrix().toArray(),
  94445. rest: bone.getRestPose().toArray()
  94446. };
  94447. serializationObject.bones.push(serializedBone);
  94448. if (bone.length) {
  94449. serializedBone.length = bone.length;
  94450. }
  94451. if (bone.metadata) {
  94452. serializedBone.metadata = bone.metadata;
  94453. }
  94454. if (bone.animations && bone.animations.length > 0) {
  94455. serializedBone.animation = bone.animations[0].serialize();
  94456. }
  94457. serializationObject.ranges = [];
  94458. for (var name in this._ranges) {
  94459. var source = this._ranges[name];
  94460. if (!source) {
  94461. continue;
  94462. }
  94463. var range = {};
  94464. range.name = name;
  94465. range.from = source.from;
  94466. range.to = source.to;
  94467. serializationObject.ranges.push(range);
  94468. }
  94469. }
  94470. return serializationObject;
  94471. };
  94472. /**
  94473. * Creates a new skeleton from serialized data
  94474. * @param parsedSkeleton defines the serialized data
  94475. * @param scene defines the hosting scene
  94476. * @returns a new skeleton
  94477. */
  94478. Skeleton.Parse = function (parsedSkeleton, scene) {
  94479. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94480. if (parsedSkeleton.dimensionsAtRest) {
  94481. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94482. }
  94483. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94484. var index;
  94485. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94486. var parsedBone = parsedSkeleton.bones[index];
  94487. var parentBone = null;
  94488. if (parsedBone.parentBoneIndex > -1) {
  94489. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94490. }
  94491. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94492. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94493. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94494. bone.id = parsedBone.id;
  94495. }
  94496. if (parsedBone.length) {
  94497. bone.length = parsedBone.length;
  94498. }
  94499. if (parsedBone.metadata) {
  94500. bone.metadata = parsedBone.metadata;
  94501. }
  94502. if (parsedBone.animation) {
  94503. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94504. }
  94505. }
  94506. // placed after bones, so createAnimationRange can cascade down
  94507. if (parsedSkeleton.ranges) {
  94508. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94509. var data = parsedSkeleton.ranges[index];
  94510. skeleton.createAnimationRange(data.name, data.from, data.to);
  94511. }
  94512. }
  94513. return skeleton;
  94514. };
  94515. /**
  94516. * Compute all node absolute transforms
  94517. * @param forceUpdate defines if computation must be done even if cache is up to date
  94518. */
  94519. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94520. if (forceUpdate === void 0) { forceUpdate = false; }
  94521. var renderId = this._scene.getRenderId();
  94522. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94523. this.bones[0].computeAbsoluteTransforms();
  94524. this._lastAbsoluteTransformsUpdateId = renderId;
  94525. }
  94526. };
  94527. /**
  94528. * Gets the root pose matrix
  94529. * @returns a matrix
  94530. */
  94531. Skeleton.prototype.getPoseMatrix = function () {
  94532. var poseMatrix = null;
  94533. if (this._meshesWithPoseMatrix.length > 0) {
  94534. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94535. }
  94536. return poseMatrix;
  94537. };
  94538. /**
  94539. * Sorts bones per internal index
  94540. */
  94541. Skeleton.prototype.sortBones = function () {
  94542. var bones = new Array();
  94543. var visited = new Array(this.bones.length);
  94544. for (var index = 0; index < this.bones.length; index++) {
  94545. this._sortBones(index, bones, visited);
  94546. }
  94547. this.bones = bones;
  94548. };
  94549. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94550. if (visited[index]) {
  94551. return;
  94552. }
  94553. visited[index] = true;
  94554. var bone = this.bones[index];
  94555. if (bone._index === undefined) {
  94556. bone._index = index;
  94557. }
  94558. var parentBone = bone.getParent();
  94559. if (parentBone) {
  94560. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94561. }
  94562. bones.push(bone);
  94563. };
  94564. return Skeleton;
  94565. }());
  94566. BABYLON.Skeleton = Skeleton;
  94567. })(BABYLON || (BABYLON = {}));
  94568. //# sourceMappingURL=babylon.skeleton.js.map
  94569. var BABYLON;
  94570. (function (BABYLON) {
  94571. /**
  94572. * This groups tools to convert HDR texture to native colors array.
  94573. */
  94574. var HDRTools = /** @class */ (function () {
  94575. function HDRTools() {
  94576. }
  94577. HDRTools.Ldexp = function (mantissa, exponent) {
  94578. if (exponent > 1023) {
  94579. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94580. }
  94581. if (exponent < -1074) {
  94582. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94583. }
  94584. return mantissa * Math.pow(2, exponent);
  94585. };
  94586. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94587. if (exponent > 0) { /*nonzero pixel*/
  94588. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94589. float32array[index + 0] = red * exponent;
  94590. float32array[index + 1] = green * exponent;
  94591. float32array[index + 2] = blue * exponent;
  94592. }
  94593. else {
  94594. float32array[index + 0] = 0;
  94595. float32array[index + 1] = 0;
  94596. float32array[index + 2] = 0;
  94597. }
  94598. };
  94599. HDRTools.readStringLine = function (uint8array, startIndex) {
  94600. var line = "";
  94601. var character = "";
  94602. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94603. character = String.fromCharCode(uint8array[i]);
  94604. if (character == "\n") {
  94605. break;
  94606. }
  94607. line += character;
  94608. }
  94609. return line;
  94610. };
  94611. /**
  94612. * Reads header information from an RGBE texture stored in a native array.
  94613. * More information on this format are available here:
  94614. * https://en.wikipedia.org/wiki/RGBE_image_format
  94615. *
  94616. * @param uint8array The binary file stored in native array.
  94617. * @return The header information.
  94618. */
  94619. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94620. var height = 0;
  94621. var width = 0;
  94622. var line = this.readStringLine(uint8array, 0);
  94623. if (line[0] != '#' || line[1] != '?') {
  94624. throw "Bad HDR Format.";
  94625. }
  94626. var endOfHeader = false;
  94627. var findFormat = false;
  94628. var lineIndex = 0;
  94629. do {
  94630. lineIndex += (line.length + 1);
  94631. line = this.readStringLine(uint8array, lineIndex);
  94632. if (line == "FORMAT=32-bit_rle_rgbe") {
  94633. findFormat = true;
  94634. }
  94635. else if (line.length == 0) {
  94636. endOfHeader = true;
  94637. }
  94638. } while (!endOfHeader);
  94639. if (!findFormat) {
  94640. throw "HDR Bad header format, unsupported FORMAT";
  94641. }
  94642. lineIndex += (line.length + 1);
  94643. line = this.readStringLine(uint8array, lineIndex);
  94644. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94645. var match = sizeRegexp.exec(line);
  94646. // TODO. Support +Y and -X if needed.
  94647. if (!match || match.length < 3) {
  94648. throw "HDR Bad header format, no size";
  94649. }
  94650. width = parseInt(match[2]);
  94651. height = parseInt(match[1]);
  94652. if (width < 8 || width > 0x7fff) {
  94653. throw "HDR Bad header format, unsupported size";
  94654. }
  94655. lineIndex += (line.length + 1);
  94656. return {
  94657. height: height,
  94658. width: width,
  94659. dataPosition: lineIndex
  94660. };
  94661. };
  94662. /**
  94663. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94664. * This RGBE texture needs to store the information as a panorama.
  94665. *
  94666. * More information on this format are available here:
  94667. * https://en.wikipedia.org/wiki/RGBE_image_format
  94668. *
  94669. * @param buffer The binary file stored in an array buffer.
  94670. * @param size The expected size of the extracted cubemap.
  94671. * @return The Cube Map information.
  94672. */
  94673. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94674. var uint8array = new Uint8Array(buffer);
  94675. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94676. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94677. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94678. return cubeMapData;
  94679. };
  94680. /**
  94681. * Returns the pixels data extracted from an RGBE texture.
  94682. * This pixels will be stored left to right up to down in the R G B order in one array.
  94683. *
  94684. * More information on this format are available here:
  94685. * https://en.wikipedia.org/wiki/RGBE_image_format
  94686. *
  94687. * @param uint8array The binary file stored in an array buffer.
  94688. * @param hdrInfo The header information of the file.
  94689. * @return The pixels data in RGB right to left up to down order.
  94690. */
  94691. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94692. // Keep for multi format supports.
  94693. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94694. };
  94695. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94696. var num_scanlines = hdrInfo.height;
  94697. var scanline_width = hdrInfo.width;
  94698. var a, b, c, d, count;
  94699. var dataIndex = hdrInfo.dataPosition;
  94700. var index = 0, endIndex = 0, i = 0;
  94701. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94702. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94703. // 3 channels of 4 bytes per pixel in float.
  94704. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94705. var resultArray = new Float32Array(resultBuffer);
  94706. // read in each successive scanline
  94707. while (num_scanlines > 0) {
  94708. a = uint8array[dataIndex++];
  94709. b = uint8array[dataIndex++];
  94710. c = uint8array[dataIndex++];
  94711. d = uint8array[dataIndex++];
  94712. if (a != 2 || b != 2 || (c & 0x80)) {
  94713. // this file is not run length encoded
  94714. throw "HDR Bad header format, not RLE";
  94715. }
  94716. if (((c << 8) | d) != scanline_width) {
  94717. throw "HDR Bad header format, wrong scan line width";
  94718. }
  94719. index = 0;
  94720. // read each of the four channels for the scanline into the buffer
  94721. for (i = 0; i < 4; i++) {
  94722. endIndex = (i + 1) * scanline_width;
  94723. while (index < endIndex) {
  94724. a = uint8array[dataIndex++];
  94725. b = uint8array[dataIndex++];
  94726. if (a > 128) {
  94727. // a run of the same value
  94728. count = a - 128;
  94729. if ((count == 0) || (count > endIndex - index)) {
  94730. throw "HDR Bad Format, bad scanline data (run)";
  94731. }
  94732. while (count-- > 0) {
  94733. scanLineArray[index++] = b;
  94734. }
  94735. }
  94736. else {
  94737. // a non-run
  94738. count = a;
  94739. if ((count == 0) || (count > endIndex - index)) {
  94740. throw "HDR Bad Format, bad scanline data (non-run)";
  94741. }
  94742. scanLineArray[index++] = b;
  94743. if (--count > 0) {
  94744. for (var j = 0; j < count; j++) {
  94745. scanLineArray[index++] = uint8array[dataIndex++];
  94746. }
  94747. }
  94748. }
  94749. }
  94750. }
  94751. // now convert data from buffer into floats
  94752. for (i = 0; i < scanline_width; i++) {
  94753. a = scanLineArray[i];
  94754. b = scanLineArray[i + scanline_width];
  94755. c = scanLineArray[i + 2 * scanline_width];
  94756. d = scanLineArray[i + 3 * scanline_width];
  94757. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94758. }
  94759. num_scanlines--;
  94760. }
  94761. return resultArray;
  94762. };
  94763. return HDRTools;
  94764. }());
  94765. BABYLON.HDRTools = HDRTools;
  94766. })(BABYLON || (BABYLON = {}));
  94767. //# sourceMappingURL=babylon.hdr.js.map
  94768. var BABYLON;
  94769. (function (BABYLON) {
  94770. /**
  94771. * This represents a texture coming from an HDR input.
  94772. *
  94773. * The only supported format is currently panorama picture stored in RGBE format.
  94774. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94775. */
  94776. var HDRCubeTexture = /** @class */ (function (_super) {
  94777. __extends(HDRCubeTexture, _super);
  94778. /**
  94779. * Instantiates an HDRTexture from the following parameters.
  94780. *
  94781. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94782. * @param scene The scene the texture will be used in
  94783. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94784. * @param noMipmap Forces to not generate the mipmap if true
  94785. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94786. * @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)
  94787. * @param reserved Reserved flag for internal use.
  94788. */
  94789. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94790. if (noMipmap === void 0) { noMipmap = false; }
  94791. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94792. if (gammaSpace === void 0) { gammaSpace = false; }
  94793. if (reserved === void 0) { reserved = false; }
  94794. if (onLoad === void 0) { onLoad = null; }
  94795. if (onError === void 0) { onError = null; }
  94796. var _this = _super.call(this, scene) || this;
  94797. _this._generateHarmonics = true;
  94798. _this._onLoad = null;
  94799. _this._onError = null;
  94800. /**
  94801. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94802. */
  94803. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94804. _this._isBlocking = true;
  94805. _this._rotationY = 0;
  94806. /**
  94807. * Gets or sets the center of the bounding box associated with the cube texture
  94808. * It must define where the camera used to render the texture was set
  94809. */
  94810. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94811. if (!url) {
  94812. return _this;
  94813. }
  94814. _this.name = url;
  94815. _this.url = url;
  94816. _this.hasAlpha = false;
  94817. _this.isCube = true;
  94818. _this._textureMatrix = BABYLON.Matrix.Identity();
  94819. _this._onLoad = onLoad;
  94820. _this._onError = onError;
  94821. _this.gammaSpace = gammaSpace;
  94822. _this._noMipmap = noMipmap;
  94823. _this._size = size;
  94824. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94825. if (!_this._texture) {
  94826. if (!scene.useDelayedTextureLoading) {
  94827. _this.loadTexture();
  94828. }
  94829. else {
  94830. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94831. }
  94832. }
  94833. return _this;
  94834. }
  94835. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94836. /**
  94837. * Gets wether or not the texture is blocking during loading.
  94838. */
  94839. get: function () {
  94840. return this._isBlocking;
  94841. },
  94842. /**
  94843. * Sets wether or not the texture is blocking during loading.
  94844. */
  94845. set: function (value) {
  94846. this._isBlocking = value;
  94847. },
  94848. enumerable: true,
  94849. configurable: true
  94850. });
  94851. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94852. /**
  94853. * Gets texture matrix rotation angle around Y axis radians.
  94854. */
  94855. get: function () {
  94856. return this._rotationY;
  94857. },
  94858. /**
  94859. * Sets texture matrix rotation angle around Y axis in radians.
  94860. */
  94861. set: function (value) {
  94862. this._rotationY = value;
  94863. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94864. },
  94865. enumerable: true,
  94866. configurable: true
  94867. });
  94868. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94869. get: function () {
  94870. return this._boundingBoxSize;
  94871. },
  94872. /**
  94873. * Gets or sets the size of the bounding box associated with the cube texture
  94874. * When defined, the cubemap will switch to local mode
  94875. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94876. * @example https://www.babylonjs-playground.com/#RNASML
  94877. */
  94878. set: function (value) {
  94879. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94880. return;
  94881. }
  94882. this._boundingBoxSize = value;
  94883. var scene = this.getScene();
  94884. if (scene) {
  94885. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94886. }
  94887. },
  94888. enumerable: true,
  94889. configurable: true
  94890. });
  94891. /**
  94892. * Get the current class name of the texture useful for serialization or dynamic coding.
  94893. * @returns "HDRCubeTexture"
  94894. */
  94895. HDRCubeTexture.prototype.getClassName = function () {
  94896. return "HDRCubeTexture";
  94897. };
  94898. /**
  94899. * Occurs when the file is raw .hdr file.
  94900. */
  94901. HDRCubeTexture.prototype.loadTexture = function () {
  94902. var _this = this;
  94903. var callback = function (buffer) {
  94904. _this.lodGenerationOffset = 0.0;
  94905. _this.lodGenerationScale = 0.8;
  94906. var scene = _this.getScene();
  94907. if (!scene) {
  94908. return null;
  94909. }
  94910. // Extract the raw linear data.
  94911. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94912. // Generate harmonics if needed.
  94913. if (_this._generateHarmonics) {
  94914. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94915. _this.sphericalPolynomial = sphericalPolynomial;
  94916. }
  94917. var results = [];
  94918. var byteArray = null;
  94919. // Push each faces.
  94920. for (var j = 0; j < 6; j++) {
  94921. // Create uintarray fallback.
  94922. if (!scene.getEngine().getCaps().textureFloat) {
  94923. // 3 channels of 1 bytes per pixel in bytes.
  94924. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94925. byteArray = new Uint8Array(byteBuffer);
  94926. }
  94927. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94928. // If special cases.
  94929. if (_this.gammaSpace || byteArray) {
  94930. for (var i = 0; i < _this._size * _this._size; i++) {
  94931. // Put in gamma space if requested.
  94932. if (_this.gammaSpace) {
  94933. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94934. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94935. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94936. }
  94937. // Convert to int texture for fallback.
  94938. if (byteArray) {
  94939. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94940. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94941. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94942. // May use luminance instead if the result is not accurate.
  94943. var max = Math.max(Math.max(r, g), b);
  94944. if (max > 255) {
  94945. var scale = 255 / max;
  94946. r *= scale;
  94947. g *= scale;
  94948. b *= scale;
  94949. }
  94950. byteArray[(i * 3) + 0] = r;
  94951. byteArray[(i * 3) + 1] = g;
  94952. byteArray[(i * 3) + 2] = b;
  94953. }
  94954. }
  94955. }
  94956. if (byteArray) {
  94957. results.push(byteArray);
  94958. }
  94959. else {
  94960. results.push(dataFace);
  94961. }
  94962. }
  94963. return results;
  94964. };
  94965. var scene = this.getScene();
  94966. if (scene) {
  94967. 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);
  94968. }
  94969. };
  94970. HDRCubeTexture.prototype.clone = function () {
  94971. var scene = this.getScene();
  94972. if (!scene) {
  94973. return this;
  94974. }
  94975. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94976. // Base texture
  94977. newTexture.level = this.level;
  94978. newTexture.wrapU = this.wrapU;
  94979. newTexture.wrapV = this.wrapV;
  94980. newTexture.coordinatesIndex = this.coordinatesIndex;
  94981. newTexture.coordinatesMode = this.coordinatesMode;
  94982. return newTexture;
  94983. };
  94984. // Methods
  94985. HDRCubeTexture.prototype.delayLoad = function () {
  94986. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94987. return;
  94988. }
  94989. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94990. this._texture = this._getFromCache(this.url, this._noMipmap);
  94991. if (!this._texture) {
  94992. this.loadTexture();
  94993. }
  94994. };
  94995. /**
  94996. * Get the texture reflection matrix used to rotate/transform the reflection.
  94997. * @returns the reflection matrix
  94998. */
  94999. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  95000. return this._textureMatrix;
  95001. };
  95002. /**
  95003. * Set the texture reflection matrix used to rotate/transform the reflection.
  95004. * @param value Define the reflection matrix to set
  95005. */
  95006. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  95007. var _this = this;
  95008. this._textureMatrix = value;
  95009. if (value.updateFlag === this._textureMatrix.updateFlag) {
  95010. return;
  95011. }
  95012. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  95013. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  95014. }
  95015. };
  95016. /**
  95017. * Parses a JSON representation of an HDR Texture in order to create the texture
  95018. * @param parsedTexture Define the JSON representation
  95019. * @param scene Define the scene the texture should be created in
  95020. * @param rootUrl Define the root url in case we need to load relative dependencies
  95021. * @returns the newly created texture after parsing
  95022. */
  95023. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  95024. var texture = null;
  95025. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  95026. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  95027. texture.name = parsedTexture.name;
  95028. texture.hasAlpha = parsedTexture.hasAlpha;
  95029. texture.level = parsedTexture.level;
  95030. texture.coordinatesMode = parsedTexture.coordinatesMode;
  95031. texture.isBlocking = parsedTexture.isBlocking;
  95032. }
  95033. if (texture) {
  95034. if (parsedTexture.boundingBoxPosition) {
  95035. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  95036. }
  95037. if (parsedTexture.boundingBoxSize) {
  95038. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  95039. }
  95040. if (parsedTexture.rotationY) {
  95041. texture.rotationY = parsedTexture.rotationY;
  95042. }
  95043. }
  95044. return texture;
  95045. };
  95046. HDRCubeTexture.prototype.serialize = function () {
  95047. if (!this.name) {
  95048. return null;
  95049. }
  95050. var serializationObject = {};
  95051. serializationObject.name = this.name;
  95052. serializationObject.hasAlpha = this.hasAlpha;
  95053. serializationObject.isCube = true;
  95054. serializationObject.level = this.level;
  95055. serializationObject.size = this._size;
  95056. serializationObject.coordinatesMode = this.coordinatesMode;
  95057. serializationObject.useInGammaSpace = this.gammaSpace;
  95058. serializationObject.generateHarmonics = this._generateHarmonics;
  95059. serializationObject.customType = "BABYLON.HDRCubeTexture";
  95060. serializationObject.noMipmap = this._noMipmap;
  95061. serializationObject.isBlocking = this._isBlocking;
  95062. serializationObject.rotationY = this._rotationY;
  95063. return serializationObject;
  95064. };
  95065. HDRCubeTexture._facesMapping = [
  95066. "right",
  95067. "left",
  95068. "up",
  95069. "down",
  95070. "front",
  95071. "back"
  95072. ];
  95073. return HDRCubeTexture;
  95074. }(BABYLON.BaseTexture));
  95075. BABYLON.HDRCubeTexture = HDRCubeTexture;
  95076. })(BABYLON || (BABYLON = {}));
  95077. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  95078. var BABYLON;
  95079. (function (BABYLON) {
  95080. /**
  95081. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  95082. */
  95083. var PanoramaToCubeMapTools = /** @class */ (function () {
  95084. function PanoramaToCubeMapTools() {
  95085. }
  95086. /**
  95087. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  95088. *
  95089. * @param float32Array The source data.
  95090. * @param inputWidth The width of the input panorama.
  95091. * @param inputHeight The height of the input panorama.
  95092. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  95093. * @return The cubemap data
  95094. */
  95095. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  95096. if (!float32Array) {
  95097. throw "ConvertPanoramaToCubemap: input cannot be null";
  95098. }
  95099. if (float32Array.length != inputWidth * inputHeight * 3) {
  95100. throw "ConvertPanoramaToCubemap: input size is wrong";
  95101. }
  95102. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  95103. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  95104. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  95105. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  95106. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  95107. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  95108. return {
  95109. front: textureFront,
  95110. back: textureBack,
  95111. left: textureLeft,
  95112. right: textureRight,
  95113. up: textureUp,
  95114. down: textureDown,
  95115. size: size,
  95116. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  95117. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  95118. gammaSpace: false,
  95119. };
  95120. };
  95121. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  95122. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  95123. var textureArray = new Float32Array(buffer);
  95124. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  95125. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  95126. var dy = 1 / texSize;
  95127. var fy = 0;
  95128. for (var y = 0; y < texSize; y++) {
  95129. var xv1 = faceData[0];
  95130. var xv2 = faceData[2];
  95131. for (var x = 0; x < texSize; x++) {
  95132. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  95133. v.normalize();
  95134. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  95135. // 3 channels per pixels
  95136. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  95137. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  95138. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  95139. xv1 = xv1.add(rotDX1);
  95140. xv2 = xv2.add(rotDX2);
  95141. }
  95142. fy += dy;
  95143. }
  95144. return textureArray;
  95145. };
  95146. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  95147. var theta = Math.atan2(vDir.z, vDir.x);
  95148. var phi = Math.acos(vDir.y);
  95149. while (theta < -Math.PI) {
  95150. theta += 2 * Math.PI;
  95151. }
  95152. while (theta > Math.PI) {
  95153. theta -= 2 * Math.PI;
  95154. }
  95155. var dx = theta / Math.PI;
  95156. var dy = phi / Math.PI;
  95157. // recenter.
  95158. dx = dx * 0.5 + 0.5;
  95159. var px = Math.round(dx * inputWidth);
  95160. if (px < 0) {
  95161. px = 0;
  95162. }
  95163. else if (px >= inputWidth) {
  95164. px = inputWidth - 1;
  95165. }
  95166. var py = Math.round(dy * inputHeight);
  95167. if (py < 0) {
  95168. py = 0;
  95169. }
  95170. else if (py >= inputHeight) {
  95171. py = inputHeight - 1;
  95172. }
  95173. var inputY = (inputHeight - py - 1);
  95174. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  95175. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  95176. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  95177. return {
  95178. r: r,
  95179. g: g,
  95180. b: b
  95181. };
  95182. };
  95183. PanoramaToCubeMapTools.FACE_FRONT = [
  95184. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95185. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95186. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95187. new BABYLON.Vector3(1.0, 1.0, -1.0)
  95188. ];
  95189. PanoramaToCubeMapTools.FACE_BACK = [
  95190. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95191. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95192. new BABYLON.Vector3(1.0, 1.0, 1.0),
  95193. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  95194. ];
  95195. PanoramaToCubeMapTools.FACE_RIGHT = [
  95196. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95197. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95198. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95199. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95200. ];
  95201. PanoramaToCubeMapTools.FACE_LEFT = [
  95202. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95203. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95204. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95205. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  95206. ];
  95207. PanoramaToCubeMapTools.FACE_DOWN = [
  95208. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95209. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95210. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95211. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95212. ];
  95213. PanoramaToCubeMapTools.FACE_UP = [
  95214. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95215. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95216. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95217. new BABYLON.Vector3(1.0, -1.0, -1.0)
  95218. ];
  95219. return PanoramaToCubeMapTools;
  95220. }());
  95221. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  95222. })(BABYLON || (BABYLON = {}));
  95223. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  95224. var BABYLON;
  95225. (function (BABYLON) {
  95226. /**
  95227. * Vector2 wth index property
  95228. */
  95229. var IndexedVector2 = /** @class */ (function (_super) {
  95230. __extends(IndexedVector2, _super);
  95231. function IndexedVector2(original,
  95232. /** Index of the vector2 */
  95233. index) {
  95234. var _this = _super.call(this, original.x, original.y) || this;
  95235. _this.index = index;
  95236. return _this;
  95237. }
  95238. return IndexedVector2;
  95239. }(BABYLON.Vector2));
  95240. /**
  95241. * Defines points to create a polygon
  95242. */
  95243. var PolygonPoints = /** @class */ (function () {
  95244. function PolygonPoints() {
  95245. this.elements = new Array();
  95246. }
  95247. PolygonPoints.prototype.add = function (originalPoints) {
  95248. var _this = this;
  95249. var result = new Array();
  95250. originalPoints.forEach(function (point) {
  95251. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  95252. var newPoint = new IndexedVector2(point, _this.elements.length);
  95253. result.push(newPoint);
  95254. _this.elements.push(newPoint);
  95255. }
  95256. });
  95257. return result;
  95258. };
  95259. PolygonPoints.prototype.computeBounds = function () {
  95260. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95261. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95262. this.elements.forEach(function (point) {
  95263. // x
  95264. if (point.x < lmin.x) {
  95265. lmin.x = point.x;
  95266. }
  95267. else if (point.x > lmax.x) {
  95268. lmax.x = point.x;
  95269. }
  95270. // y
  95271. if (point.y < lmin.y) {
  95272. lmin.y = point.y;
  95273. }
  95274. else if (point.y > lmax.y) {
  95275. lmax.y = point.y;
  95276. }
  95277. });
  95278. return {
  95279. min: lmin,
  95280. max: lmax,
  95281. width: lmax.x - lmin.x,
  95282. height: lmax.y - lmin.y
  95283. };
  95284. };
  95285. return PolygonPoints;
  95286. }());
  95287. /**
  95288. * Polygon
  95289. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  95290. */
  95291. var Polygon = /** @class */ (function () {
  95292. function Polygon() {
  95293. }
  95294. /**
  95295. * Creates a rectangle
  95296. * @param xmin bottom X coord
  95297. * @param ymin bottom Y coord
  95298. * @param xmax top X coord
  95299. * @param ymax top Y coord
  95300. * @returns points that make the resulting rectation
  95301. */
  95302. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  95303. return [
  95304. new BABYLON.Vector2(xmin, ymin),
  95305. new BABYLON.Vector2(xmax, ymin),
  95306. new BABYLON.Vector2(xmax, ymax),
  95307. new BABYLON.Vector2(xmin, ymax)
  95308. ];
  95309. };
  95310. /**
  95311. * Creates a circle
  95312. * @param radius radius of circle
  95313. * @param cx scale in x
  95314. * @param cy scale in y
  95315. * @param numberOfSides number of sides that make up the circle
  95316. * @returns points that make the resulting circle
  95317. */
  95318. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  95319. if (cx === void 0) { cx = 0; }
  95320. if (cy === void 0) { cy = 0; }
  95321. if (numberOfSides === void 0) { numberOfSides = 32; }
  95322. var result = new Array();
  95323. var angle = 0;
  95324. var increment = (Math.PI * 2) / numberOfSides;
  95325. for (var i = 0; i < numberOfSides; i++) {
  95326. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95327. angle -= increment;
  95328. }
  95329. return result;
  95330. };
  95331. /**
  95332. * Creates a polygon from input string
  95333. * @param input Input polygon data
  95334. * @returns the parsed points
  95335. */
  95336. Polygon.Parse = function (input) {
  95337. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95338. var i, result = [];
  95339. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95340. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95341. }
  95342. return result;
  95343. };
  95344. /**
  95345. * Starts building a polygon from x and y coordinates
  95346. * @param x x coordinate
  95347. * @param y y coordinate
  95348. * @returns the started path2
  95349. */
  95350. Polygon.StartingAt = function (x, y) {
  95351. return BABYLON.Path2.StartingAt(x, y);
  95352. };
  95353. return Polygon;
  95354. }());
  95355. BABYLON.Polygon = Polygon;
  95356. /**
  95357. * Builds a polygon
  95358. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95359. */
  95360. var PolygonMeshBuilder = /** @class */ (function () {
  95361. /**
  95362. * Creates a PolygonMeshBuilder
  95363. * @param name name of the builder
  95364. * @param contours Path of the polygon
  95365. * @param scene scene to add to
  95366. */
  95367. function PolygonMeshBuilder(name, contours, scene) {
  95368. this._points = new PolygonPoints();
  95369. this._outlinepoints = new PolygonPoints();
  95370. this._holes = new Array();
  95371. this._epoints = new Array();
  95372. this._eholes = new Array();
  95373. this._name = name;
  95374. this._scene = scene;
  95375. var points;
  95376. if (contours instanceof BABYLON.Path2) {
  95377. points = contours.getPoints();
  95378. }
  95379. else {
  95380. points = contours;
  95381. }
  95382. this._addToepoint(points);
  95383. this._points.add(points);
  95384. this._outlinepoints.add(points);
  95385. if (typeof earcut === 'undefined') {
  95386. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95387. }
  95388. }
  95389. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95390. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95391. var p = points_1[_i];
  95392. this._epoints.push(p.x, p.y);
  95393. }
  95394. };
  95395. /**
  95396. * Adds a whole within the polygon
  95397. * @param hole Array of points defining the hole
  95398. * @returns this
  95399. */
  95400. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95401. this._points.add(hole);
  95402. var holepoints = new PolygonPoints();
  95403. holepoints.add(hole);
  95404. this._holes.push(holepoints);
  95405. this._eholes.push(this._epoints.length / 2);
  95406. this._addToepoint(hole);
  95407. return this;
  95408. };
  95409. /**
  95410. * Creates the polygon
  95411. * @param updatable If the mesh should be updatable
  95412. * @param depth The depth of the mesh created
  95413. * @returns the created mesh
  95414. */
  95415. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95416. var _this = this;
  95417. if (updatable === void 0) { updatable = false; }
  95418. if (depth === void 0) { depth = 0; }
  95419. var result = new BABYLON.Mesh(this._name, this._scene);
  95420. var normals = new Array();
  95421. var positions = new Array();
  95422. var uvs = new Array();
  95423. var bounds = this._points.computeBounds();
  95424. this._points.elements.forEach(function (p) {
  95425. normals.push(0, 1.0, 0);
  95426. positions.push(p.x, 0, p.y);
  95427. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95428. });
  95429. var indices = new Array();
  95430. var res = earcut(this._epoints, this._eholes, 2);
  95431. for (var i = 0; i < res.length; i++) {
  95432. indices.push(res[i]);
  95433. }
  95434. if (depth > 0) {
  95435. var positionscount = (positions.length / 3); //get the current pointcount
  95436. this._points.elements.forEach(function (p) {
  95437. normals.push(0, -1.0, 0);
  95438. positions.push(p.x, -depth, p.y);
  95439. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95440. });
  95441. var totalCount = indices.length;
  95442. for (var i = 0; i < totalCount; i += 3) {
  95443. var i0 = indices[i + 0];
  95444. var i1 = indices[i + 1];
  95445. var i2 = indices[i + 2];
  95446. indices.push(i2 + positionscount);
  95447. indices.push(i1 + positionscount);
  95448. indices.push(i0 + positionscount);
  95449. }
  95450. //Add the sides
  95451. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95452. this._holes.forEach(function (hole) {
  95453. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95454. });
  95455. }
  95456. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95457. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95458. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95459. result.setIndices(indices);
  95460. return result;
  95461. };
  95462. /**
  95463. * Adds a side to the polygon
  95464. * @param positions points that make the polygon
  95465. * @param normals normals of the polygon
  95466. * @param uvs uvs of the polygon
  95467. * @param indices indices of the polygon
  95468. * @param bounds bounds of the polygon
  95469. * @param points points of the polygon
  95470. * @param depth depth of the polygon
  95471. * @param flip flip of the polygon
  95472. */
  95473. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95474. var StartIndex = positions.length / 3;
  95475. var ulength = 0;
  95476. for (var i = 0; i < points.elements.length; i++) {
  95477. var p = points.elements[i];
  95478. var p1;
  95479. if ((i + 1) > points.elements.length - 1) {
  95480. p1 = points.elements[0];
  95481. }
  95482. else {
  95483. p1 = points.elements[i + 1];
  95484. }
  95485. positions.push(p.x, 0, p.y);
  95486. positions.push(p.x, -depth, p.y);
  95487. positions.push(p1.x, 0, p1.y);
  95488. positions.push(p1.x, -depth, p1.y);
  95489. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95490. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95491. var v3 = v2.subtract(v1);
  95492. var v4 = new BABYLON.Vector3(0, 1, 0);
  95493. var vn = BABYLON.Vector3.Cross(v3, v4);
  95494. vn = vn.normalize();
  95495. uvs.push(ulength / bounds.width, 0);
  95496. uvs.push(ulength / bounds.width, 1);
  95497. ulength += v3.length();
  95498. uvs.push((ulength / bounds.width), 0);
  95499. uvs.push((ulength / bounds.width), 1);
  95500. if (!flip) {
  95501. normals.push(-vn.x, -vn.y, -vn.z);
  95502. normals.push(-vn.x, -vn.y, -vn.z);
  95503. normals.push(-vn.x, -vn.y, -vn.z);
  95504. normals.push(-vn.x, -vn.y, -vn.z);
  95505. indices.push(StartIndex);
  95506. indices.push(StartIndex + 1);
  95507. indices.push(StartIndex + 2);
  95508. indices.push(StartIndex + 1);
  95509. indices.push(StartIndex + 3);
  95510. indices.push(StartIndex + 2);
  95511. }
  95512. else {
  95513. normals.push(vn.x, vn.y, vn.z);
  95514. normals.push(vn.x, vn.y, vn.z);
  95515. normals.push(vn.x, vn.y, vn.z);
  95516. normals.push(vn.x, vn.y, vn.z);
  95517. indices.push(StartIndex);
  95518. indices.push(StartIndex + 2);
  95519. indices.push(StartIndex + 1);
  95520. indices.push(StartIndex + 1);
  95521. indices.push(StartIndex + 2);
  95522. indices.push(StartIndex + 3);
  95523. }
  95524. StartIndex += 4;
  95525. }
  95526. };
  95527. return PolygonMeshBuilder;
  95528. }());
  95529. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95530. })(BABYLON || (BABYLON = {}));
  95531. //# sourceMappingURL=babylon.polygonMesh.js.map
  95532. var BABYLON;
  95533. (function (BABYLON) {
  95534. /**
  95535. * Unique ID when we import meshes from Babylon to CSG
  95536. */
  95537. var currentCSGMeshId = 0;
  95538. /**
  95539. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95540. * one to provide additional features like texture coordinates and vertex
  95541. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95542. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95543. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95544. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95545. * is not used anywhere else.
  95546. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95547. */
  95548. var Vertex = /** @class */ (function () {
  95549. /**
  95550. * Initializes the vertex
  95551. * @param pos The position of the vertex
  95552. * @param normal The normal of the vertex
  95553. * @param uv The texture coordinate of the vertex
  95554. */
  95555. function Vertex(
  95556. /**
  95557. * The position of the vertex
  95558. */
  95559. pos,
  95560. /**
  95561. * The normal of the vertex
  95562. */
  95563. normal,
  95564. /**
  95565. * The texture coordinate of the vertex
  95566. */
  95567. uv) {
  95568. this.pos = pos;
  95569. this.normal = normal;
  95570. this.uv = uv;
  95571. }
  95572. /**
  95573. * Make a clone, or deep copy, of the vertex
  95574. * @returns A new Vertex
  95575. */
  95576. Vertex.prototype.clone = function () {
  95577. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95578. };
  95579. /**
  95580. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95581. * orientation of a polygon is flipped.
  95582. */
  95583. Vertex.prototype.flip = function () {
  95584. this.normal = this.normal.scale(-1);
  95585. };
  95586. /**
  95587. * Create a new vertex between this vertex and `other` by linearly
  95588. * interpolating all properties using a parameter of `t`. Subclasses should
  95589. * override this to interpolate additional properties.
  95590. * @param other the vertex to interpolate against
  95591. * @param t The factor used to linearly interpolate between the vertices
  95592. */
  95593. Vertex.prototype.interpolate = function (other, t) {
  95594. 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));
  95595. };
  95596. return Vertex;
  95597. }());
  95598. /**
  95599. * Represents a plane in 3D space.
  95600. */
  95601. var Plane = /** @class */ (function () {
  95602. /**
  95603. * Initializes the plane
  95604. * @param normal The normal for the plane
  95605. * @param w
  95606. */
  95607. function Plane(normal, w) {
  95608. this.normal = normal;
  95609. this.w = w;
  95610. }
  95611. /**
  95612. * Construct a plane from three points
  95613. * @param a Point a
  95614. * @param b Point b
  95615. * @param c Point c
  95616. */
  95617. Plane.FromPoints = function (a, b, c) {
  95618. var v0 = c.subtract(a);
  95619. var v1 = b.subtract(a);
  95620. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95621. return null;
  95622. }
  95623. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95624. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95625. };
  95626. /**
  95627. * Clone, or make a deep copy of the plane
  95628. * @returns a new Plane
  95629. */
  95630. Plane.prototype.clone = function () {
  95631. return new Plane(this.normal.clone(), this.w);
  95632. };
  95633. /**
  95634. * Flip the face of the plane
  95635. */
  95636. Plane.prototype.flip = function () {
  95637. this.normal.scaleInPlace(-1);
  95638. this.w = -this.w;
  95639. };
  95640. /**
  95641. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95642. * fragments in the appropriate lists. Coplanar polygons go into either
  95643. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95644. * respect to this plane. Polygons in front or in back of this plane go into
  95645. * either `front` or `back`
  95646. * @param polygon The polygon to be split
  95647. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95648. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95649. * @param front Will contain the polygons in front of the plane
  95650. * @param back Will contain the polygons begind the plane
  95651. */
  95652. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95653. var COPLANAR = 0;
  95654. var FRONT = 1;
  95655. var BACK = 2;
  95656. var SPANNING = 3;
  95657. // Classify each point as well as the entire polygon into one of the above
  95658. // four classes.
  95659. var polygonType = 0;
  95660. var types = [];
  95661. var i;
  95662. var t;
  95663. for (i = 0; i < polygon.vertices.length; i++) {
  95664. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95665. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95666. polygonType |= type;
  95667. types.push(type);
  95668. }
  95669. // Put the polygon in the correct list, splitting it when necessary
  95670. switch (polygonType) {
  95671. case COPLANAR:
  95672. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95673. break;
  95674. case FRONT:
  95675. front.push(polygon);
  95676. break;
  95677. case BACK:
  95678. back.push(polygon);
  95679. break;
  95680. case SPANNING:
  95681. var f = [], b = [];
  95682. for (i = 0; i < polygon.vertices.length; i++) {
  95683. var j = (i + 1) % polygon.vertices.length;
  95684. var ti = types[i], tj = types[j];
  95685. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95686. if (ti !== BACK) {
  95687. f.push(vi);
  95688. }
  95689. if (ti !== FRONT) {
  95690. b.push(ti !== BACK ? vi.clone() : vi);
  95691. }
  95692. if ((ti | tj) === SPANNING) {
  95693. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95694. var v = vi.interpolate(vj, t);
  95695. f.push(v);
  95696. b.push(v.clone());
  95697. }
  95698. }
  95699. var poly;
  95700. if (f.length >= 3) {
  95701. poly = new Polygon(f, polygon.shared);
  95702. if (poly.plane) {
  95703. front.push(poly);
  95704. }
  95705. }
  95706. if (b.length >= 3) {
  95707. poly = new Polygon(b, polygon.shared);
  95708. if (poly.plane) {
  95709. back.push(poly);
  95710. }
  95711. }
  95712. break;
  95713. }
  95714. };
  95715. /**
  95716. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95717. * point is on the plane
  95718. */
  95719. Plane.EPSILON = 1e-5;
  95720. return Plane;
  95721. }());
  95722. /**
  95723. * Represents a convex polygon. The vertices used to initialize a polygon must
  95724. * be coplanar and form a convex loop.
  95725. *
  95726. * Each convex polygon has a `shared` property, which is shared between all
  95727. * polygons that are clones of each other or were split from the same polygon.
  95728. * This can be used to define per-polygon properties (such as surface color)
  95729. */
  95730. var Polygon = /** @class */ (function () {
  95731. /**
  95732. * Initializes the polygon
  95733. * @param vertices The vertices of the polygon
  95734. * @param shared The properties shared across all polygons
  95735. */
  95736. function Polygon(vertices, shared) {
  95737. this.vertices = vertices;
  95738. this.shared = shared;
  95739. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95740. }
  95741. /**
  95742. * Clones, or makes a deep copy, or the polygon
  95743. */
  95744. Polygon.prototype.clone = function () {
  95745. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95746. return new Polygon(vertices, this.shared);
  95747. };
  95748. /**
  95749. * Flips the faces of the polygon
  95750. */
  95751. Polygon.prototype.flip = function () {
  95752. this.vertices.reverse().map(function (v) { v.flip(); });
  95753. this.plane.flip();
  95754. };
  95755. return Polygon;
  95756. }());
  95757. /**
  95758. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95759. * by picking a polygon to split along. That polygon (and all other coplanar
  95760. * polygons) are added directly to that node and the other polygons are added to
  95761. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95762. * no distinction between internal and leaf nodes
  95763. */
  95764. var Node = /** @class */ (function () {
  95765. /**
  95766. * Initializes the node
  95767. * @param polygons A collection of polygons held in the node
  95768. */
  95769. function Node(polygons) {
  95770. this.plane = null;
  95771. this.front = null;
  95772. this.back = null;
  95773. this.polygons = new Array();
  95774. if (polygons) {
  95775. this.build(polygons);
  95776. }
  95777. }
  95778. /**
  95779. * Clones, or makes a deep copy, of the node
  95780. * @returns The cloned node
  95781. */
  95782. Node.prototype.clone = function () {
  95783. var node = new Node();
  95784. node.plane = this.plane && this.plane.clone();
  95785. node.front = this.front && this.front.clone();
  95786. node.back = this.back && this.back.clone();
  95787. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95788. return node;
  95789. };
  95790. /**
  95791. * Convert solid space to empty space and empty space to solid space
  95792. */
  95793. Node.prototype.invert = function () {
  95794. for (var i = 0; i < this.polygons.length; i++) {
  95795. this.polygons[i].flip();
  95796. }
  95797. if (this.plane) {
  95798. this.plane.flip();
  95799. }
  95800. if (this.front) {
  95801. this.front.invert();
  95802. }
  95803. if (this.back) {
  95804. this.back.invert();
  95805. }
  95806. var temp = this.front;
  95807. this.front = this.back;
  95808. this.back = temp;
  95809. };
  95810. /**
  95811. * Recursively remove all polygons in `polygons` that are inside this BSP
  95812. * tree.
  95813. * @param polygons Polygons to remove from the BSP
  95814. * @returns Polygons clipped from the BSP
  95815. */
  95816. Node.prototype.clipPolygons = function (polygons) {
  95817. if (!this.plane) {
  95818. return polygons.slice();
  95819. }
  95820. var front = new Array(), back = new Array();
  95821. for (var i = 0; i < polygons.length; i++) {
  95822. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95823. }
  95824. if (this.front) {
  95825. front = this.front.clipPolygons(front);
  95826. }
  95827. if (this.back) {
  95828. back = this.back.clipPolygons(back);
  95829. }
  95830. else {
  95831. back = [];
  95832. }
  95833. return front.concat(back);
  95834. };
  95835. /**
  95836. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95837. * `bsp`.
  95838. * @param bsp BSP containing polygons to remove from this BSP
  95839. */
  95840. Node.prototype.clipTo = function (bsp) {
  95841. this.polygons = bsp.clipPolygons(this.polygons);
  95842. if (this.front) {
  95843. this.front.clipTo(bsp);
  95844. }
  95845. if (this.back) {
  95846. this.back.clipTo(bsp);
  95847. }
  95848. };
  95849. /**
  95850. * Return a list of all polygons in this BSP tree
  95851. * @returns List of all polygons in this BSP tree
  95852. */
  95853. Node.prototype.allPolygons = function () {
  95854. var polygons = this.polygons.slice();
  95855. if (this.front) {
  95856. polygons = polygons.concat(this.front.allPolygons());
  95857. }
  95858. if (this.back) {
  95859. polygons = polygons.concat(this.back.allPolygons());
  95860. }
  95861. return polygons;
  95862. };
  95863. /**
  95864. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95865. * new polygons are filtered down to the bottom of the tree and become new
  95866. * nodes there. Each set of polygons is partitioned using the first polygon
  95867. * (no heuristic is used to pick a good split)
  95868. * @param polygons Polygons used to construct the BSP tree
  95869. */
  95870. Node.prototype.build = function (polygons) {
  95871. if (!polygons.length) {
  95872. return;
  95873. }
  95874. if (!this.plane) {
  95875. this.plane = polygons[0].plane.clone();
  95876. }
  95877. var front = new Array(), back = new Array();
  95878. for (var i = 0; i < polygons.length; i++) {
  95879. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95880. }
  95881. if (front.length) {
  95882. if (!this.front) {
  95883. this.front = new Node();
  95884. }
  95885. this.front.build(front);
  95886. }
  95887. if (back.length) {
  95888. if (!this.back) {
  95889. this.back = new Node();
  95890. }
  95891. this.back.build(back);
  95892. }
  95893. };
  95894. return Node;
  95895. }());
  95896. /**
  95897. * Class for building Constructive Solid Geometry
  95898. */
  95899. var CSG = /** @class */ (function () {
  95900. function CSG() {
  95901. this.polygons = new Array();
  95902. }
  95903. /**
  95904. * Convert the BABYLON.Mesh to BABYLON.CSG
  95905. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95906. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95907. */
  95908. CSG.FromMesh = function (mesh) {
  95909. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95910. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95911. if (mesh instanceof BABYLON.Mesh) {
  95912. mesh.computeWorldMatrix(true);
  95913. matrix = mesh.getWorldMatrix();
  95914. meshPosition = mesh.position.clone();
  95915. meshRotation = mesh.rotation.clone();
  95916. if (mesh.rotationQuaternion) {
  95917. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95918. }
  95919. meshScaling = mesh.scaling.clone();
  95920. }
  95921. else {
  95922. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95923. }
  95924. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95925. var subMeshes = mesh.subMeshes;
  95926. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95927. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95928. vertices = [];
  95929. for (var j = 0; j < 3; j++) {
  95930. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95931. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95932. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95933. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95934. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95935. vertex = new Vertex(position, normal, uv);
  95936. vertices.push(vertex);
  95937. }
  95938. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95939. // To handle the case of degenerated triangle
  95940. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95941. if (polygon.plane) {
  95942. polygons.push(polygon);
  95943. }
  95944. }
  95945. }
  95946. var csg = CSG.FromPolygons(polygons);
  95947. csg.matrix = matrix;
  95948. csg.position = meshPosition;
  95949. csg.rotation = meshRotation;
  95950. csg.scaling = meshScaling;
  95951. csg.rotationQuaternion = meshRotationQuaternion;
  95952. currentCSGMeshId++;
  95953. return csg;
  95954. };
  95955. /**
  95956. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95957. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95958. */
  95959. CSG.FromPolygons = function (polygons) {
  95960. var csg = new CSG();
  95961. csg.polygons = polygons;
  95962. return csg;
  95963. };
  95964. /**
  95965. * Clones, or makes a deep copy, of the BABYLON.CSG
  95966. * @returns A new BABYLON.CSG
  95967. */
  95968. CSG.prototype.clone = function () {
  95969. var csg = new CSG();
  95970. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95971. csg.copyTransformAttributes(this);
  95972. return csg;
  95973. };
  95974. /**
  95975. * Unions this CSG with another CSG
  95976. * @param csg The CSG to union against this CSG
  95977. * @returns The unioned CSG
  95978. */
  95979. CSG.prototype.union = function (csg) {
  95980. var a = new Node(this.clone().polygons);
  95981. var b = new Node(csg.clone().polygons);
  95982. a.clipTo(b);
  95983. b.clipTo(a);
  95984. b.invert();
  95985. b.clipTo(a);
  95986. b.invert();
  95987. a.build(b.allPolygons());
  95988. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95989. };
  95990. /**
  95991. * Unions this CSG with another CSG in place
  95992. * @param csg The CSG to union against this CSG
  95993. */
  95994. CSG.prototype.unionInPlace = function (csg) {
  95995. var a = new Node(this.polygons);
  95996. var b = new Node(csg.polygons);
  95997. a.clipTo(b);
  95998. b.clipTo(a);
  95999. b.invert();
  96000. b.clipTo(a);
  96001. b.invert();
  96002. a.build(b.allPolygons());
  96003. this.polygons = a.allPolygons();
  96004. };
  96005. /**
  96006. * Subtracts this CSG with another CSG
  96007. * @param csg The CSG to subtract against this CSG
  96008. * @returns A new BABYLON.CSG
  96009. */
  96010. CSG.prototype.subtract = function (csg) {
  96011. var a = new Node(this.clone().polygons);
  96012. var b = new Node(csg.clone().polygons);
  96013. a.invert();
  96014. a.clipTo(b);
  96015. b.clipTo(a);
  96016. b.invert();
  96017. b.clipTo(a);
  96018. b.invert();
  96019. a.build(b.allPolygons());
  96020. a.invert();
  96021. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96022. };
  96023. /**
  96024. * Subtracts this CSG with another CSG in place
  96025. * @param csg The CSG to subtact against this CSG
  96026. */
  96027. CSG.prototype.subtractInPlace = function (csg) {
  96028. var a = new Node(this.polygons);
  96029. var b = new Node(csg.polygons);
  96030. a.invert();
  96031. a.clipTo(b);
  96032. b.clipTo(a);
  96033. b.invert();
  96034. b.clipTo(a);
  96035. b.invert();
  96036. a.build(b.allPolygons());
  96037. a.invert();
  96038. this.polygons = a.allPolygons();
  96039. };
  96040. /**
  96041. * Intersect this CSG with another CSG
  96042. * @param csg The CSG to intersect against this CSG
  96043. * @returns A new BABYLON.CSG
  96044. */
  96045. CSG.prototype.intersect = function (csg) {
  96046. var a = new Node(this.clone().polygons);
  96047. var b = new Node(csg.clone().polygons);
  96048. a.invert();
  96049. b.clipTo(a);
  96050. b.invert();
  96051. a.clipTo(b);
  96052. b.clipTo(a);
  96053. a.build(b.allPolygons());
  96054. a.invert();
  96055. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96056. };
  96057. /**
  96058. * Intersects this CSG with another CSG in place
  96059. * @param csg The CSG to intersect against this CSG
  96060. */
  96061. CSG.prototype.intersectInPlace = function (csg) {
  96062. var a = new Node(this.polygons);
  96063. var b = new Node(csg.polygons);
  96064. a.invert();
  96065. b.clipTo(a);
  96066. b.invert();
  96067. a.clipTo(b);
  96068. b.clipTo(a);
  96069. a.build(b.allPolygons());
  96070. a.invert();
  96071. this.polygons = a.allPolygons();
  96072. };
  96073. /**
  96074. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  96075. * not modified.
  96076. * @returns A new BABYLON.CSG solid with solid and empty space switched
  96077. */
  96078. CSG.prototype.inverse = function () {
  96079. var csg = this.clone();
  96080. csg.inverseInPlace();
  96081. return csg;
  96082. };
  96083. /**
  96084. * Inverses the BABYLON.CSG in place
  96085. */
  96086. CSG.prototype.inverseInPlace = function () {
  96087. this.polygons.map(function (p) { p.flip(); });
  96088. };
  96089. /**
  96090. * This is used to keep meshes transformations so they can be restored
  96091. * when we build back a Babylon Mesh
  96092. * NB : All CSG operations are performed in world coordinates
  96093. * @param csg The BABYLON.CSG to copy the transform attributes from
  96094. * @returns This BABYLON.CSG
  96095. */
  96096. CSG.prototype.copyTransformAttributes = function (csg) {
  96097. this.matrix = csg.matrix;
  96098. this.position = csg.position;
  96099. this.rotation = csg.rotation;
  96100. this.scaling = csg.scaling;
  96101. this.rotationQuaternion = csg.rotationQuaternion;
  96102. return this;
  96103. };
  96104. /**
  96105. * Build Raw mesh from CSG
  96106. * Coordinates here are in world space
  96107. * @param name The name of the mesh geometry
  96108. * @param scene The BABYLON.Scene
  96109. * @param keepSubMeshes Specifies if the submeshes should be kept
  96110. * @returns A new BABYLON.Mesh
  96111. */
  96112. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  96113. var matrix = this.matrix.clone();
  96114. matrix.invert();
  96115. 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;
  96116. if (keepSubMeshes) {
  96117. // Sort Polygons, since subMeshes are indices range
  96118. polygons.sort(function (a, b) {
  96119. if (a.shared.meshId === b.shared.meshId) {
  96120. return a.shared.subMeshId - b.shared.subMeshId;
  96121. }
  96122. else {
  96123. return a.shared.meshId - b.shared.meshId;
  96124. }
  96125. });
  96126. }
  96127. for (var i = 0, il = polygons.length; i < il; i++) {
  96128. polygon = polygons[i];
  96129. // Building SubMeshes
  96130. if (!subMesh_dict[polygon.shared.meshId]) {
  96131. subMesh_dict[polygon.shared.meshId] = {};
  96132. }
  96133. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  96134. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  96135. indexStart: +Infinity,
  96136. indexEnd: -Infinity,
  96137. materialIndex: polygon.shared.materialIndex
  96138. };
  96139. }
  96140. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  96141. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  96142. polygonIndices[0] = 0;
  96143. polygonIndices[1] = j - 1;
  96144. polygonIndices[2] = j;
  96145. for (var k = 0; k < 3; k++) {
  96146. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  96147. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  96148. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  96149. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  96150. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  96151. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  96152. // Check if 2 points can be merged
  96153. if (!(typeof vertex_idx !== 'undefined' &&
  96154. normals[vertex_idx * 3] === localNormal.x &&
  96155. normals[vertex_idx * 3 + 1] === localNormal.y &&
  96156. normals[vertex_idx * 3 + 2] === localNormal.z &&
  96157. uvs[vertex_idx * 2] === uv.x &&
  96158. uvs[vertex_idx * 2 + 1] === uv.y)) {
  96159. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  96160. uvs.push(uv.x, uv.y);
  96161. normals.push(normal.x, normal.y, normal.z);
  96162. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  96163. }
  96164. indices.push(vertex_idx);
  96165. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  96166. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  96167. currentIndex++;
  96168. }
  96169. }
  96170. }
  96171. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  96172. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  96173. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  96174. mesh.setIndices(indices, null);
  96175. if (keepSubMeshes) {
  96176. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  96177. var materialIndexOffset = 0, materialMaxIndex;
  96178. mesh.subMeshes = new Array();
  96179. for (var m in subMesh_dict) {
  96180. materialMaxIndex = -1;
  96181. for (var sm in subMesh_dict[m]) {
  96182. subMesh_obj = subMesh_dict[m][sm];
  96183. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  96184. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  96185. }
  96186. materialIndexOffset += ++materialMaxIndex;
  96187. }
  96188. }
  96189. return mesh;
  96190. };
  96191. /**
  96192. * Build Mesh from CSG taking material and transforms into account
  96193. * @param name The name of the BABYLON.Mesh
  96194. * @param material The material of the BABYLON.Mesh
  96195. * @param scene The BABYLON.Scene
  96196. * @param keepSubMeshes Specifies if submeshes should be kept
  96197. * @returns The new BABYLON.Mesh
  96198. */
  96199. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  96200. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  96201. mesh.material = material;
  96202. mesh.position.copyFrom(this.position);
  96203. mesh.rotation.copyFrom(this.rotation);
  96204. if (this.rotationQuaternion) {
  96205. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  96206. }
  96207. mesh.scaling.copyFrom(this.scaling);
  96208. mesh.computeWorldMatrix(true);
  96209. return mesh;
  96210. };
  96211. return CSG;
  96212. }());
  96213. BABYLON.CSG = CSG;
  96214. })(BABYLON || (BABYLON = {}));
  96215. //# sourceMappingURL=babylon.csg.js.map
  96216. var BABYLON;
  96217. (function (BABYLON) {
  96218. /**
  96219. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96220. * It controls one of the indiviual texture used in the effect.
  96221. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96222. */
  96223. var LensFlare = /** @class */ (function () {
  96224. /**
  96225. * Instantiates a new Lens Flare.
  96226. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96227. * It controls one of the indiviual texture used in the effect.
  96228. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96229. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  96230. * @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.
  96231. * @param color Define the lens color
  96232. * @param imgUrl Define the lens texture url
  96233. * @param system Define the `lensFlareSystem` this flare is part of
  96234. */
  96235. function LensFlare(
  96236. /**
  96237. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  96238. */
  96239. size,
  96240. /**
  96241. * 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.
  96242. */
  96243. position, color, imgUrl, system) {
  96244. this.size = size;
  96245. this.position = position;
  96246. /**
  96247. * Define the alpha mode to render this particular lens.
  96248. */
  96249. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  96250. this.color = color || new BABYLON.Color3(1, 1, 1);
  96251. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  96252. this._system = system;
  96253. system.lensFlares.push(this);
  96254. }
  96255. /**
  96256. * Creates a new Lens Flare.
  96257. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96258. * It controls one of the indiviual texture used in the effect.
  96259. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96260. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  96261. * @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.
  96262. * @param color Define the lens color
  96263. * @param imgUrl Define the lens texture url
  96264. * @param system Define the `lensFlareSystem` this flare is part of
  96265. * @returns The newly created Lens Flare
  96266. */
  96267. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  96268. return new LensFlare(size, position, color, imgUrl, system);
  96269. };
  96270. /**
  96271. * Dispose and release the lens flare with its associated resources.
  96272. */
  96273. LensFlare.prototype.dispose = function () {
  96274. if (this.texture) {
  96275. this.texture.dispose();
  96276. }
  96277. // Remove from scene
  96278. var index = this._system.lensFlares.indexOf(this);
  96279. this._system.lensFlares.splice(index, 1);
  96280. };
  96281. return LensFlare;
  96282. }());
  96283. BABYLON.LensFlare = LensFlare;
  96284. })(BABYLON || (BABYLON = {}));
  96285. //# sourceMappingURL=babylon.lensFlare.js.map
  96286. var BABYLON;
  96287. (function (BABYLON) {
  96288. // Adds the parser to the scene parsers.
  96289. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  96290. // Lens flares
  96291. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  96292. if (!container.lensFlareSystems) {
  96293. container.lensFlareSystems = new Array();
  96294. }
  96295. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  96296. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  96297. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  96298. container.lensFlareSystems.push(lf);
  96299. }
  96300. }
  96301. });
  96302. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  96303. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96304. if (this.lensFlareSystems[index].name === name) {
  96305. return this.lensFlareSystems[index];
  96306. }
  96307. }
  96308. return null;
  96309. };
  96310. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  96311. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96312. if (this.lensFlareSystems[index].id === id) {
  96313. return this.lensFlareSystems[index];
  96314. }
  96315. }
  96316. return null;
  96317. };
  96318. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  96319. var index = this.lensFlareSystems.indexOf(toRemove);
  96320. if (index !== -1) {
  96321. this.lensFlareSystems.splice(index, 1);
  96322. }
  96323. return index;
  96324. };
  96325. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96326. this.lensFlareSystems.push(newLensFlareSystem);
  96327. };
  96328. /**
  96329. * Defines the lens flare scene component responsible to manage any lens flares
  96330. * in a given scene.
  96331. */
  96332. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96333. /**
  96334. * Creates a new instance of the component for the given scene
  96335. * @param scene Defines the scene to register the component in
  96336. */
  96337. function LensFlareSystemSceneComponent(scene) {
  96338. /**
  96339. * The component name helpfull to identify the component in the list of scene components.
  96340. */
  96341. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96342. this.scene = scene;
  96343. scene.lensFlareSystems = new Array();
  96344. }
  96345. /**
  96346. * Registers the component in a given scene
  96347. */
  96348. LensFlareSystemSceneComponent.prototype.register = function () {
  96349. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96350. };
  96351. /**
  96352. * Rebuilds the elements related to this component in case of
  96353. * context lost for instance.
  96354. */
  96355. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96356. // Nothing to do for lens flare
  96357. };
  96358. /**
  96359. * Adds all the element from the container to the scene
  96360. * @param container the container holding the elements
  96361. */
  96362. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96363. var _this = this;
  96364. if (!container.lensFlareSystems) {
  96365. return;
  96366. }
  96367. container.lensFlareSystems.forEach(function (o) {
  96368. _this.scene.addLensFlareSystem(o);
  96369. });
  96370. };
  96371. /**
  96372. * Removes all the elements in the container from the scene
  96373. * @param container contains the elements to remove
  96374. */
  96375. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96376. var _this = this;
  96377. if (!container.lensFlareSystems) {
  96378. return;
  96379. }
  96380. container.lensFlareSystems.forEach(function (o) {
  96381. _this.scene.removeLensFlareSystem(o);
  96382. });
  96383. };
  96384. /**
  96385. * Serializes the component data to the specified json object
  96386. * @param serializationObject The object to serialize to
  96387. */
  96388. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96389. // Lens flares
  96390. serializationObject.lensFlareSystems = [];
  96391. var lensFlareSystems = this.scene.lensFlareSystems;
  96392. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96393. var lensFlareSystem = lensFlareSystems_1[_i];
  96394. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96395. }
  96396. };
  96397. /**
  96398. * Disposes the component and the associated ressources.
  96399. */
  96400. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96401. var lensFlareSystems = this.scene.lensFlareSystems;
  96402. while (lensFlareSystems.length) {
  96403. lensFlareSystems[0].dispose();
  96404. }
  96405. };
  96406. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96407. // Lens flares
  96408. if (this.scene.lensFlaresEnabled) {
  96409. var lensFlareSystems = this.scene.lensFlareSystems;
  96410. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96411. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96412. var lensFlareSystem = lensFlareSystems_2[_i];
  96413. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96414. lensFlareSystem.render();
  96415. }
  96416. }
  96417. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96418. }
  96419. };
  96420. return LensFlareSystemSceneComponent;
  96421. }());
  96422. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96423. })(BABYLON || (BABYLON = {}));
  96424. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96425. var BABYLON;
  96426. (function (BABYLON) {
  96427. /**
  96428. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96429. * It is usually composed of several `BABYLON.lensFlare`.
  96430. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96431. */
  96432. var LensFlareSystem = /** @class */ (function () {
  96433. /**
  96434. * Instantiates a lens flare system.
  96435. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96436. * It is usually composed of several `BABYLON.lensFlare`.
  96437. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96438. * @param name Define the name of the lens flare system in the scene
  96439. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96440. * @param scene Define the scene the lens flare system belongs to
  96441. */
  96442. function LensFlareSystem(
  96443. /**
  96444. * Define the name of the lens flare system
  96445. */
  96446. name, emitter, scene) {
  96447. this.name = name;
  96448. /**
  96449. * List of lens flares used in this system.
  96450. */
  96451. this.lensFlares = new Array();
  96452. /**
  96453. * Define a limit from the border the lens flare can be visible.
  96454. */
  96455. this.borderLimit = 300;
  96456. /**
  96457. * Define a viewport border we do not want to see the lens flare in.
  96458. */
  96459. this.viewportBorder = 0;
  96460. /**
  96461. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96462. */
  96463. this.layerMask = 0x0FFFFFFF;
  96464. this._vertexBuffers = {};
  96465. this._isEnabled = true;
  96466. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96467. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96468. if (!component) {
  96469. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96470. scene._addComponent(component);
  96471. }
  96472. this._emitter = emitter;
  96473. this.id = name;
  96474. scene.lensFlareSystems.push(this);
  96475. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96476. var engine = scene.getEngine();
  96477. // VBO
  96478. var vertices = [];
  96479. vertices.push(1, 1);
  96480. vertices.push(-1, 1);
  96481. vertices.push(-1, -1);
  96482. vertices.push(1, -1);
  96483. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96484. // Indices
  96485. var indices = [];
  96486. indices.push(0);
  96487. indices.push(1);
  96488. indices.push(2);
  96489. indices.push(0);
  96490. indices.push(2);
  96491. indices.push(3);
  96492. this._indexBuffer = engine.createIndexBuffer(indices);
  96493. // Effects
  96494. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96495. }
  96496. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96497. /**
  96498. * Define if the lens flare system is enabled.
  96499. */
  96500. get: function () {
  96501. return this._isEnabled;
  96502. },
  96503. set: function (value) {
  96504. this._isEnabled = value;
  96505. },
  96506. enumerable: true,
  96507. configurable: true
  96508. });
  96509. /**
  96510. * Get the scene the effects belongs to.
  96511. * @returns the scene holding the lens flare system
  96512. */
  96513. LensFlareSystem.prototype.getScene = function () {
  96514. return this._scene;
  96515. };
  96516. /**
  96517. * Get the emitter of the lens flare system.
  96518. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96519. * @returns the emitter of the lens flare system
  96520. */
  96521. LensFlareSystem.prototype.getEmitter = function () {
  96522. return this._emitter;
  96523. };
  96524. /**
  96525. * Set the emitter of the lens flare system.
  96526. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96527. * @param newEmitter Define the new emitter of the system
  96528. */
  96529. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96530. this._emitter = newEmitter;
  96531. };
  96532. /**
  96533. * Get the lens flare system emitter position.
  96534. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96535. * @returns the position
  96536. */
  96537. LensFlareSystem.prototype.getEmitterPosition = function () {
  96538. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96539. };
  96540. /**
  96541. * @hidden
  96542. */
  96543. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96544. var position = this.getEmitterPosition();
  96545. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96546. this._positionX = position.x;
  96547. this._positionY = position.y;
  96548. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96549. if (this.viewportBorder > 0) {
  96550. globalViewport.x -= this.viewportBorder;
  96551. globalViewport.y -= this.viewportBorder;
  96552. globalViewport.width += this.viewportBorder * 2;
  96553. globalViewport.height += this.viewportBorder * 2;
  96554. position.x += this.viewportBorder;
  96555. position.y += this.viewportBorder;
  96556. this._positionX += this.viewportBorder;
  96557. this._positionY += this.viewportBorder;
  96558. }
  96559. if (position.z > 0) {
  96560. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96561. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96562. return true;
  96563. }
  96564. }
  96565. return true;
  96566. }
  96567. return false;
  96568. };
  96569. /** @hidden */
  96570. LensFlareSystem.prototype._isVisible = function () {
  96571. if (!this._isEnabled || !this._scene.activeCamera) {
  96572. return false;
  96573. }
  96574. var emitterPosition = this.getEmitterPosition();
  96575. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96576. var distance = direction.length();
  96577. direction.normalize();
  96578. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96579. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96580. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96581. };
  96582. /**
  96583. * @hidden
  96584. */
  96585. LensFlareSystem.prototype.render = function () {
  96586. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96587. return false;
  96588. }
  96589. var engine = this._scene.getEngine();
  96590. var viewport = this._scene.activeCamera.viewport;
  96591. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96592. // Position
  96593. if (!this.computeEffectivePosition(globalViewport)) {
  96594. return false;
  96595. }
  96596. // Visibility
  96597. if (!this._isVisible()) {
  96598. return false;
  96599. }
  96600. // Intensity
  96601. var awayX;
  96602. var awayY;
  96603. if (this._positionX < this.borderLimit + globalViewport.x) {
  96604. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96605. }
  96606. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96607. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96608. }
  96609. else {
  96610. awayX = 0;
  96611. }
  96612. if (this._positionY < this.borderLimit + globalViewport.y) {
  96613. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96614. }
  96615. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96616. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96617. }
  96618. else {
  96619. awayY = 0;
  96620. }
  96621. var away = (awayX > awayY) ? awayX : awayY;
  96622. away -= this.viewportBorder;
  96623. if (away > this.borderLimit) {
  96624. away = this.borderLimit;
  96625. }
  96626. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96627. if (intensity < 0) {
  96628. return false;
  96629. }
  96630. if (intensity > 1.0) {
  96631. intensity = 1.0;
  96632. }
  96633. if (this.viewportBorder > 0) {
  96634. globalViewport.x += this.viewportBorder;
  96635. globalViewport.y += this.viewportBorder;
  96636. globalViewport.width -= this.viewportBorder * 2;
  96637. globalViewport.height -= this.viewportBorder * 2;
  96638. this._positionX -= this.viewportBorder;
  96639. this._positionY -= this.viewportBorder;
  96640. }
  96641. // Position
  96642. var centerX = globalViewport.x + globalViewport.width / 2;
  96643. var centerY = globalViewport.y + globalViewport.height / 2;
  96644. var distX = centerX - this._positionX;
  96645. var distY = centerY - this._positionY;
  96646. // Effects
  96647. engine.enableEffect(this._effect);
  96648. engine.setState(false);
  96649. engine.setDepthBuffer(false);
  96650. // VBOs
  96651. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96652. // Flares
  96653. for (var index = 0; index < this.lensFlares.length; index++) {
  96654. var flare = this.lensFlares[index];
  96655. engine.setAlphaMode(flare.alphaMode);
  96656. var x = centerX - (distX * flare.position);
  96657. var y = centerY - (distY * flare.position);
  96658. var cw = flare.size;
  96659. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96660. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96661. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96662. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96663. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96664. // Texture
  96665. this._effect.setTexture("textureSampler", flare.texture);
  96666. // Color
  96667. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96668. // Draw order
  96669. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96670. }
  96671. engine.setDepthBuffer(true);
  96672. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96673. return true;
  96674. };
  96675. /**
  96676. * Dispose and release the lens flare with its associated resources.
  96677. */
  96678. LensFlareSystem.prototype.dispose = function () {
  96679. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96680. if (vertexBuffer) {
  96681. vertexBuffer.dispose();
  96682. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96683. }
  96684. if (this._indexBuffer) {
  96685. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96686. this._indexBuffer = null;
  96687. }
  96688. while (this.lensFlares.length) {
  96689. this.lensFlares[0].dispose();
  96690. }
  96691. // Remove from scene
  96692. var index = this._scene.lensFlareSystems.indexOf(this);
  96693. this._scene.lensFlareSystems.splice(index, 1);
  96694. };
  96695. /**
  96696. * Parse a lens flare system from a JSON repressentation
  96697. * @param parsedLensFlareSystem Define the JSON to parse
  96698. * @param scene Define the scene the parsed system should be instantiated in
  96699. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96700. * @returns the parsed system
  96701. */
  96702. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96703. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96704. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96705. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96706. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96707. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96708. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96709. var parsedFlare = parsedLensFlareSystem.flares[index];
  96710. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96711. }
  96712. return lensFlareSystem;
  96713. };
  96714. /**
  96715. * Serialize the current Lens Flare System into a JSON representation.
  96716. * @returns the serialized JSON
  96717. */
  96718. LensFlareSystem.prototype.serialize = function () {
  96719. var serializationObject = {};
  96720. serializationObject.id = this.id;
  96721. serializationObject.name = this.name;
  96722. serializationObject.emitterId = this.getEmitter().id;
  96723. serializationObject.borderLimit = this.borderLimit;
  96724. serializationObject.flares = [];
  96725. for (var index = 0; index < this.lensFlares.length; index++) {
  96726. var flare = this.lensFlares[index];
  96727. serializationObject.flares.push({
  96728. size: flare.size,
  96729. position: flare.position,
  96730. color: flare.color.asArray(),
  96731. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96732. });
  96733. }
  96734. return serializationObject;
  96735. };
  96736. return LensFlareSystem;
  96737. }());
  96738. BABYLON.LensFlareSystem = LensFlareSystem;
  96739. })(BABYLON || (BABYLON = {}));
  96740. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96741. var BABYLON;
  96742. (function (BABYLON) {
  96743. /**
  96744. * This is a holder class for the physics joint created by the physics plugin
  96745. * It holds a set of functions to control the underlying joint
  96746. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96747. */
  96748. var PhysicsJoint = /** @class */ (function () {
  96749. /**
  96750. * Initializes the physics joint
  96751. * @param type The type of the physics joint
  96752. * @param jointData The data for the physics joint
  96753. */
  96754. function PhysicsJoint(
  96755. /**
  96756. * The type of the physics joint
  96757. */
  96758. type,
  96759. /**
  96760. * The data for the physics joint
  96761. */
  96762. jointData) {
  96763. this.type = type;
  96764. this.jointData = jointData;
  96765. jointData.nativeParams = jointData.nativeParams || {};
  96766. }
  96767. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96768. /**
  96769. * Gets the physics joint
  96770. */
  96771. get: function () {
  96772. return this._physicsJoint;
  96773. },
  96774. /**
  96775. * Sets the physics joint
  96776. */
  96777. set: function (newJoint) {
  96778. if (this._physicsJoint) {
  96779. //remove from the wolrd
  96780. }
  96781. this._physicsJoint = newJoint;
  96782. },
  96783. enumerable: true,
  96784. configurable: true
  96785. });
  96786. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96787. /**
  96788. * Sets the physics plugin
  96789. */
  96790. set: function (physicsPlugin) {
  96791. this._physicsPlugin = physicsPlugin;
  96792. },
  96793. enumerable: true,
  96794. configurable: true
  96795. });
  96796. /**
  96797. * Execute a function that is physics-plugin specific.
  96798. * @param {Function} func the function that will be executed.
  96799. * It accepts two parameters: the physics world and the physics joint
  96800. */
  96801. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96802. func(this._physicsPlugin.world, this._physicsJoint);
  96803. };
  96804. //TODO check if the native joints are the same
  96805. //Joint Types
  96806. /**
  96807. * Distance-Joint type
  96808. */
  96809. PhysicsJoint.DistanceJoint = 0;
  96810. /**
  96811. * Hinge-Joint type
  96812. */
  96813. PhysicsJoint.HingeJoint = 1;
  96814. /**
  96815. * Ball-and-Socket joint type
  96816. */
  96817. PhysicsJoint.BallAndSocketJoint = 2;
  96818. /**
  96819. * Wheel-Joint type
  96820. */
  96821. PhysicsJoint.WheelJoint = 3;
  96822. /**
  96823. * Slider-Joint type
  96824. */
  96825. PhysicsJoint.SliderJoint = 4;
  96826. //OIMO
  96827. /**
  96828. * Prismatic-Joint type
  96829. */
  96830. PhysicsJoint.PrismaticJoint = 5;
  96831. //
  96832. /**
  96833. * Universal-Joint type
  96834. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96835. */
  96836. PhysicsJoint.UniversalJoint = 6;
  96837. /**
  96838. * Hinge-Joint 2 type
  96839. */
  96840. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96841. //Cannon
  96842. /**
  96843. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96844. */
  96845. PhysicsJoint.PointToPointJoint = 8;
  96846. //Cannon only at the moment
  96847. /**
  96848. * Spring-Joint type
  96849. */
  96850. PhysicsJoint.SpringJoint = 9;
  96851. /**
  96852. * Lock-Joint type
  96853. */
  96854. PhysicsJoint.LockJoint = 10;
  96855. return PhysicsJoint;
  96856. }());
  96857. BABYLON.PhysicsJoint = PhysicsJoint;
  96858. /**
  96859. * A class representing a physics distance joint
  96860. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96861. */
  96862. var DistanceJoint = /** @class */ (function (_super) {
  96863. __extends(DistanceJoint, _super);
  96864. /**
  96865. *
  96866. * @param jointData The data for the Distance-Joint
  96867. */
  96868. function DistanceJoint(jointData) {
  96869. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96870. }
  96871. /**
  96872. * Update the predefined distance.
  96873. * @param maxDistance The maximum preferred distance
  96874. * @param minDistance The minimum preferred distance
  96875. */
  96876. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96877. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96878. };
  96879. return DistanceJoint;
  96880. }(PhysicsJoint));
  96881. BABYLON.DistanceJoint = DistanceJoint;
  96882. /**
  96883. * Represents a Motor-Enabled Joint
  96884. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96885. */
  96886. var MotorEnabledJoint = /** @class */ (function (_super) {
  96887. __extends(MotorEnabledJoint, _super);
  96888. /**
  96889. * Initializes the Motor-Enabled Joint
  96890. * @param type The type of the joint
  96891. * @param jointData The physica joint data for the joint
  96892. */
  96893. function MotorEnabledJoint(type, jointData) {
  96894. return _super.call(this, type, jointData) || this;
  96895. }
  96896. /**
  96897. * Set the motor values.
  96898. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96899. * @param force the force to apply
  96900. * @param maxForce max force for this motor.
  96901. */
  96902. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96903. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96904. };
  96905. /**
  96906. * Set the motor's limits.
  96907. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96908. * @param upperLimit The upper limit of the motor
  96909. * @param lowerLimit The lower limit of the motor
  96910. */
  96911. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96912. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96913. };
  96914. return MotorEnabledJoint;
  96915. }(PhysicsJoint));
  96916. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96917. /**
  96918. * This class represents a single physics Hinge-Joint
  96919. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96920. */
  96921. var HingeJoint = /** @class */ (function (_super) {
  96922. __extends(HingeJoint, _super);
  96923. /**
  96924. * Initializes the Hinge-Joint
  96925. * @param jointData The joint data for the Hinge-Joint
  96926. */
  96927. function HingeJoint(jointData) {
  96928. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96929. }
  96930. /**
  96931. * Set the motor values.
  96932. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96933. * @param {number} force the force to apply
  96934. * @param {number} maxForce max force for this motor.
  96935. */
  96936. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96937. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96938. };
  96939. /**
  96940. * Set the motor's limits.
  96941. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96942. * @param upperLimit The upper limit of the motor
  96943. * @param lowerLimit The lower limit of the motor
  96944. */
  96945. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96946. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96947. };
  96948. return HingeJoint;
  96949. }(MotorEnabledJoint));
  96950. BABYLON.HingeJoint = HingeJoint;
  96951. /**
  96952. * This class represents a dual hinge physics joint (same as wheel joint)
  96953. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96954. */
  96955. var Hinge2Joint = /** @class */ (function (_super) {
  96956. __extends(Hinge2Joint, _super);
  96957. /**
  96958. * Initializes the Hinge2-Joint
  96959. * @param jointData The joint data for the Hinge2-Joint
  96960. */
  96961. function Hinge2Joint(jointData) {
  96962. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96963. }
  96964. /**
  96965. * Set the motor values.
  96966. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96967. * @param {number} force the force to apply
  96968. * @param {number} maxForce max force for this motor.
  96969. * @param {motorIndex} the motor's index, 0 or 1.
  96970. */
  96971. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96972. if (motorIndex === void 0) { motorIndex = 0; }
  96973. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96974. };
  96975. /**
  96976. * Set the motor limits.
  96977. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96978. * @param {number} upperLimit the upper limit
  96979. * @param {number} lowerLimit lower limit
  96980. * @param {motorIndex} the motor's index, 0 or 1.
  96981. */
  96982. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96983. if (motorIndex === void 0) { motorIndex = 0; }
  96984. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96985. };
  96986. return Hinge2Joint;
  96987. }(MotorEnabledJoint));
  96988. BABYLON.Hinge2Joint = Hinge2Joint;
  96989. })(BABYLON || (BABYLON = {}));
  96990. //# sourceMappingURL=babylon.physicsJoint.js.map
  96991. var BABYLON;
  96992. (function (BABYLON) {
  96993. /**
  96994. * Represents a physics imposter
  96995. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96996. */
  96997. var PhysicsImpostor = /** @class */ (function () {
  96998. /**
  96999. * Initializes the physics imposter
  97000. * @param object The physics-enabled object used as the physics imposter
  97001. * @param type The type of the physics imposter
  97002. * @param _options The options for the physics imposter
  97003. * @param _scene The Babylon scene
  97004. */
  97005. function PhysicsImpostor(
  97006. /**
  97007. * The physics-enabled object used as the physics imposter
  97008. */
  97009. object,
  97010. /**
  97011. * The type of the physics imposter
  97012. */
  97013. type, _options, _scene) {
  97014. if (_options === void 0) { _options = { mass: 0 }; }
  97015. var _this = this;
  97016. this.object = object;
  97017. this.type = type;
  97018. this._options = _options;
  97019. this._scene = _scene;
  97020. this._bodyUpdateRequired = false;
  97021. this._onBeforePhysicsStepCallbacks = new Array();
  97022. this._onAfterPhysicsStepCallbacks = new Array();
  97023. /** @hidden */
  97024. this._onPhysicsCollideCallbacks = [];
  97025. this._deltaPosition = BABYLON.Vector3.Zero();
  97026. this._isDisposed = false;
  97027. //temp variables for parent rotation calculations
  97028. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  97029. this._tmpQuat = new BABYLON.Quaternion();
  97030. this._tmpQuat2 = new BABYLON.Quaternion();
  97031. /**
  97032. * this function is executed by the physics engine.
  97033. */
  97034. this.beforeStep = function () {
  97035. if (!_this._physicsEngine) {
  97036. return;
  97037. }
  97038. _this.object.translate(_this._deltaPosition, -1);
  97039. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  97040. _this.object.computeWorldMatrix(false);
  97041. if (_this.object.parent && _this.object.rotationQuaternion) {
  97042. _this.getParentsRotation();
  97043. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  97044. }
  97045. else {
  97046. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  97047. }
  97048. if (!_this._options.disableBidirectionalTransformation) {
  97049. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  97050. }
  97051. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  97052. func(_this);
  97053. });
  97054. };
  97055. /**
  97056. * this function is executed by the physics engine
  97057. */
  97058. this.afterStep = function () {
  97059. if (!_this._physicsEngine) {
  97060. return;
  97061. }
  97062. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  97063. func(_this);
  97064. });
  97065. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  97066. // object has now its world rotation. needs to be converted to local.
  97067. if (_this.object.parent && _this.object.rotationQuaternion) {
  97068. _this.getParentsRotation();
  97069. _this._tmpQuat.conjugateInPlace();
  97070. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  97071. }
  97072. // take the position set and make it the absolute position of this object.
  97073. _this.object.setAbsolutePosition(_this.object.position);
  97074. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  97075. _this.object.translate(_this._deltaPosition, 1);
  97076. };
  97077. /**
  97078. * Legacy collision detection event support
  97079. */
  97080. this.onCollideEvent = null;
  97081. /**
  97082. * event and body object due to cannon's event-based architecture.
  97083. */
  97084. this.onCollide = function (e) {
  97085. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  97086. return;
  97087. }
  97088. if (!_this._physicsEngine) {
  97089. return;
  97090. }
  97091. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  97092. if (otherImpostor) {
  97093. // Legacy collision detection event support
  97094. if (_this.onCollideEvent) {
  97095. _this.onCollideEvent(_this, otherImpostor);
  97096. }
  97097. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  97098. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  97099. }).forEach(function (obj) {
  97100. obj.callback(_this, otherImpostor);
  97101. });
  97102. }
  97103. };
  97104. //sanity check!
  97105. if (!this.object) {
  97106. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  97107. return;
  97108. }
  97109. // Legacy support for old syntax.
  97110. if (!this._scene && object.getScene) {
  97111. this._scene = object.getScene();
  97112. }
  97113. if (!this._scene) {
  97114. return;
  97115. }
  97116. this._physicsEngine = this._scene.getPhysicsEngine();
  97117. if (!this._physicsEngine) {
  97118. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  97119. }
  97120. else {
  97121. //set the object's quaternion, if not set
  97122. if (!this.object.rotationQuaternion) {
  97123. if (this.object.rotation) {
  97124. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  97125. }
  97126. else {
  97127. this.object.rotationQuaternion = new BABYLON.Quaternion();
  97128. }
  97129. }
  97130. //default options params
  97131. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  97132. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  97133. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  97134. this._joints = [];
  97135. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  97136. if (!this.object.parent || this._options.ignoreParent) {
  97137. this._init();
  97138. }
  97139. else if (this.object.parent.physicsImpostor) {
  97140. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  97141. }
  97142. }
  97143. }
  97144. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  97145. /**
  97146. * Specifies if the physics imposter is disposed
  97147. */
  97148. get: function () {
  97149. return this._isDisposed;
  97150. },
  97151. enumerable: true,
  97152. configurable: true
  97153. });
  97154. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  97155. /**
  97156. * Gets the mass of the physics imposter
  97157. */
  97158. get: function () {
  97159. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  97160. },
  97161. set: function (value) {
  97162. this.setMass(value);
  97163. },
  97164. enumerable: true,
  97165. configurable: true
  97166. });
  97167. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  97168. /**
  97169. * Gets the coefficient of friction
  97170. */
  97171. get: function () {
  97172. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  97173. },
  97174. /**
  97175. * Sets the coefficient of friction
  97176. */
  97177. set: function (value) {
  97178. if (!this._physicsEngine) {
  97179. return;
  97180. }
  97181. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  97182. },
  97183. enumerable: true,
  97184. configurable: true
  97185. });
  97186. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  97187. /**
  97188. * Gets the coefficient of restitution
  97189. */
  97190. get: function () {
  97191. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  97192. },
  97193. /**
  97194. * Sets the coefficient of restitution
  97195. */
  97196. set: function (value) {
  97197. if (!this._physicsEngine) {
  97198. return;
  97199. }
  97200. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  97201. },
  97202. enumerable: true,
  97203. configurable: true
  97204. });
  97205. /**
  97206. * This function will completly initialize this impostor.
  97207. * It will create a new body - but only if this mesh has no parent.
  97208. * If it has, this impostor will not be used other than to define the impostor
  97209. * of the child mesh.
  97210. * @hidden
  97211. */
  97212. PhysicsImpostor.prototype._init = function () {
  97213. if (!this._physicsEngine) {
  97214. return;
  97215. }
  97216. this._physicsEngine.removeImpostor(this);
  97217. this.physicsBody = null;
  97218. this._parent = this._parent || this._getPhysicsParent();
  97219. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  97220. this._physicsEngine.addImpostor(this);
  97221. }
  97222. };
  97223. PhysicsImpostor.prototype._getPhysicsParent = function () {
  97224. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  97225. var parentMesh = this.object.parent;
  97226. return parentMesh.physicsImpostor;
  97227. }
  97228. return null;
  97229. };
  97230. /**
  97231. * Should a new body be generated.
  97232. * @returns boolean specifying if body initialization is required
  97233. */
  97234. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  97235. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  97236. };
  97237. /**
  97238. * Sets the updated scaling
  97239. * @param updated Specifies if the scaling is updated
  97240. */
  97241. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  97242. this.forceUpdate();
  97243. };
  97244. /**
  97245. * Force a regeneration of this or the parent's impostor's body.
  97246. * Use under cautious - This will remove all joints already implemented.
  97247. */
  97248. PhysicsImpostor.prototype.forceUpdate = function () {
  97249. this._init();
  97250. if (this.parent && !this._options.ignoreParent) {
  97251. this.parent.forceUpdate();
  97252. }
  97253. };
  97254. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  97255. /*public get mesh(): AbstractMesh {
  97256. return this._mesh;
  97257. }*/
  97258. /**
  97259. * Gets the body that holds this impostor. Either its own, or its parent.
  97260. */
  97261. get: function () {
  97262. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  97263. },
  97264. /**
  97265. * Set the physics body. Used mainly by the physics engine/plugin
  97266. */
  97267. set: function (physicsBody) {
  97268. if (this._physicsBody && this._physicsEngine) {
  97269. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  97270. }
  97271. this._physicsBody = physicsBody;
  97272. this.resetUpdateFlags();
  97273. },
  97274. enumerable: true,
  97275. configurable: true
  97276. });
  97277. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  97278. /**
  97279. * Get the parent of the physics imposter
  97280. * @returns Physics imposter or null
  97281. */
  97282. get: function () {
  97283. return !this._options.ignoreParent && this._parent ? this._parent : null;
  97284. },
  97285. /**
  97286. * Sets the parent of the physics imposter
  97287. */
  97288. set: function (value) {
  97289. this._parent = value;
  97290. },
  97291. enumerable: true,
  97292. configurable: true
  97293. });
  97294. /**
  97295. * Resets the update flags
  97296. */
  97297. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  97298. this._bodyUpdateRequired = false;
  97299. };
  97300. /**
  97301. * Gets the object extend size
  97302. * @returns the object extend size
  97303. */
  97304. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  97305. if (this.object.getBoundingInfo) {
  97306. var q = this.object.rotationQuaternion;
  97307. //reset rotation
  97308. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  97309. //calculate the world matrix with no rotation
  97310. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97311. var boundingInfo = this.object.getBoundingInfo();
  97312. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  97313. //bring back the rotation
  97314. this.object.rotationQuaternion = q;
  97315. //calculate the world matrix with the new rotation
  97316. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97317. return size;
  97318. }
  97319. else {
  97320. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  97321. }
  97322. };
  97323. /**
  97324. * Gets the object center
  97325. * @returns The object center
  97326. */
  97327. PhysicsImpostor.prototype.getObjectCenter = function () {
  97328. if (this.object.getBoundingInfo) {
  97329. var boundingInfo = this.object.getBoundingInfo();
  97330. return boundingInfo.boundingBox.centerWorld;
  97331. }
  97332. else {
  97333. return this.object.position;
  97334. }
  97335. };
  97336. /**
  97337. * Get a specific parametes from the options parameter
  97338. * @param paramName The object parameter name
  97339. * @returns The object parameter
  97340. */
  97341. PhysicsImpostor.prototype.getParam = function (paramName) {
  97342. return this._options[paramName];
  97343. };
  97344. /**
  97345. * Sets a specific parameter in the options given to the physics plugin
  97346. * @param paramName The parameter name
  97347. * @param value The value of the parameter
  97348. */
  97349. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97350. this._options[paramName] = value;
  97351. this._bodyUpdateRequired = true;
  97352. };
  97353. /**
  97354. * Specifically change the body's mass option. Won't recreate the physics body object
  97355. * @param mass The mass of the physics imposter
  97356. */
  97357. PhysicsImpostor.prototype.setMass = function (mass) {
  97358. if (this.getParam("mass") !== mass) {
  97359. this.setParam("mass", mass);
  97360. }
  97361. if (this._physicsEngine) {
  97362. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97363. }
  97364. };
  97365. /**
  97366. * Gets the linear velocity
  97367. * @returns linear velocity or null
  97368. */
  97369. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97370. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97371. };
  97372. /**
  97373. * Sets the linear velocity
  97374. * @param velocity linear velocity or null
  97375. */
  97376. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97377. if (this._physicsEngine) {
  97378. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97379. }
  97380. };
  97381. /**
  97382. * Gets the angular velocity
  97383. * @returns angular velocity or null
  97384. */
  97385. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97386. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97387. };
  97388. /**
  97389. * Sets the angular velocity
  97390. * @param velocity The velocity or null
  97391. */
  97392. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97393. if (this._physicsEngine) {
  97394. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97395. }
  97396. };
  97397. /**
  97398. * Execute a function with the physics plugin native code
  97399. * Provide a function the will have two variables - the world object and the physics body object
  97400. * @param func The function to execute with the physics plugin native code
  97401. */
  97402. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97403. if (this._physicsEngine) {
  97404. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97405. }
  97406. };
  97407. /**
  97408. * Register a function that will be executed before the physics world is stepping forward
  97409. * @param func The function to execute before the physics world is stepped forward
  97410. */
  97411. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97412. this._onBeforePhysicsStepCallbacks.push(func);
  97413. };
  97414. /**
  97415. * Unregister a function that will be executed before the physics world is stepping forward
  97416. * @param func The function to execute before the physics world is stepped forward
  97417. */
  97418. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97419. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97420. if (index > -1) {
  97421. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97422. }
  97423. else {
  97424. BABYLON.Tools.Warn("Function to remove was not found");
  97425. }
  97426. };
  97427. /**
  97428. * Register a function that will be executed after the physics step
  97429. * @param func The function to execute after physics step
  97430. */
  97431. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97432. this._onAfterPhysicsStepCallbacks.push(func);
  97433. };
  97434. /**
  97435. * Unregisters a function that will be executed after the physics step
  97436. * @param func The function to execute after physics step
  97437. */
  97438. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97439. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97440. if (index > -1) {
  97441. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97442. }
  97443. else {
  97444. BABYLON.Tools.Warn("Function to remove was not found");
  97445. }
  97446. };
  97447. /**
  97448. * register a function that will be executed when this impostor collides against a different body
  97449. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97450. * @param func Callback that is executed on collision
  97451. */
  97452. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97453. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97454. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97455. };
  97456. /**
  97457. * Unregisters the physics imposter on contact
  97458. * @param collideAgainst The physics object to collide against
  97459. * @param func Callback to execute on collision
  97460. */
  97461. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97462. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97463. var index = -1;
  97464. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97465. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97466. // chcek the arrays match
  97467. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97468. return collidedAgainstList.indexOf(impostor) > -1;
  97469. });
  97470. if (sameList) {
  97471. index = idx;
  97472. }
  97473. return sameList;
  97474. }
  97475. return false;
  97476. });
  97477. if (found) {
  97478. this._onPhysicsCollideCallbacks.splice(index, 1);
  97479. }
  97480. else {
  97481. BABYLON.Tools.Warn("Function to remove was not found");
  97482. }
  97483. };
  97484. /**
  97485. * Get the parent rotation
  97486. * @returns The parent rotation
  97487. */
  97488. PhysicsImpostor.prototype.getParentsRotation = function () {
  97489. var parent = this.object.parent;
  97490. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97491. while (parent) {
  97492. if (parent.rotationQuaternion) {
  97493. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97494. }
  97495. else {
  97496. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97497. }
  97498. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97499. parent = parent.parent;
  97500. }
  97501. return this._tmpQuat;
  97502. };
  97503. /**
  97504. * Apply a force
  97505. * @param force The force to apply
  97506. * @param contactPoint The contact point for the force
  97507. * @returns The physics imposter
  97508. */
  97509. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97510. if (this._physicsEngine) {
  97511. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97512. }
  97513. return this;
  97514. };
  97515. /**
  97516. * Apply an impulse
  97517. * @param force The impulse force
  97518. * @param contactPoint The contact point for the impulse force
  97519. * @returns The physics imposter
  97520. */
  97521. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97522. if (this._physicsEngine) {
  97523. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97524. }
  97525. return this;
  97526. };
  97527. /**
  97528. * A help function to create a joint
  97529. * @param otherImpostor A physics imposter used to create a joint
  97530. * @param jointType The type of joint
  97531. * @param jointData The data for the joint
  97532. * @returns The physics imposter
  97533. */
  97534. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97535. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97536. this.addJoint(otherImpostor, joint);
  97537. return this;
  97538. };
  97539. /**
  97540. * Add a joint to this impostor with a different impostor
  97541. * @param otherImpostor A physics imposter used to add a joint
  97542. * @param joint The joint to add
  97543. * @returns The physics imposter
  97544. */
  97545. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97546. this._joints.push({
  97547. otherImpostor: otherImpostor,
  97548. joint: joint
  97549. });
  97550. if (this._physicsEngine) {
  97551. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97552. }
  97553. return this;
  97554. };
  97555. /**
  97556. * Will keep this body still, in a sleep mode.
  97557. * @returns the physics imposter
  97558. */
  97559. PhysicsImpostor.prototype.sleep = function () {
  97560. if (this._physicsEngine) {
  97561. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97562. }
  97563. return this;
  97564. };
  97565. /**
  97566. * Wake the body up.
  97567. * @returns The physics imposter
  97568. */
  97569. PhysicsImpostor.prototype.wakeUp = function () {
  97570. if (this._physicsEngine) {
  97571. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97572. }
  97573. return this;
  97574. };
  97575. /**
  97576. * Clones the physics imposter
  97577. * @param newObject The physics imposter clones to this physics-enabled object
  97578. * @returns A nullable physics imposter
  97579. */
  97580. PhysicsImpostor.prototype.clone = function (newObject) {
  97581. if (!newObject) {
  97582. return null;
  97583. }
  97584. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97585. };
  97586. /**
  97587. * Disposes the physics imposter
  97588. */
  97589. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97590. var _this = this;
  97591. //no dispose if no physics engine is available.
  97592. if (!this._physicsEngine) {
  97593. return;
  97594. }
  97595. this._joints.forEach(function (j) {
  97596. if (_this._physicsEngine) {
  97597. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97598. }
  97599. });
  97600. //dispose the physics body
  97601. this._physicsEngine.removeImpostor(this);
  97602. if (this.parent) {
  97603. this.parent.forceUpdate();
  97604. }
  97605. else {
  97606. /*this._object.getChildMeshes().forEach(function(mesh) {
  97607. if (mesh.physicsImpostor) {
  97608. if (disposeChildren) {
  97609. mesh.physicsImpostor.dispose();
  97610. mesh.physicsImpostor = null;
  97611. }
  97612. }
  97613. })*/
  97614. }
  97615. this._isDisposed = true;
  97616. };
  97617. /**
  97618. * Sets the delta position
  97619. * @param position The delta position amount
  97620. */
  97621. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97622. this._deltaPosition.copyFrom(position);
  97623. };
  97624. /**
  97625. * Sets the delta rotation
  97626. * @param rotation The delta rotation amount
  97627. */
  97628. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97629. if (!this._deltaRotation) {
  97630. this._deltaRotation = new BABYLON.Quaternion();
  97631. }
  97632. this._deltaRotation.copyFrom(rotation);
  97633. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97634. };
  97635. /**
  97636. * Gets the box size of the physics imposter and stores the result in the input parameter
  97637. * @param result Stores the box size
  97638. * @returns The physics imposter
  97639. */
  97640. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97641. if (this._physicsEngine) {
  97642. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97643. }
  97644. return this;
  97645. };
  97646. /**
  97647. * Gets the radius of the physics imposter
  97648. * @returns Radius of the physics imposter
  97649. */
  97650. PhysicsImpostor.prototype.getRadius = function () {
  97651. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97652. };
  97653. /**
  97654. * Sync a bone with this impostor
  97655. * @param bone The bone to sync to the impostor.
  97656. * @param boneMesh The mesh that the bone is influencing.
  97657. * @param jointPivot The pivot of the joint / bone in local space.
  97658. * @param distToJoint Optional distance from the impostor to the joint.
  97659. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97660. */
  97661. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97662. var tempVec = PhysicsImpostor._tmpVecs[0];
  97663. var mesh = this.object;
  97664. if (mesh.rotationQuaternion) {
  97665. if (adjustRotation) {
  97666. var tempQuat = PhysicsImpostor._tmpQuat;
  97667. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97668. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97669. }
  97670. else {
  97671. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97672. }
  97673. }
  97674. tempVec.x = 0;
  97675. tempVec.y = 0;
  97676. tempVec.z = 0;
  97677. if (jointPivot) {
  97678. tempVec.x = jointPivot.x;
  97679. tempVec.y = jointPivot.y;
  97680. tempVec.z = jointPivot.z;
  97681. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97682. if (distToJoint === undefined || distToJoint === null) {
  97683. distToJoint = jointPivot.length();
  97684. }
  97685. tempVec.x *= distToJoint;
  97686. tempVec.y *= distToJoint;
  97687. tempVec.z *= distToJoint;
  97688. }
  97689. if (bone.getParent()) {
  97690. tempVec.addInPlace(mesh.getAbsolutePosition());
  97691. bone.setAbsolutePosition(tempVec, boneMesh);
  97692. }
  97693. else {
  97694. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97695. boneMesh.position.x -= tempVec.x;
  97696. boneMesh.position.y -= tempVec.y;
  97697. boneMesh.position.z -= tempVec.z;
  97698. }
  97699. };
  97700. /**
  97701. * Sync impostor to a bone
  97702. * @param bone The bone that the impostor will be synced to.
  97703. * @param boneMesh The mesh that the bone is influencing.
  97704. * @param jointPivot The pivot of the joint / bone in local space.
  97705. * @param distToJoint Optional distance from the impostor to the joint.
  97706. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97707. * @param boneAxis Optional vector3 axis the bone is aligned with
  97708. */
  97709. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97710. var mesh = this.object;
  97711. if (mesh.rotationQuaternion) {
  97712. if (adjustRotation) {
  97713. var tempQuat = PhysicsImpostor._tmpQuat;
  97714. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97715. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97716. }
  97717. else {
  97718. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97719. }
  97720. }
  97721. var pos = PhysicsImpostor._tmpVecs[0];
  97722. var boneDir = PhysicsImpostor._tmpVecs[1];
  97723. if (!boneAxis) {
  97724. boneAxis = PhysicsImpostor._tmpVecs[2];
  97725. boneAxis.x = 0;
  97726. boneAxis.y = 1;
  97727. boneAxis.z = 0;
  97728. }
  97729. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97730. bone.getAbsolutePositionToRef(boneMesh, pos);
  97731. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97732. distToJoint = jointPivot.length();
  97733. }
  97734. if (distToJoint !== undefined && distToJoint !== null) {
  97735. pos.x += boneDir.x * distToJoint;
  97736. pos.y += boneDir.y * distToJoint;
  97737. pos.z += boneDir.z * distToJoint;
  97738. }
  97739. mesh.setAbsolutePosition(pos);
  97740. };
  97741. /**
  97742. * The default object size of the imposter
  97743. */
  97744. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97745. /**
  97746. * The identity quaternion of the imposter
  97747. */
  97748. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97749. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97750. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97751. //Impostor types
  97752. /**
  97753. * No-Imposter type
  97754. */
  97755. PhysicsImpostor.NoImpostor = 0;
  97756. /**
  97757. * Sphere-Imposter type
  97758. */
  97759. PhysicsImpostor.SphereImpostor = 1;
  97760. /**
  97761. * Box-Imposter type
  97762. */
  97763. PhysicsImpostor.BoxImpostor = 2;
  97764. /**
  97765. * Plane-Imposter type
  97766. */
  97767. PhysicsImpostor.PlaneImpostor = 3;
  97768. /**
  97769. * Mesh-imposter type
  97770. */
  97771. PhysicsImpostor.MeshImpostor = 4;
  97772. /**
  97773. * Cylinder-Imposter type
  97774. */
  97775. PhysicsImpostor.CylinderImpostor = 7;
  97776. /**
  97777. * Particle-Imposter type
  97778. */
  97779. PhysicsImpostor.ParticleImpostor = 8;
  97780. /**
  97781. * Heightmap-Imposter type
  97782. */
  97783. PhysicsImpostor.HeightmapImpostor = 9;
  97784. return PhysicsImpostor;
  97785. }());
  97786. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97787. })(BABYLON || (BABYLON = {}));
  97788. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97789. var BABYLON;
  97790. (function (BABYLON) {
  97791. /**
  97792. * Class used to control physics engine
  97793. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97794. */
  97795. var PhysicsEngine = /** @class */ (function () {
  97796. /**
  97797. * Creates a new Physics Engine
  97798. * @param gravity defines the gravity vector used by the simulation
  97799. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97800. */
  97801. function PhysicsEngine(gravity, _physicsPlugin) {
  97802. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97803. this._physicsPlugin = _physicsPlugin;
  97804. this._impostors = [];
  97805. this._joints = [];
  97806. if (!this._physicsPlugin.isSupported()) {
  97807. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97808. + "Please make sure it is included.");
  97809. }
  97810. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97811. this.setGravity(gravity);
  97812. this.setTimeStep();
  97813. }
  97814. /**
  97815. * Sets the gravity vector used by the simulation
  97816. * @param gravity defines the gravity vector to use
  97817. */
  97818. PhysicsEngine.prototype.setGravity = function (gravity) {
  97819. this.gravity = gravity;
  97820. this._physicsPlugin.setGravity(this.gravity);
  97821. };
  97822. /**
  97823. * Set the time step of the physics engine.
  97824. * Default is 1/60.
  97825. * To slow it down, enter 1/600 for example.
  97826. * To speed it up, 1/30
  97827. * @param newTimeStep defines the new timestep to apply to this world.
  97828. */
  97829. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97830. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97831. this._physicsPlugin.setTimeStep(newTimeStep);
  97832. };
  97833. /**
  97834. * Get the time step of the physics engine.
  97835. * @returns the current time step
  97836. */
  97837. PhysicsEngine.prototype.getTimeStep = function () {
  97838. return this._physicsPlugin.getTimeStep();
  97839. };
  97840. /**
  97841. * Release all resources
  97842. */
  97843. PhysicsEngine.prototype.dispose = function () {
  97844. this._impostors.forEach(function (impostor) {
  97845. impostor.dispose();
  97846. });
  97847. this._physicsPlugin.dispose();
  97848. };
  97849. /**
  97850. * Gets the name of the current physics plugin
  97851. * @returns the name of the plugin
  97852. */
  97853. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97854. return this._physicsPlugin.name;
  97855. };
  97856. /**
  97857. * Adding a new impostor for the impostor tracking.
  97858. * This will be done by the impostor itself.
  97859. * @param impostor the impostor to add
  97860. */
  97861. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97862. impostor.uniqueId = this._impostors.push(impostor);
  97863. //if no parent, generate the body
  97864. if (!impostor.parent) {
  97865. this._physicsPlugin.generatePhysicsBody(impostor);
  97866. }
  97867. };
  97868. /**
  97869. * Remove an impostor from the engine.
  97870. * This impostor and its mesh will not longer be updated by the physics engine.
  97871. * @param impostor the impostor to remove
  97872. */
  97873. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97874. var index = this._impostors.indexOf(impostor);
  97875. if (index > -1) {
  97876. var removed = this._impostors.splice(index, 1);
  97877. //Is it needed?
  97878. if (removed.length) {
  97879. //this will also remove it from the world.
  97880. removed[0].physicsBody = null;
  97881. }
  97882. }
  97883. };
  97884. /**
  97885. * Add a joint to the physics engine
  97886. * @param mainImpostor defines the main impostor to which the joint is added.
  97887. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97888. * @param joint defines the joint that will connect both impostors.
  97889. */
  97890. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97891. var impostorJoint = {
  97892. mainImpostor: mainImpostor,
  97893. connectedImpostor: connectedImpostor,
  97894. joint: joint
  97895. };
  97896. joint.physicsPlugin = this._physicsPlugin;
  97897. this._joints.push(impostorJoint);
  97898. this._physicsPlugin.generateJoint(impostorJoint);
  97899. };
  97900. /**
  97901. * Removes a joint from the simulation
  97902. * @param mainImpostor defines the impostor used with the joint
  97903. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97904. * @param joint defines the joint to remove
  97905. */
  97906. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97907. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97908. return (impostorJoint.connectedImpostor === connectedImpostor
  97909. && impostorJoint.joint === joint
  97910. && impostorJoint.mainImpostor === mainImpostor);
  97911. });
  97912. if (matchingJoints.length) {
  97913. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97914. //TODO remove it from the list as well
  97915. }
  97916. };
  97917. /**
  97918. * Called by the scene. No need to call it.
  97919. * @param delta defines the timespam between frames
  97920. */
  97921. PhysicsEngine.prototype._step = function (delta) {
  97922. var _this = this;
  97923. //check if any mesh has no body / requires an update
  97924. this._impostors.forEach(function (impostor) {
  97925. if (impostor.isBodyInitRequired()) {
  97926. _this._physicsPlugin.generatePhysicsBody(impostor);
  97927. }
  97928. });
  97929. if (delta > 0.1) {
  97930. delta = 0.1;
  97931. }
  97932. else if (delta <= 0) {
  97933. delta = 1.0 / 60.0;
  97934. }
  97935. this._physicsPlugin.executeStep(delta, this._impostors);
  97936. };
  97937. /**
  97938. * Gets the current plugin used to run the simulation
  97939. * @returns current plugin
  97940. */
  97941. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97942. return this._physicsPlugin;
  97943. };
  97944. /**
  97945. * Gets the list of physic impostors
  97946. * @returns an array of PhysicsImpostor
  97947. */
  97948. PhysicsEngine.prototype.getImpostors = function () {
  97949. return this._impostors;
  97950. };
  97951. /**
  97952. * Gets the impostor for a physics enabled object
  97953. * @param object defines the object impersonated by the impostor
  97954. * @returns the PhysicsImpostor or null if not found
  97955. */
  97956. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97957. for (var i = 0; i < this._impostors.length; ++i) {
  97958. if (this._impostors[i].object === object) {
  97959. return this._impostors[i];
  97960. }
  97961. }
  97962. return null;
  97963. };
  97964. /**
  97965. * Gets the impostor for a physics body object
  97966. * @param body defines physics body used by the impostor
  97967. * @returns the PhysicsImpostor or null if not found
  97968. */
  97969. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97970. for (var i = 0; i < this._impostors.length; ++i) {
  97971. if (this._impostors[i].physicsBody === body) {
  97972. return this._impostors[i];
  97973. }
  97974. }
  97975. return null;
  97976. };
  97977. /**
  97978. * Global value used to control the smallest number supported by the simulation
  97979. */
  97980. PhysicsEngine.Epsilon = 0.001;
  97981. return PhysicsEngine;
  97982. }());
  97983. BABYLON.PhysicsEngine = PhysicsEngine;
  97984. })(BABYLON || (BABYLON = {}));
  97985. //# sourceMappingURL=babylon.physicsEngine.js.map
  97986. var BABYLON;
  97987. (function (BABYLON) {
  97988. /**
  97989. * A helper for physics simulations
  97990. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97991. */
  97992. var PhysicsHelper = /** @class */ (function () {
  97993. /**
  97994. * Initializes the Physics helper
  97995. * @param scene Babylon.js scene
  97996. */
  97997. function PhysicsHelper(scene) {
  97998. this._scene = scene;
  97999. this._physicsEngine = this._scene.getPhysicsEngine();
  98000. if (!this._physicsEngine) {
  98001. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  98002. }
  98003. }
  98004. /**
  98005. * Applies a radial explosion impulse
  98006. * @param origin the origin of the explosion
  98007. * @param radius the explosion radius
  98008. * @param strength the explosion strength
  98009. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98010. * @returns A physics radial explosion event, or null
  98011. */
  98012. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  98013. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98014. if (!this._physicsEngine) {
  98015. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  98016. return null;
  98017. }
  98018. var impostors = this._physicsEngine.getImpostors();
  98019. if (impostors.length === 0) {
  98020. return null;
  98021. }
  98022. var event = new PhysicsRadialExplosionEvent(this._scene);
  98023. impostors.forEach(function (impostor) {
  98024. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98025. if (!impostorForceAndContactPoint) {
  98026. return;
  98027. }
  98028. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98029. });
  98030. event.dispose(false);
  98031. return event;
  98032. };
  98033. /**
  98034. * Applies a radial explosion force
  98035. * @param origin the origin of the explosion
  98036. * @param radius the explosion radius
  98037. * @param strength the explosion strength
  98038. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98039. * @returns A physics radial explosion event, or null
  98040. */
  98041. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  98042. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98043. if (!this._physicsEngine) {
  98044. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98045. return null;
  98046. }
  98047. var impostors = this._physicsEngine.getImpostors();
  98048. if (impostors.length === 0) {
  98049. return null;
  98050. }
  98051. var event = new PhysicsRadialExplosionEvent(this._scene);
  98052. impostors.forEach(function (impostor) {
  98053. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98054. if (!impostorForceAndContactPoint) {
  98055. return;
  98056. }
  98057. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98058. });
  98059. event.dispose(false);
  98060. return event;
  98061. };
  98062. /**
  98063. * Creates a gravitational field
  98064. * @param origin the origin of the explosion
  98065. * @param radius the explosion radius
  98066. * @param strength the explosion strength
  98067. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98068. * @returns A physics gravitational field event, or null
  98069. */
  98070. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  98071. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98072. if (!this._physicsEngine) {
  98073. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98074. return null;
  98075. }
  98076. var impostors = this._physicsEngine.getImpostors();
  98077. if (impostors.length === 0) {
  98078. return null;
  98079. }
  98080. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  98081. event.dispose(false);
  98082. return event;
  98083. };
  98084. /**
  98085. * Creates a physics updraft event
  98086. * @param origin the origin of the updraft
  98087. * @param radius the radius of the updraft
  98088. * @param strength the strength of the updraft
  98089. * @param height the height of the updraft
  98090. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  98091. * @returns A physics updraft event, or null
  98092. */
  98093. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  98094. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  98095. if (!this._physicsEngine) {
  98096. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98097. return null;
  98098. }
  98099. if (this._physicsEngine.getImpostors().length === 0) {
  98100. return null;
  98101. }
  98102. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  98103. event.dispose(false);
  98104. return event;
  98105. };
  98106. /**
  98107. * Creates a physics vortex event
  98108. * @param origin the of the vortex
  98109. * @param radius the radius of the vortex
  98110. * @param strength the strength of the vortex
  98111. * @param height the height of the vortex
  98112. * @returns a Physics vortex event, or null
  98113. * A physics vortex event or null
  98114. */
  98115. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  98116. if (!this._physicsEngine) {
  98117. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98118. return null;
  98119. }
  98120. if (this._physicsEngine.getImpostors().length === 0) {
  98121. return null;
  98122. }
  98123. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  98124. event.dispose(false);
  98125. return event;
  98126. };
  98127. return PhysicsHelper;
  98128. }());
  98129. BABYLON.PhysicsHelper = PhysicsHelper;
  98130. /**
  98131. * Represents a physics radial explosion event
  98132. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98133. */
  98134. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  98135. /**
  98136. * Initializes a radial explosioin event
  98137. * @param scene BabylonJS scene
  98138. */
  98139. function PhysicsRadialExplosionEvent(scene) {
  98140. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  98141. this._rays = [];
  98142. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  98143. this._scene = scene;
  98144. }
  98145. /**
  98146. * Returns the data related to the radial explosion event (sphere & rays).
  98147. * @returns The radial explosion event data
  98148. */
  98149. PhysicsRadialExplosionEvent.prototype.getData = function () {
  98150. this._dataFetched = true;
  98151. return {
  98152. sphere: this._sphere,
  98153. rays: this._rays,
  98154. };
  98155. };
  98156. /**
  98157. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  98158. * @param impostor A physics imposter
  98159. * @param origin the origin of the explosion
  98160. * @param radius the explosion radius
  98161. * @param strength the explosion strength
  98162. * @param falloff possible options: Constant & Linear
  98163. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  98164. */
  98165. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  98166. if (impostor.mass === 0) {
  98167. return null;
  98168. }
  98169. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  98170. return null;
  98171. }
  98172. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98173. return null;
  98174. }
  98175. var impostorObjectCenter = impostor.getObjectCenter();
  98176. var direction = impostorObjectCenter.subtract(origin);
  98177. var ray = new BABYLON.Ray(origin, direction, radius);
  98178. this._rays.push(ray);
  98179. var hit = ray.intersectsMesh(impostor.object);
  98180. var contactPoint = hit.pickedPoint;
  98181. if (!contactPoint) {
  98182. return null;
  98183. }
  98184. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  98185. if (distanceFromOrigin > radius) {
  98186. return null;
  98187. }
  98188. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  98189. ? strength
  98190. : strength * (1 - (distanceFromOrigin / radius));
  98191. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98192. return { force: force, contactPoint: contactPoint };
  98193. };
  98194. /**
  98195. * Disposes the sphere.
  98196. * @param force Specifies if the sphere should be disposed by force
  98197. */
  98198. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  98199. var _this = this;
  98200. if (force === void 0) { force = true; }
  98201. if (force) {
  98202. this._sphere.dispose();
  98203. }
  98204. else {
  98205. setTimeout(function () {
  98206. if (!_this._dataFetched) {
  98207. _this._sphere.dispose();
  98208. }
  98209. }, 0);
  98210. }
  98211. };
  98212. /*** Helpers ***/
  98213. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  98214. if (!this._sphere) {
  98215. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  98216. this._sphere.isVisible = false;
  98217. }
  98218. };
  98219. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  98220. var impostorObject = impostor.object;
  98221. this._prepareSphere();
  98222. this._sphere.position = origin;
  98223. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  98224. this._sphere._updateBoundingInfo();
  98225. this._sphere.computeWorldMatrix(true);
  98226. return this._sphere.intersectsMesh(impostorObject, true);
  98227. };
  98228. return PhysicsRadialExplosionEvent;
  98229. }());
  98230. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  98231. /**
  98232. * Represents a gravitational field event
  98233. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98234. */
  98235. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  98236. /**
  98237. * Initializes the physics gravitational field event
  98238. * @param physicsHelper A physics helper
  98239. * @param scene BabylonJS scene
  98240. * @param origin The origin position of the gravitational field event
  98241. * @param radius The radius of the gravitational field event
  98242. * @param strength The strength of the gravitational field event
  98243. * @param falloff The falloff for the gravitational field event
  98244. */
  98245. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  98246. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98247. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98248. this._physicsHelper = physicsHelper;
  98249. this._scene = scene;
  98250. this._origin = origin;
  98251. this._radius = radius;
  98252. this._strength = strength;
  98253. this._falloff = falloff;
  98254. this._tickCallback = this._tick.bind(this);
  98255. }
  98256. /**
  98257. * Returns the data related to the gravitational field event (sphere).
  98258. * @returns A gravitational field event
  98259. */
  98260. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  98261. this._dataFetched = true;
  98262. return {
  98263. sphere: this._sphere,
  98264. };
  98265. };
  98266. /**
  98267. * Enables the gravitational field.
  98268. */
  98269. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  98270. this._tickCallback.call(this);
  98271. this._scene.registerBeforeRender(this._tickCallback);
  98272. };
  98273. /**
  98274. * Disables the gravitational field.
  98275. */
  98276. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  98277. this._scene.unregisterBeforeRender(this._tickCallback);
  98278. };
  98279. /**
  98280. * Disposes the sphere.
  98281. * @param force The force to dispose from the gravitational field event
  98282. */
  98283. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  98284. var _this = this;
  98285. if (force === void 0) { force = true; }
  98286. if (force) {
  98287. this._sphere.dispose();
  98288. }
  98289. else {
  98290. setTimeout(function () {
  98291. if (!_this._dataFetched) {
  98292. _this._sphere.dispose();
  98293. }
  98294. }, 0);
  98295. }
  98296. };
  98297. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  98298. // Since the params won't change, we fetch the event only once
  98299. if (this._sphere) {
  98300. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98301. }
  98302. else {
  98303. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98304. if (radialExplosionEvent) {
  98305. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  98306. }
  98307. }
  98308. };
  98309. return PhysicsGravitationalFieldEvent;
  98310. }());
  98311. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  98312. /**
  98313. * Represents a physics updraft event
  98314. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98315. */
  98316. var PhysicsUpdraftEvent = /** @class */ (function () {
  98317. /**
  98318. * Initializes the physics updraft event
  98319. * @param _scene BabylonJS scene
  98320. * @param _origin The origin position of the updraft
  98321. * @param _radius The radius of the updraft
  98322. * @param _strength The strength of the updraft
  98323. * @param _height The height of the updraft
  98324. * @param _updraftMode The mode of the updraft
  98325. */
  98326. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98327. this._scene = _scene;
  98328. this._origin = _origin;
  98329. this._radius = _radius;
  98330. this._strength = _strength;
  98331. this._height = _height;
  98332. this._updraftMode = _updraftMode;
  98333. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98334. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98335. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98336. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98337. this._physicsEngine = this._scene.getPhysicsEngine();
  98338. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98339. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98340. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98341. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98342. }
  98343. this._tickCallback = this._tick.bind(this);
  98344. this._prepareCylinder();
  98345. }
  98346. /**
  98347. * Returns the data related to the updraft event (cylinder).
  98348. * @returns A physics updraft event
  98349. */
  98350. PhysicsUpdraftEvent.prototype.getData = function () {
  98351. this._dataFetched = true;
  98352. return {
  98353. cylinder: this._cylinder,
  98354. };
  98355. };
  98356. /**
  98357. * Enables the updraft.
  98358. */
  98359. PhysicsUpdraftEvent.prototype.enable = function () {
  98360. this._tickCallback.call(this);
  98361. this._scene.registerBeforeRender(this._tickCallback);
  98362. };
  98363. /**
  98364. * Disables the cortex.
  98365. */
  98366. PhysicsUpdraftEvent.prototype.disable = function () {
  98367. this._scene.unregisterBeforeRender(this._tickCallback);
  98368. };
  98369. /**
  98370. * Disposes the sphere.
  98371. * @param force Specifies if the updraft should be disposed by force
  98372. */
  98373. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98374. var _this = this;
  98375. if (force === void 0) { force = true; }
  98376. if (!this._cylinder) {
  98377. return;
  98378. }
  98379. if (force) {
  98380. this._cylinder.dispose();
  98381. }
  98382. else {
  98383. setTimeout(function () {
  98384. if (!_this._dataFetched) {
  98385. _this._cylinder.dispose();
  98386. }
  98387. }, 0);
  98388. }
  98389. };
  98390. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98391. if (impostor.mass === 0) {
  98392. return null;
  98393. }
  98394. if (!this._intersectsWithCylinder(impostor)) {
  98395. return null;
  98396. }
  98397. var impostorObjectCenter = impostor.getObjectCenter();
  98398. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98399. var direction = this._originDirection;
  98400. }
  98401. else {
  98402. var direction = impostorObjectCenter.subtract(this._originTop);
  98403. }
  98404. var multiplier = this._strength * -1;
  98405. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98406. return { force: force, contactPoint: impostorObjectCenter };
  98407. };
  98408. PhysicsUpdraftEvent.prototype._tick = function () {
  98409. var _this = this;
  98410. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98411. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98412. if (!impostorForceAndContactPoint) {
  98413. return;
  98414. }
  98415. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98416. });
  98417. };
  98418. /*** Helpers ***/
  98419. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98420. if (!this._cylinder) {
  98421. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98422. height: this._height,
  98423. diameter: this._radius * 2,
  98424. }, this._scene);
  98425. this._cylinder.isVisible = false;
  98426. }
  98427. };
  98428. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98429. var impostorObject = impostor.object;
  98430. this._cylinder.position = this._cylinderPosition;
  98431. return this._cylinder.intersectsMesh(impostorObject, true);
  98432. };
  98433. return PhysicsUpdraftEvent;
  98434. }());
  98435. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98436. /**
  98437. * Represents a physics vortex event
  98438. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98439. */
  98440. var PhysicsVortexEvent = /** @class */ (function () {
  98441. /**
  98442. * Initializes the physics vortex event
  98443. * @param _scene The BabylonJS scene
  98444. * @param _origin The origin position of the vortex
  98445. * @param _radius The radius of the vortex
  98446. * @param _strength The strength of the vortex
  98447. * @param _height The height of the vortex
  98448. */
  98449. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98450. this._scene = _scene;
  98451. this._origin = _origin;
  98452. this._radius = _radius;
  98453. this._strength = _strength;
  98454. this._height = _height;
  98455. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98456. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98457. this._updraftMultiplier = 0.02;
  98458. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98459. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98460. this._physicsEngine = this._scene.getPhysicsEngine();
  98461. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98462. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98463. this._tickCallback = this._tick.bind(this);
  98464. this._prepareCylinder();
  98465. }
  98466. /**
  98467. * Returns the data related to the vortex event (cylinder).
  98468. * @returns The physics vortex event data
  98469. */
  98470. PhysicsVortexEvent.prototype.getData = function () {
  98471. this._dataFetched = true;
  98472. return {
  98473. cylinder: this._cylinder,
  98474. };
  98475. };
  98476. /**
  98477. * Enables the vortex.
  98478. */
  98479. PhysicsVortexEvent.prototype.enable = function () {
  98480. this._tickCallback.call(this);
  98481. this._scene.registerBeforeRender(this._tickCallback);
  98482. };
  98483. /**
  98484. * Disables the cortex.
  98485. */
  98486. PhysicsVortexEvent.prototype.disable = function () {
  98487. this._scene.unregisterBeforeRender(this._tickCallback);
  98488. };
  98489. /**
  98490. * Disposes the sphere.
  98491. * @param force
  98492. */
  98493. PhysicsVortexEvent.prototype.dispose = function (force) {
  98494. var _this = this;
  98495. if (force === void 0) { force = true; }
  98496. if (force) {
  98497. this._cylinder.dispose();
  98498. }
  98499. else {
  98500. setTimeout(function () {
  98501. if (!_this._dataFetched) {
  98502. _this._cylinder.dispose();
  98503. }
  98504. }, 0);
  98505. }
  98506. };
  98507. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98508. if (impostor.mass === 0) {
  98509. return null;
  98510. }
  98511. if (!this._intersectsWithCylinder(impostor)) {
  98512. return null;
  98513. }
  98514. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98515. return null;
  98516. }
  98517. var impostorObjectCenter = impostor.getObjectCenter();
  98518. 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)
  98519. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98520. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98521. var hit = ray.intersectsMesh(impostor.object);
  98522. var contactPoint = hit.pickedPoint;
  98523. if (!contactPoint) {
  98524. return null;
  98525. }
  98526. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98527. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98528. var directionToOrigin = contactPoint.normalize();
  98529. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98530. directionToOrigin = directionToOrigin.negate();
  98531. }
  98532. // TODO: find a more physically based solution
  98533. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98534. var forceX = directionToOrigin.x * this._strength / 8;
  98535. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98536. var forceZ = directionToOrigin.z * this._strength / 8;
  98537. }
  98538. else {
  98539. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98540. var forceY = this._originTop.y * this._updraftMultiplier;
  98541. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98542. }
  98543. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98544. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98545. return { force: force, contactPoint: impostorObjectCenter };
  98546. };
  98547. PhysicsVortexEvent.prototype._tick = function () {
  98548. var _this = this;
  98549. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98550. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98551. if (!impostorForceAndContactPoint) {
  98552. return;
  98553. }
  98554. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98555. });
  98556. };
  98557. /*** Helpers ***/
  98558. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98559. if (!this._cylinder) {
  98560. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98561. height: this._height,
  98562. diameter: this._radius * 2,
  98563. }, this._scene);
  98564. this._cylinder.isVisible = false;
  98565. }
  98566. };
  98567. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98568. var impostorObject = impostor.object;
  98569. this._cylinder.position = this._cylinderPosition;
  98570. return this._cylinder.intersectsMesh(impostorObject, true);
  98571. };
  98572. return PhysicsVortexEvent;
  98573. }());
  98574. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98575. /**
  98576. * The strenght of the force in correspondence to the distance of the affected object
  98577. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98578. */
  98579. var PhysicsRadialImpulseFalloff;
  98580. (function (PhysicsRadialImpulseFalloff) {
  98581. /** Defines that impulse is constant in strength across it's whole radius */
  98582. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98583. /** DEfines that impulse gets weaker if it's further from the origin */
  98584. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98585. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98586. /**
  98587. * The strength of the force in correspondence to the distance of the affected object
  98588. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98589. */
  98590. var PhysicsUpdraftMode;
  98591. (function (PhysicsUpdraftMode) {
  98592. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98593. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98594. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98595. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98596. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98597. })(BABYLON || (BABYLON = {}));
  98598. //# sourceMappingURL=babylon.physicsHelper.js.map
  98599. var BABYLON;
  98600. (function (BABYLON) {
  98601. /** @hidden */
  98602. var CannonJSPlugin = /** @class */ (function () {
  98603. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98604. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98605. if (iterations === void 0) { iterations = 10; }
  98606. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98607. this.name = "CannonJSPlugin";
  98608. this._physicsMaterials = new Array();
  98609. this._fixedTimeStep = 1 / 60;
  98610. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98611. this.BJSCANNON = CANNON;
  98612. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98613. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98614. this._tmpPosition = BABYLON.Vector3.Zero();
  98615. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98616. this._tmpUnityRotation = new BABYLON.Quaternion();
  98617. if (!this.isSupported()) {
  98618. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98619. return;
  98620. }
  98621. this._extendNamespace();
  98622. this.world = new this.BJSCANNON.World();
  98623. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98624. this.world.solver.iterations = iterations;
  98625. }
  98626. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98627. this.world.gravity.copy(gravity);
  98628. };
  98629. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98630. this._fixedTimeStep = timeStep;
  98631. };
  98632. CannonJSPlugin.prototype.getTimeStep = function () {
  98633. return this._fixedTimeStep;
  98634. };
  98635. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98636. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98637. };
  98638. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98639. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98640. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98641. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98642. };
  98643. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98644. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98645. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98646. impostor.physicsBody.applyForce(impulse, worldPoint);
  98647. };
  98648. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98649. //parent-child relationship. Does this impostor has a parent impostor?
  98650. if (impostor.parent) {
  98651. if (impostor.physicsBody) {
  98652. this.removePhysicsBody(impostor);
  98653. //TODO is that needed?
  98654. impostor.forceUpdate();
  98655. }
  98656. return;
  98657. }
  98658. //should a new body be created for this impostor?
  98659. if (impostor.isBodyInitRequired()) {
  98660. var shape = this._createShape(impostor);
  98661. //unregister events, if body is being changed
  98662. var oldBody = impostor.physicsBody;
  98663. if (oldBody) {
  98664. this.removePhysicsBody(impostor);
  98665. }
  98666. //create the body and material
  98667. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98668. var bodyCreationObject = {
  98669. mass: impostor.getParam("mass"),
  98670. material: material
  98671. };
  98672. // A simple extend, in case native options were used.
  98673. var nativeOptions = impostor.getParam("nativeOptions");
  98674. for (var key in nativeOptions) {
  98675. if (nativeOptions.hasOwnProperty(key)) {
  98676. bodyCreationObject[key] = nativeOptions[key];
  98677. }
  98678. }
  98679. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98680. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98681. this.world.addEventListener("preStep", impostor.beforeStep);
  98682. this.world.addEventListener("postStep", impostor.afterStep);
  98683. impostor.physicsBody.addShape(shape);
  98684. this.world.add(impostor.physicsBody);
  98685. //try to keep the body moving in the right direction by taking old properties.
  98686. //Should be tested!
  98687. if (oldBody) {
  98688. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98689. impostor.physicsBody[param].copy(oldBody[param]);
  98690. });
  98691. }
  98692. this._processChildMeshes(impostor);
  98693. }
  98694. //now update the body's transformation
  98695. this._updatePhysicsBodyTransformation(impostor);
  98696. };
  98697. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98698. var _this = this;
  98699. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98700. var currentRotation = mainImpostor.object.rotationQuaternion;
  98701. if (meshChildren.length) {
  98702. var processMesh = function (localPosition, mesh) {
  98703. if (!currentRotation || !mesh.rotationQuaternion) {
  98704. return;
  98705. }
  98706. var childImpostor = mesh.getPhysicsImpostor();
  98707. if (childImpostor) {
  98708. var parent = childImpostor.parent;
  98709. if (parent !== mainImpostor) {
  98710. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98711. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98712. if (childImpostor.physicsBody) {
  98713. _this.removePhysicsBody(childImpostor);
  98714. childImpostor.physicsBody = null;
  98715. }
  98716. childImpostor.parent = mainImpostor;
  98717. childImpostor.resetUpdateFlags();
  98718. 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));
  98719. //Add the mass of the children.
  98720. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98721. }
  98722. }
  98723. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98724. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98725. };
  98726. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98727. }
  98728. };
  98729. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98730. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98731. this.world.removeEventListener("preStep", impostor.beforeStep);
  98732. this.world.removeEventListener("postStep", impostor.afterStep);
  98733. this.world.remove(impostor.physicsBody);
  98734. };
  98735. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98736. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98737. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98738. if (!mainBody || !connectedBody) {
  98739. return;
  98740. }
  98741. var constraint;
  98742. var jointData = impostorJoint.joint.jointData;
  98743. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98744. var constraintData = {
  98745. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98746. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98747. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98748. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98749. maxForce: jointData.nativeParams.maxForce,
  98750. collideConnected: !!jointData.collision
  98751. };
  98752. switch (impostorJoint.joint.type) {
  98753. case BABYLON.PhysicsJoint.HingeJoint:
  98754. case BABYLON.PhysicsJoint.Hinge2Joint:
  98755. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98756. break;
  98757. case BABYLON.PhysicsJoint.DistanceJoint:
  98758. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98759. break;
  98760. case BABYLON.PhysicsJoint.SpringJoint:
  98761. var springData = jointData;
  98762. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98763. restLength: springData.length,
  98764. stiffness: springData.stiffness,
  98765. damping: springData.damping,
  98766. localAnchorA: constraintData.pivotA,
  98767. localAnchorB: constraintData.pivotB
  98768. });
  98769. break;
  98770. case BABYLON.PhysicsJoint.LockJoint:
  98771. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98772. break;
  98773. case BABYLON.PhysicsJoint.PointToPointJoint:
  98774. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98775. default:
  98776. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98777. break;
  98778. }
  98779. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98780. constraint.collideConnected = !!jointData.collision;
  98781. impostorJoint.joint.physicsJoint = constraint;
  98782. //don't add spring as constraint, as it is not one.
  98783. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98784. this.world.addConstraint(constraint);
  98785. }
  98786. else {
  98787. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98788. constraint.applyForce();
  98789. };
  98790. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98791. }
  98792. };
  98793. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98794. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98795. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98796. }
  98797. else {
  98798. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98799. }
  98800. };
  98801. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98802. var index;
  98803. var mat;
  98804. for (index = 0; index < this._physicsMaterials.length; index++) {
  98805. mat = this._physicsMaterials[index];
  98806. if (mat.friction === friction && mat.restitution === restitution) {
  98807. return mat;
  98808. }
  98809. }
  98810. var currentMat = new this.BJSCANNON.Material(name);
  98811. currentMat.friction = friction;
  98812. currentMat.restitution = restitution;
  98813. this._physicsMaterials.push(currentMat);
  98814. return currentMat;
  98815. };
  98816. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98817. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98818. };
  98819. CannonJSPlugin.prototype._createShape = function (impostor) {
  98820. var object = impostor.object;
  98821. var returnValue;
  98822. var extendSize = impostor.getObjectExtendSize();
  98823. switch (impostor.type) {
  98824. case BABYLON.PhysicsImpostor.SphereImpostor:
  98825. var radiusX = extendSize.x;
  98826. var radiusY = extendSize.y;
  98827. var radiusZ = extendSize.z;
  98828. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98829. break;
  98830. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98831. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98832. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98833. break;
  98834. case BABYLON.PhysicsImpostor.BoxImpostor:
  98835. var box = extendSize.scale(0.5);
  98836. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98837. break;
  98838. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98839. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98840. returnValue = new this.BJSCANNON.Plane();
  98841. break;
  98842. case BABYLON.PhysicsImpostor.MeshImpostor:
  98843. // should transform the vertex data to world coordinates!!
  98844. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98845. var rawFaces = object.getIndices ? object.getIndices() : [];
  98846. if (!rawVerts) {
  98847. return;
  98848. }
  98849. // get only scale! so the object could transform correctly.
  98850. var oldPosition = object.position.clone();
  98851. var oldRotation = object.rotation && object.rotation.clone();
  98852. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98853. object.position.copyFromFloats(0, 0, 0);
  98854. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98855. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98856. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98857. var transform = object.computeWorldMatrix(true);
  98858. // convert rawVerts to object space
  98859. var temp = new Array();
  98860. var index;
  98861. for (index = 0; index < rawVerts.length; index += 3) {
  98862. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98863. }
  98864. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98865. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98866. //now set back the transformation!
  98867. object.position.copyFrom(oldPosition);
  98868. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98869. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98870. break;
  98871. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98872. var oldPosition2 = object.position.clone();
  98873. var oldRotation2 = object.rotation && object.rotation.clone();
  98874. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98875. object.position.copyFromFloats(0, 0, 0);
  98876. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98877. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98878. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98879. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98880. returnValue = this._createHeightmap(object);
  98881. object.position.copyFrom(oldPosition2);
  98882. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98883. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98884. object.computeWorldMatrix(true);
  98885. break;
  98886. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98887. returnValue = new this.BJSCANNON.Particle();
  98888. break;
  98889. }
  98890. return returnValue;
  98891. };
  98892. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98893. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98894. var transform = object.computeWorldMatrix(true);
  98895. // convert rawVerts to object space
  98896. var temp = new Array();
  98897. var index;
  98898. for (index = 0; index < pos.length; index += 3) {
  98899. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98900. }
  98901. pos = temp;
  98902. var matrix = new Array();
  98903. //For now pointDepth will not be used and will be automatically calculated.
  98904. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98905. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98906. var boundingInfo = object.getBoundingInfo();
  98907. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98908. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98909. var elementSize = dim * 2 / arraySize;
  98910. for (var i = 0; i < pos.length; i = i + 3) {
  98911. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98912. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98913. var y = -pos[i + 2] + minY;
  98914. if (!matrix[x]) {
  98915. matrix[x] = [];
  98916. }
  98917. if (!matrix[x][z]) {
  98918. matrix[x][z] = y;
  98919. }
  98920. matrix[x][z] = Math.max(y, matrix[x][z]);
  98921. }
  98922. for (var x = 0; x <= arraySize; ++x) {
  98923. if (!matrix[x]) {
  98924. var loc = 1;
  98925. while (!matrix[(x + loc) % arraySize]) {
  98926. loc++;
  98927. }
  98928. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98929. //console.log("missing x", x);
  98930. }
  98931. for (var z = 0; z <= arraySize; ++z) {
  98932. if (!matrix[x][z]) {
  98933. var loc = 1;
  98934. var newValue;
  98935. while (newValue === undefined) {
  98936. newValue = matrix[x][(z + loc++) % arraySize];
  98937. }
  98938. matrix[x][z] = newValue;
  98939. }
  98940. }
  98941. }
  98942. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98943. elementSize: elementSize
  98944. });
  98945. //For future reference, needed for body transformation
  98946. shape.minY = minY;
  98947. return shape;
  98948. };
  98949. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98950. var object = impostor.object;
  98951. //make sure it is updated...
  98952. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98953. // The delta between the mesh position and the mesh bounding box center
  98954. var bInfo = object.getBoundingInfo();
  98955. if (!bInfo) {
  98956. return;
  98957. }
  98958. var center = impostor.getObjectCenter();
  98959. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98960. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98961. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98962. this._tmpPosition.copyFrom(center);
  98963. var quaternion = object.rotationQuaternion;
  98964. if (!quaternion) {
  98965. return;
  98966. }
  98967. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98968. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98969. //-90 DEG in X, precalculated
  98970. quaternion = quaternion.multiply(this._minus90X);
  98971. //Invert! (Precalculated, 90 deg in X)
  98972. //No need to clone. this will never change.
  98973. impostor.setDeltaRotation(this._plus90X);
  98974. }
  98975. //If it is a heightfield, if should be centered.
  98976. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98977. var mesh = object;
  98978. var boundingInfo = mesh.getBoundingInfo();
  98979. //calculate the correct body position:
  98980. var rotationQuaternion = mesh.rotationQuaternion;
  98981. mesh.rotationQuaternion = this._tmpUnityRotation;
  98982. mesh.computeWorldMatrix(true);
  98983. //get original center with no rotation
  98984. var c = center.clone();
  98985. var oldPivot = mesh.getPivotMatrix();
  98986. if (oldPivot) {
  98987. // create a copy the pivot Matrix as it is modified in place
  98988. oldPivot = oldPivot.clone();
  98989. }
  98990. else {
  98991. oldPivot = BABYLON.Matrix.Identity();
  98992. }
  98993. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98994. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98995. mesh.setPreTransformMatrix(p);
  98996. mesh.computeWorldMatrix(true);
  98997. //calculate the translation
  98998. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98999. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  99000. //add it inverted to the delta
  99001. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  99002. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  99003. //rotation is back
  99004. mesh.rotationQuaternion = rotationQuaternion;
  99005. mesh.setPreTransformMatrix(oldPivot);
  99006. mesh.computeWorldMatrix(true);
  99007. }
  99008. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  99009. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  99010. //this._tmpPosition.copyFrom(object.position);
  99011. }
  99012. impostor.setDeltaPosition(this._tmpDeltaPosition);
  99013. //Now update the impostor object
  99014. impostor.physicsBody.position.copy(this._tmpPosition);
  99015. impostor.physicsBody.quaternion.copy(quaternion);
  99016. };
  99017. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99018. impostor.object.position.copyFrom(impostor.physicsBody.position);
  99019. if (impostor.object.rotationQuaternion) {
  99020. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  99021. }
  99022. };
  99023. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99024. impostor.physicsBody.position.copy(newPosition);
  99025. impostor.physicsBody.quaternion.copy(newRotation);
  99026. };
  99027. CannonJSPlugin.prototype.isSupported = function () {
  99028. return this.BJSCANNON !== undefined;
  99029. };
  99030. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99031. impostor.physicsBody.velocity.copy(velocity);
  99032. };
  99033. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99034. impostor.physicsBody.angularVelocity.copy(velocity);
  99035. };
  99036. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99037. var v = impostor.physicsBody.velocity;
  99038. if (!v) {
  99039. return null;
  99040. }
  99041. return new BABYLON.Vector3(v.x, v.y, v.z);
  99042. };
  99043. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99044. var v = impostor.physicsBody.angularVelocity;
  99045. if (!v) {
  99046. return null;
  99047. }
  99048. return new BABYLON.Vector3(v.x, v.y, v.z);
  99049. };
  99050. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99051. impostor.physicsBody.mass = mass;
  99052. impostor.physicsBody.updateMassProperties();
  99053. };
  99054. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  99055. return impostor.physicsBody.mass;
  99056. };
  99057. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  99058. return impostor.physicsBody.material.friction;
  99059. };
  99060. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99061. impostor.physicsBody.material.friction = friction;
  99062. };
  99063. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99064. return impostor.physicsBody.material.restitution;
  99065. };
  99066. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99067. impostor.physicsBody.material.restitution = restitution;
  99068. };
  99069. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  99070. impostor.physicsBody.sleep();
  99071. };
  99072. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  99073. impostor.physicsBody.wakeUp();
  99074. };
  99075. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99076. joint.physicsJoint.distance = maxDistance;
  99077. };
  99078. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99079. // if (!motorIndex) {
  99080. // joint.physicsJoint.enableMotor();
  99081. // }
  99082. // }
  99083. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99084. // if (!motorIndex) {
  99085. // joint.physicsJoint.disableMotor();
  99086. // }
  99087. // }
  99088. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99089. if (!motorIndex) {
  99090. joint.physicsJoint.enableMotor();
  99091. joint.physicsJoint.setMotorSpeed(speed);
  99092. if (maxForce) {
  99093. this.setLimit(joint, maxForce);
  99094. }
  99095. }
  99096. };
  99097. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99098. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  99099. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  99100. };
  99101. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99102. var body = impostor.physicsBody;
  99103. mesh.position.x = body.position.x;
  99104. mesh.position.y = body.position.y;
  99105. mesh.position.z = body.position.z;
  99106. if (mesh.rotationQuaternion) {
  99107. mesh.rotationQuaternion.x = body.quaternion.x;
  99108. mesh.rotationQuaternion.y = body.quaternion.y;
  99109. mesh.rotationQuaternion.z = body.quaternion.z;
  99110. mesh.rotationQuaternion.w = body.quaternion.w;
  99111. }
  99112. };
  99113. CannonJSPlugin.prototype.getRadius = function (impostor) {
  99114. var shape = impostor.physicsBody.shapes[0];
  99115. return shape.boundingSphereRadius;
  99116. };
  99117. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99118. var shape = impostor.physicsBody.shapes[0];
  99119. result.x = shape.halfExtents.x * 2;
  99120. result.y = shape.halfExtents.y * 2;
  99121. result.z = shape.halfExtents.z * 2;
  99122. };
  99123. CannonJSPlugin.prototype.dispose = function () {
  99124. };
  99125. CannonJSPlugin.prototype._extendNamespace = function () {
  99126. //this will force cannon to execute at least one step when using interpolation
  99127. var step_tmp1 = new this.BJSCANNON.Vec3();
  99128. var Engine = this.BJSCANNON;
  99129. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  99130. maxSubSteps = maxSubSteps || 10;
  99131. timeSinceLastCalled = timeSinceLastCalled || 0;
  99132. if (timeSinceLastCalled === 0) {
  99133. this.internalStep(dt);
  99134. this.time += dt;
  99135. }
  99136. else {
  99137. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  99138. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  99139. var t0 = performance.now();
  99140. for (var i = 0; i !== internalSteps; i++) {
  99141. this.internalStep(dt);
  99142. if (performance.now() - t0 > dt * 1000) {
  99143. break;
  99144. }
  99145. }
  99146. this.time += timeSinceLastCalled;
  99147. var h = this.time % dt;
  99148. var h_div_dt = h / dt;
  99149. var interpvelo = step_tmp1;
  99150. var bodies = this.bodies;
  99151. for (var j = 0; j !== bodies.length; j++) {
  99152. var b = bodies[j];
  99153. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  99154. b.position.vsub(b.previousPosition, interpvelo);
  99155. interpvelo.scale(h_div_dt, interpvelo);
  99156. b.position.vadd(interpvelo, b.interpolatedPosition);
  99157. }
  99158. else {
  99159. b.interpolatedPosition.copy(b.position);
  99160. b.interpolatedQuaternion.copy(b.quaternion);
  99161. }
  99162. }
  99163. }
  99164. };
  99165. };
  99166. return CannonJSPlugin;
  99167. }());
  99168. BABYLON.CannonJSPlugin = CannonJSPlugin;
  99169. })(BABYLON || (BABYLON = {}));
  99170. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  99171. var BABYLON;
  99172. (function (BABYLON) {
  99173. /**
  99174. * AmmoJS Physics plugin
  99175. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  99176. * @see https://github.com/kripken/ammo.js/
  99177. */
  99178. var AmmoJSPlugin = /** @class */ (function () {
  99179. /**
  99180. * Initializes the ammoJS plugin
  99181. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  99182. */
  99183. function AmmoJSPlugin(_useDeltaForWorldStep) {
  99184. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  99185. var _this = this;
  99186. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  99187. /**
  99188. * Name of the plugin
  99189. */
  99190. this.name = "AmmoJSPlugin";
  99191. this._timeStep = 1 / 60;
  99192. this._fixedTimeStep = 1 / 60;
  99193. this._maxSteps = 5;
  99194. this._tmpQuaternion = new BABYLON.Quaternion();
  99195. this._tmpContactCallbackResult = false;
  99196. if (typeof Ammo === "function") {
  99197. Ammo();
  99198. }
  99199. this.bjsAMMO = Ammo;
  99200. if (!this.isSupported()) {
  99201. BABYLON.Tools.Error("AmmoJS is not available. Please make sure you included the js file.");
  99202. return;
  99203. }
  99204. // Initialize the physics world
  99205. this._collisionConfiguration = new this.bjsAMMO.btDefaultCollisionConfiguration();
  99206. this._dispatcher = new this.bjsAMMO.btCollisionDispatcher(this._collisionConfiguration);
  99207. this._overlappingPairCache = new this.bjsAMMO.btDbvtBroadphase();
  99208. this._solver = new this.bjsAMMO.btSequentialImpulseConstraintSolver();
  99209. this.world = new this.bjsAMMO.btDiscreteDynamicsWorld(this._dispatcher, this._overlappingPairCache, this._solver, this._collisionConfiguration);
  99210. this._tmpAmmoConcreteContactResultCallback = new this.bjsAMMO.ConcreteContactResultCallback();
  99211. this._tmpAmmoConcreteContactResultCallback.addSingleResult = function () { _this._tmpContactCallbackResult = true; };
  99212. // Create temp ammo variables
  99213. this._tmpAmmoTransform = new this.bjsAMMO.btTransform();
  99214. this._tmpAmmoTransform.setIdentity();
  99215. this._tmpAmmoQuaternion = new this.bjsAMMO.btQuaternion(0, 0, 0, 1);
  99216. this._tmpAmmoVectorA = new this.bjsAMMO.btVector3(0, 0, 0);
  99217. this._tmpAmmoVectorB = new this.bjsAMMO.btVector3(0, 0, 0);
  99218. this._tmpAmmoVectorC = new this.bjsAMMO.btVector3(0, 0, 0);
  99219. }
  99220. /**
  99221. * Sets the gravity of the physics world (m/(s^2))
  99222. * @param gravity Gravity to set
  99223. */
  99224. AmmoJSPlugin.prototype.setGravity = function (gravity) {
  99225. this._tmpAmmoVectorA.setValue(gravity.x, gravity.y, gravity.z);
  99226. this.world.setGravity(this._tmpAmmoVectorA);
  99227. };
  99228. /**
  99229. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  99230. * @param timeStep timestep to use in seconds
  99231. */
  99232. AmmoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99233. this._timeStep = timeStep;
  99234. };
  99235. /**
  99236. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  99237. * @param fixedTimeStep fixedTimeStep to use in seconds
  99238. */
  99239. AmmoJSPlugin.prototype.setFixedTimeStep = function (fixedTimeStep) {
  99240. this._fixedTimeStep = fixedTimeStep;
  99241. };
  99242. /**
  99243. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  99244. * @param maxSteps the maximum number of steps by the physics engine per frame
  99245. */
  99246. AmmoJSPlugin.prototype.setMaxSteps = function (maxSteps) {
  99247. this._maxSteps = maxSteps;
  99248. };
  99249. /**
  99250. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  99251. * @returns the current timestep in seconds
  99252. */
  99253. AmmoJSPlugin.prototype.getTimeStep = function () {
  99254. return this._timeStep;
  99255. };
  99256. // Ammo's contactTest and contactPairTest take a callback that runs synchronously, wrap them so that they are easier to consume
  99257. AmmoJSPlugin.prototype._isImpostorInContact = function (impostor) {
  99258. this._tmpContactCallbackResult = false;
  99259. this.world.contactTest(impostor.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99260. return this._tmpContactCallbackResult;
  99261. };
  99262. // Ammo's collision events have some weird quirks
  99263. // contactPairTest fires too many events as it fires events even when objects are close together but contactTest does not
  99264. // so only fire event if both contactTest and contactPairTest have a hit
  99265. AmmoJSPlugin.prototype._isImpostorPairInContact = function (impostorA, impostorB) {
  99266. this._tmpContactCallbackResult = false;
  99267. this.world.contactPairTest(impostorA.physicsBody, impostorB.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99268. return this._tmpContactCallbackResult;
  99269. };
  99270. // Ammo's behavior when maxSteps > 0 does not behave as described in docs
  99271. // @see http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World
  99272. //
  99273. // When maxSteps is 0 do the entire simulation in one step
  99274. // When maxSteps is > 0, run up to maxStep times, if on the last step the (remaining step - fixedTimeStep) is < fixedTimeStep, the remainder will be used for the step. (eg. if remainder is 1.001 and fixedTimeStep is 1 the last step will be 1.001, if instead it did 2 steps (1, 0.001) issues occuered when having a tiny step in ammo)
  99275. // Note: To get deterministic physics, timeStep would always need to be divisible by fixedTimeStep
  99276. AmmoJSPlugin.prototype._stepSimulation = function (timeStep, maxSteps, fixedTimeStep) {
  99277. if (timeStep === void 0) { timeStep = 1 / 60; }
  99278. if (maxSteps === void 0) { maxSteps = 10; }
  99279. if (fixedTimeStep === void 0) { fixedTimeStep = 1 / 60; }
  99280. if (maxSteps == 0) {
  99281. this.world.stepSimulation(timeStep, 0);
  99282. }
  99283. else {
  99284. while (maxSteps > 0 && timeStep > 0) {
  99285. if (timeStep - fixedTimeStep < fixedTimeStep) {
  99286. this.world.stepSimulation(timeStep, 0);
  99287. timeStep = 0;
  99288. }
  99289. else {
  99290. timeStep -= fixedTimeStep;
  99291. this.world.stepSimulation(fixedTimeStep, 0);
  99292. }
  99293. maxSteps--;
  99294. }
  99295. }
  99296. };
  99297. /**
  99298. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  99299. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  99300. * After the step the babylon meshes are set to the position of the physics imposters
  99301. * @param delta amount of time to step forward
  99302. * @param impostors array of imposters to update before/after the step
  99303. */
  99304. AmmoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99305. for (var _i = 0, impostors_1 = impostors; _i < impostors_1.length; _i++) {
  99306. var impostor = impostors_1[_i];
  99307. // Update physics world objects to match babylon world
  99308. impostor.beforeStep();
  99309. }
  99310. this._stepSimulation(this._useDeltaForWorldStep ? delta : this._timeStep, this._maxSteps, this._fixedTimeStep);
  99311. for (var _a = 0, impostors_2 = impostors; _a < impostors_2.length; _a++) {
  99312. var mainImpostor = impostors_2[_a];
  99313. // After physics update make babylon world objects match physics world objects
  99314. mainImpostor.afterStep();
  99315. // Handle collision event
  99316. if (mainImpostor._onPhysicsCollideCallbacks.length > 0) {
  99317. if (this._isImpostorInContact(mainImpostor)) {
  99318. for (var _b = 0, _c = mainImpostor._onPhysicsCollideCallbacks; _b < _c.length; _b++) {
  99319. var collideCallback = _c[_b];
  99320. for (var _d = 0, _e = collideCallback.otherImpostors; _d < _e.length; _d++) {
  99321. var otherImpostor = _e[_d];
  99322. if (mainImpostor.physicsBody.isActive() || otherImpostor.physicsBody.isActive()) {
  99323. if (this._isImpostorPairInContact(mainImpostor, otherImpostor)) {
  99324. mainImpostor.onCollide({ body: otherImpostor.physicsBody });
  99325. otherImpostor.onCollide({ body: mainImpostor.physicsBody });
  99326. }
  99327. }
  99328. }
  99329. }
  99330. }
  99331. }
  99332. }
  99333. };
  99334. /**
  99335. * Applies an implulse on the imposter
  99336. * @param impostor imposter to apply impulse
  99337. * @param force amount of force to be applied to the imposter
  99338. * @param contactPoint the location to apply the impulse on the imposter
  99339. */
  99340. AmmoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99341. var worldPoint = this._tmpAmmoVectorA;
  99342. var impulse = this._tmpAmmoVectorB;
  99343. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99344. impulse.setValue(force.x, force.y, force.z);
  99345. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  99346. };
  99347. /**
  99348. * Applies a force on the imposter
  99349. * @param impostor imposter to apply force
  99350. * @param force amount of force to be applied to the imposter
  99351. * @param contactPoint the location to apply the force on the imposter
  99352. */
  99353. AmmoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99354. var worldPoint = this._tmpAmmoVectorA;
  99355. var impulse = this._tmpAmmoVectorB;
  99356. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99357. impulse.setValue(force.x, force.y, force.z);
  99358. impostor.physicsBody.applyForce(impulse, worldPoint);
  99359. };
  99360. /**
  99361. * Creates a physics body using the plugin
  99362. * @param impostor the imposter to create the physics body on
  99363. */
  99364. AmmoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99365. impostor._pluginData = { toDispose: [] };
  99366. //parent-child relationship
  99367. if (impostor.parent) {
  99368. if (impostor.physicsBody) {
  99369. this.removePhysicsBody(impostor);
  99370. impostor.forceUpdate();
  99371. }
  99372. return;
  99373. }
  99374. if (impostor.isBodyInitRequired()) {
  99375. var colShape = this._createShape(impostor);
  99376. var mass = impostor.getParam("mass");
  99377. impostor._pluginData.mass = mass;
  99378. var localInertia = new Ammo.btVector3(0, 0, 0);
  99379. var startTransform = new Ammo.btTransform();
  99380. startTransform.setIdentity();
  99381. if (mass !== 0) {
  99382. colShape.calculateLocalInertia(mass, localInertia);
  99383. }
  99384. this._tmpAmmoVectorA.setValue(impostor.object.position.x, impostor.object.position.y, impostor.object.position.z);
  99385. this._tmpAmmoQuaternion.setValue(impostor.object.rotationQuaternion.x, impostor.object.rotationQuaternion.y, impostor.object.rotationQuaternion.z, impostor.object.rotationQuaternion.w);
  99386. startTransform.setOrigin(this._tmpAmmoVectorA);
  99387. startTransform.setRotation(this._tmpAmmoQuaternion);
  99388. var myMotionState = new Ammo.btDefaultMotionState(startTransform);
  99389. var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
  99390. var body = new Ammo.btRigidBody(rbInfo);
  99391. // Make objects kinematic if it's mass is 0
  99392. if (mass === 0) {
  99393. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.KINEMATIC_FLAG);
  99394. body.setActivationState(AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG);
  99395. }
  99396. // Disable collision if NoImpostor, but keep collision if shape is btCompoundShape
  99397. if (impostor.type == BABYLON.PhysicsImpostor.NoImpostor && !colShape.getChildShape) {
  99398. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.DISABLE_COLLISION_FLAG);
  99399. }
  99400. body.setRestitution(impostor.getParam("restitution"));
  99401. this.world.addRigidBody(body);
  99402. impostor.physicsBody = body;
  99403. impostor._pluginData.toDispose.concat([body, rbInfo, myMotionState, startTransform, localInertia, colShape]);
  99404. }
  99405. };
  99406. /**
  99407. * Removes the physics body from the imposter and disposes of the body's memory
  99408. * @param impostor imposter to remove the physics body from
  99409. */
  99410. AmmoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99411. var _this = this;
  99412. if (this.world) {
  99413. this.world.removeRigidBody(impostor.physicsBody);
  99414. impostor._pluginData.toDispose.forEach(function (d) {
  99415. _this.bjsAMMO.destroy(d);
  99416. });
  99417. }
  99418. };
  99419. /**
  99420. * Generates a joint
  99421. * @param impostorJoint the imposter joint to create the joint with
  99422. */
  99423. AmmoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99424. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99425. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99426. if (!mainBody || !connectedBody) {
  99427. return;
  99428. }
  99429. var jointData = impostorJoint.joint.jointData;
  99430. if (!jointData.mainPivot) {
  99431. jointData.mainPivot = new BABYLON.Vector3(0, 0, 0);
  99432. }
  99433. if (!jointData.connectedPivot) {
  99434. jointData.connectedPivot = new BABYLON.Vector3(0, 0, 0);
  99435. }
  99436. var joint;
  99437. switch (impostorJoint.joint.type) {
  99438. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99439. joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));
  99440. break;
  99441. default:
  99442. BABYLON.Tools.Warn("JointType not currently supported by the Ammo plugin, falling back to PhysicsJoint.BallAndSocketJoint");
  99443. joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));
  99444. break;
  99445. }
  99446. this.world.addConstraint(joint, true);
  99447. impostorJoint.joint.physicsJoint = joint;
  99448. };
  99449. /**
  99450. * Removes a joint
  99451. * @param impostorJoint the imposter joint to remove the joint from
  99452. */
  99453. AmmoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99454. if (this.world) {
  99455. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  99456. }
  99457. };
  99458. // adds all verticies (including child verticies) to the triangle mesh
  99459. AmmoJSPlugin.prototype._addMeshVerts = function (btTriangleMesh, topLevelObject, object) {
  99460. var _this = this;
  99461. var triangleCount = 0;
  99462. if (object && object.getIndices && object.getWorldMatrix && object.getChildMeshes) {
  99463. var indices = object.getIndices();
  99464. if (!indices) {
  99465. indices = [];
  99466. }
  99467. var vertexPositions = object.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  99468. if (!vertexPositions) {
  99469. vertexPositions = [];
  99470. }
  99471. object.computeWorldMatrix(false);
  99472. var faceCount = indices.length / 3;
  99473. for (var i = 0; i < faceCount; i++) {
  99474. var triPoints = [];
  99475. for (var point = 0; point < 3; point++) {
  99476. var v = new BABYLON.Vector3(vertexPositions[(indices[(i * 3) + point] * 3) + 0], vertexPositions[(indices[(i * 3) + point] * 3) + 1], vertexPositions[(indices[(i * 3) + point] * 3) + 2]);
  99477. v = BABYLON.Vector3.TransformCoordinates(v, object.getWorldMatrix());
  99478. v.subtractInPlace(topLevelObject.position);
  99479. var vec;
  99480. if (point == 0) {
  99481. vec = this._tmpAmmoVectorA;
  99482. }
  99483. else if (point == 1) {
  99484. vec = this._tmpAmmoVectorB;
  99485. }
  99486. else {
  99487. vec = this._tmpAmmoVectorC;
  99488. }
  99489. vec.setValue(v.x, v.y, v.z);
  99490. triPoints.push(vec);
  99491. }
  99492. btTriangleMesh.addTriangle(triPoints[0], triPoints[1], triPoints[2]);
  99493. triangleCount++;
  99494. }
  99495. object.getChildMeshes().forEach(function (m) {
  99496. triangleCount += _this._addMeshVerts(btTriangleMesh, topLevelObject, m);
  99497. });
  99498. }
  99499. return triangleCount;
  99500. };
  99501. AmmoJSPlugin.prototype._createShape = function (impostor, ignoreChildren) {
  99502. var _this = this;
  99503. if (ignoreChildren === void 0) { ignoreChildren = false; }
  99504. var object = impostor.object;
  99505. var returnValue;
  99506. var extendSize = impostor.getObjectExtendSize();
  99507. if (!ignoreChildren) {
  99508. var meshChildren = impostor.object.getChildMeshes ? impostor.object.getChildMeshes(true) : [];
  99509. if (meshChildren.length > 0) {
  99510. returnValue = new Ammo.btCompoundShape();
  99511. // Add shape of all children to the compound shape
  99512. meshChildren.forEach(function (childMesh) {
  99513. var childImpostor = childMesh.getPhysicsImpostor();
  99514. if (childImpostor) {
  99515. var shape = _this._createShape(childImpostor);
  99516. // Position needs to be scaled based on parent's scaling
  99517. var parentMat = childMesh.parent.getWorldMatrix().clone();
  99518. var s = new BABYLON.Vector3();
  99519. parentMat.decompose(s);
  99520. _this._tmpAmmoTransform.getOrigin().setValue(childMesh.position.x * s.x, childMesh.position.y * s.y, childMesh.position.z * s.z);
  99521. _this._tmpAmmoQuaternion.setValue(childMesh.rotationQuaternion.x, childMesh.rotationQuaternion.y, childMesh.rotationQuaternion.z, childMesh.rotationQuaternion.w);
  99522. _this._tmpAmmoTransform.setRotation(_this._tmpAmmoQuaternion);
  99523. returnValue.addChildShape(_this._tmpAmmoTransform, shape);
  99524. childImpostor.dispose();
  99525. }
  99526. });
  99527. // Add parents shape as a child if present
  99528. var shape = this._createShape(impostor, true);
  99529. if (shape) {
  99530. this._tmpAmmoTransform.getOrigin().setValue(0, 0, 0);
  99531. this._tmpAmmoQuaternion.setValue(0, 0, 0, 1);
  99532. this._tmpAmmoTransform.setRotation(this._tmpAmmoQuaternion);
  99533. returnValue.addChildShape(this._tmpAmmoTransform, shape);
  99534. }
  99535. return returnValue;
  99536. }
  99537. }
  99538. switch (impostor.type) {
  99539. case BABYLON.PhysicsImpostor.SphereImpostor:
  99540. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99541. break;
  99542. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99543. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99544. returnValue = new Ammo.btCylinderShape(this._tmpAmmoVectorA);
  99545. break;
  99546. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99547. case BABYLON.PhysicsImpostor.BoxImpostor:
  99548. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99549. returnValue = new Ammo.btBoxShape(this._tmpAmmoVectorA);
  99550. break;
  99551. case BABYLON.PhysicsImpostor.MeshImpostor:
  99552. var tetraMesh = new Ammo.btTriangleMesh();
  99553. impostor._pluginData.toDispose.concat([tetraMesh]);
  99554. var triangeCount = this._addMeshVerts(tetraMesh, object, object);
  99555. if (triangeCount == 0) {
  99556. returnValue = new Ammo.btCompoundShape();
  99557. }
  99558. else {
  99559. returnValue = new Ammo.btBvhTriangleMeshShape(tetraMesh);
  99560. }
  99561. break;
  99562. case BABYLON.PhysicsImpostor.NoImpostor:
  99563. // Fill with sphere but collision is disabled on the rigid body in generatePhysicsBody, using an empty shape caused unexpected movement with joints
  99564. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99565. break;
  99566. }
  99567. return returnValue;
  99568. };
  99569. /**
  99570. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  99571. * @param impostor imposter containing the physics body and babylon object
  99572. */
  99573. AmmoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99574. impostor.physicsBody.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99575. impostor.object.position.set(this._tmpAmmoTransform.getOrigin().x(), this._tmpAmmoTransform.getOrigin().y(), this._tmpAmmoTransform.getOrigin().z());
  99576. if (!impostor.object.rotationQuaternion) {
  99577. if (impostor.object.rotation) {
  99578. this._tmpQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99579. this._tmpQuaternion.toEulerAnglesToRef(impostor.object.rotation);
  99580. }
  99581. }
  99582. else {
  99583. impostor.object.rotationQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99584. }
  99585. };
  99586. /**
  99587. * Sets the babylon object's position/rotation from the physics body's position/rotation
  99588. * @param impostor imposter containing the physics body and babylon object
  99589. * @param newPosition new position
  99590. * @param newRotation new rotation
  99591. */
  99592. AmmoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99593. var trans = impostor.physicsBody.getWorldTransform();
  99594. // If rotation/position has changed update and activate riged body
  99595. if (trans.getOrigin().x() != newPosition.x ||
  99596. trans.getOrigin().y() != newPosition.y ||
  99597. trans.getOrigin().z() != newPosition.z ||
  99598. trans.getRotation().x() != newRotation.x ||
  99599. trans.getRotation().y() != newRotation.y ||
  99600. trans.getRotation().z() != newRotation.z ||
  99601. trans.getRotation().w() != newRotation.w) {
  99602. this._tmpAmmoVectorA.setValue(newPosition.x, newPosition.y, newPosition.z);
  99603. trans.setOrigin(this._tmpAmmoVectorA);
  99604. this._tmpAmmoQuaternion.setValue(newRotation.x, newRotation.y, newRotation.z, newRotation.w);
  99605. trans.setRotation(this._tmpAmmoQuaternion);
  99606. impostor.physicsBody.setWorldTransform(trans);
  99607. if (impostor.mass == 0) {
  99608. // Kinematic objects must be updated using motion state
  99609. var motionState = impostor.physicsBody.getMotionState();
  99610. if (motionState) {
  99611. motionState.setWorldTransform(trans);
  99612. }
  99613. }
  99614. else {
  99615. impostor.physicsBody.activate();
  99616. }
  99617. }
  99618. };
  99619. /**
  99620. * If this plugin is supported
  99621. * @returns true if its supported
  99622. */
  99623. AmmoJSPlugin.prototype.isSupported = function () {
  99624. return this.bjsAMMO !== undefined;
  99625. };
  99626. /**
  99627. * Sets the linear velocity of the physics body
  99628. * @param impostor imposter to set the velocity on
  99629. * @param velocity velocity to set
  99630. */
  99631. AmmoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99632. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99633. impostor.physicsBody.setLinearVelocity(this._tmpAmmoVectorA);
  99634. };
  99635. /**
  99636. * Sets the angular velocity of the physics body
  99637. * @param impostor imposter to set the velocity on
  99638. * @param velocity velocity to set
  99639. */
  99640. AmmoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99641. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99642. impostor.physicsBody.setAngularVelocity(this._tmpAmmoVectorA);
  99643. };
  99644. /**
  99645. * gets the linear velocity
  99646. * @param impostor imposter to get linear velocity from
  99647. * @returns linear velocity
  99648. */
  99649. AmmoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99650. var v = impostor.physicsBody.getLinearVelocity();
  99651. if (!v) {
  99652. return null;
  99653. }
  99654. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99655. };
  99656. /**
  99657. * gets the angular velocity
  99658. * @param impostor imposter to get angular velocity from
  99659. * @returns angular velocity
  99660. */
  99661. AmmoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99662. var v = impostor.physicsBody.getAngularVelocity();
  99663. if (!v) {
  99664. return null;
  99665. }
  99666. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99667. };
  99668. /**
  99669. * Sets the mass of physics body
  99670. * @param impostor imposter to set the mass on
  99671. * @param mass mass to set
  99672. */
  99673. AmmoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99674. impostor.physicsBody.setMassProps(mass);
  99675. impostor._pluginData.mass = mass;
  99676. };
  99677. /**
  99678. * Gets the mass of the physics body
  99679. * @param impostor imposter to get the mass from
  99680. * @returns mass
  99681. */
  99682. AmmoJSPlugin.prototype.getBodyMass = function (impostor) {
  99683. return impostor._pluginData.mass;
  99684. };
  99685. /**
  99686. * Gets friction of the impostor
  99687. * @param impostor impostor to get friction from
  99688. * @returns friction value
  99689. */
  99690. AmmoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99691. return impostor.physicsBody.getFriction();
  99692. };
  99693. /**
  99694. * Sets friction of the impostor
  99695. * @param impostor impostor to set friction on
  99696. * @param friction friction value
  99697. */
  99698. AmmoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99699. impostor.physicsBody.setFriction(friction);
  99700. };
  99701. /**
  99702. * Gets restitution of the impostor
  99703. * @param impostor impostor to get restitution from
  99704. * @returns restitution value
  99705. */
  99706. AmmoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99707. return impostor.physicsBody.getRestitution();
  99708. };
  99709. /**
  99710. * Sets resitution of the impostor
  99711. * @param impostor impostor to set resitution on
  99712. * @param restitution resitution value
  99713. */
  99714. AmmoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99715. impostor.physicsBody.setRestitution(restitution);
  99716. };
  99717. /**
  99718. * Sleeps the physics body and stops it from being active
  99719. * @param impostor impostor to sleep
  99720. */
  99721. AmmoJSPlugin.prototype.sleepBody = function (impostor) {
  99722. BABYLON.Tools.Warn("sleepBody is not currently supported by the Ammo physics plugin");
  99723. };
  99724. /**
  99725. * Activates the physics body
  99726. * @param impostor impostor to activate
  99727. */
  99728. AmmoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99729. impostor.physicsBody.activate();
  99730. };
  99731. /**
  99732. * Updates the distance parameters of the joint
  99733. * @param joint joint to update
  99734. * @param maxDistance maximum distance of the joint
  99735. * @param minDistance minimum distance of the joint
  99736. */
  99737. AmmoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99738. BABYLON.Tools.Warn("updateDistanceJoint is not currently supported by the Ammo physics plugin");
  99739. };
  99740. /**
  99741. * Sets a motor on the joint
  99742. * @param joint joint to set motor on
  99743. * @param speed speed of the motor
  99744. * @param maxForce maximum force of the motor
  99745. * @param motorIndex index of the motor
  99746. */
  99747. AmmoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99748. BABYLON.Tools.Warn("setMotor is not currently supported by the Ammo physics plugin");
  99749. };
  99750. /**
  99751. * Sets the motors limit
  99752. * @param joint joint to set limit on
  99753. * @param upperLimit upper limit
  99754. * @param lowerLimit lower limit
  99755. */
  99756. AmmoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99757. BABYLON.Tools.Warn("setLimit is not currently supported by the Ammo physics plugin");
  99758. };
  99759. /**
  99760. * Syncs the position and rotation of a mesh with the impostor
  99761. * @param mesh mesh to sync
  99762. * @param impostor impostor to update the mesh with
  99763. */
  99764. AmmoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99765. var body = impostor.physicsBody;
  99766. body.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99767. mesh.position.x = this._tmpAmmoTransform.getOrigin().x();
  99768. mesh.position.y = this._tmpAmmoTransform.getOrigin().y();
  99769. mesh.position.z = this._tmpAmmoTransform.getOrigin().z();
  99770. if (mesh.rotationQuaternion) {
  99771. mesh.rotationQuaternion.x = this._tmpAmmoTransform.getRotation().x();
  99772. mesh.rotationQuaternion.y = this._tmpAmmoTransform.getRotation().y();
  99773. mesh.rotationQuaternion.z = this._tmpAmmoTransform.getRotation().z();
  99774. mesh.rotationQuaternion.w = this._tmpAmmoTransform.getRotation().w();
  99775. }
  99776. };
  99777. /**
  99778. * Gets the radius of the impostor
  99779. * @param impostor impostor to get radius from
  99780. * @returns the radius
  99781. */
  99782. AmmoJSPlugin.prototype.getRadius = function (impostor) {
  99783. var exntend = impostor.getObjectExtendSize();
  99784. return exntend.x / 2;
  99785. };
  99786. /**
  99787. * Gets the box size of the impostor
  99788. * @param impostor impostor to get box size from
  99789. * @param result the resulting box size
  99790. */
  99791. AmmoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99792. var exntend = impostor.getObjectExtendSize();
  99793. result.x = exntend.x;
  99794. result.y = exntend.y;
  99795. result.z = exntend.z;
  99796. };
  99797. /**
  99798. * Disposes of the impostor
  99799. */
  99800. AmmoJSPlugin.prototype.dispose = function () {
  99801. // Dispose of world
  99802. Ammo.destroy(this.world);
  99803. Ammo.destroy(this._solver);
  99804. Ammo.destroy(this._overlappingPairCache);
  99805. Ammo.destroy(this._dispatcher);
  99806. Ammo.destroy(this._collisionConfiguration);
  99807. // Dispose of tmp variables
  99808. Ammo.destroy(this._tmpAmmoVectorA);
  99809. Ammo.destroy(this._tmpAmmoVectorB);
  99810. Ammo.destroy(this._tmpAmmoVectorC);
  99811. Ammo.destroy(this._tmpAmmoTransform);
  99812. Ammo.destroy(this._tmpAmmoQuaternion);
  99813. Ammo.destroy(this._tmpAmmoConcreteContactResultCallback);
  99814. this.world = null;
  99815. };
  99816. AmmoJSPlugin.DISABLE_COLLISION_FLAG = 4;
  99817. AmmoJSPlugin.KINEMATIC_FLAG = 2;
  99818. AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG = 4;
  99819. return AmmoJSPlugin;
  99820. }());
  99821. BABYLON.AmmoJSPlugin = AmmoJSPlugin;
  99822. })(BABYLON || (BABYLON = {}));
  99823. //# sourceMappingURL=babylon.ammoJSPlugin.js.map
  99824. var BABYLON;
  99825. (function (BABYLON) {
  99826. /** @hidden */
  99827. var OimoJSPlugin = /** @class */ (function () {
  99828. function OimoJSPlugin(iterations) {
  99829. this.name = "OimoJSPlugin";
  99830. this._tmpImpostorsArray = [];
  99831. this._tmpPositionVector = BABYLON.Vector3.Zero();
  99832. this.BJSOIMO = OIMO;
  99833. this.world = new this.BJSOIMO.World({
  99834. iterations: iterations
  99835. });
  99836. this.world.clear();
  99837. }
  99838. OimoJSPlugin.prototype.setGravity = function (gravity) {
  99839. this.world.gravity.copy(gravity);
  99840. };
  99841. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99842. this.world.timeStep = timeStep;
  99843. };
  99844. OimoJSPlugin.prototype.getTimeStep = function () {
  99845. return this.world.timeStep;
  99846. };
  99847. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99848. var _this = this;
  99849. impostors.forEach(function (impostor) {
  99850. impostor.beforeStep();
  99851. });
  99852. this.world.step();
  99853. impostors.forEach(function (impostor) {
  99854. impostor.afterStep();
  99855. //update the ordered impostors array
  99856. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  99857. });
  99858. //check for collisions
  99859. var contact = this.world.contacts;
  99860. while (contact !== null) {
  99861. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  99862. contact = contact.next;
  99863. continue;
  99864. }
  99865. //is this body colliding with any other? get the impostor
  99866. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  99867. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  99868. if (!mainImpostor || !collidingImpostor) {
  99869. contact = contact.next;
  99870. continue;
  99871. }
  99872. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  99873. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  99874. contact = contact.next;
  99875. }
  99876. };
  99877. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99878. var mass = impostor.physicsBody.mass;
  99879. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  99880. };
  99881. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99882. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  99883. this.applyImpulse(impostor, force, contactPoint);
  99884. };
  99885. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99886. var _this = this;
  99887. //parent-child relationship. Does this impostor has a parent impostor?
  99888. if (impostor.parent) {
  99889. if (impostor.physicsBody) {
  99890. this.removePhysicsBody(impostor);
  99891. //TODO is that needed?
  99892. impostor.forceUpdate();
  99893. }
  99894. return;
  99895. }
  99896. if (impostor.isBodyInitRequired()) {
  99897. var bodyConfig = {
  99898. name: impostor.uniqueId,
  99899. //Oimo must have mass, also for static objects.
  99900. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  99901. size: [],
  99902. type: [],
  99903. pos: [],
  99904. posShape: [],
  99905. rot: [],
  99906. rotShape: [],
  99907. move: impostor.getParam("mass") !== 0,
  99908. density: impostor.getParam("mass"),
  99909. friction: impostor.getParam("friction"),
  99910. restitution: impostor.getParam("restitution"),
  99911. //Supporting older versions of Oimo
  99912. world: this.world
  99913. };
  99914. var impostors = [impostor];
  99915. var addToArray = function (parent) {
  99916. if (!parent.getChildMeshes) {
  99917. return;
  99918. }
  99919. parent.getChildMeshes().forEach(function (m) {
  99920. if (m.physicsImpostor) {
  99921. impostors.push(m.physicsImpostor);
  99922. //m.physicsImpostor._init();
  99923. }
  99924. });
  99925. };
  99926. addToArray(impostor.object);
  99927. var checkWithEpsilon_1 = function (value) {
  99928. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  99929. };
  99930. var globalQuaternion_1 = new BABYLON.Quaternion();
  99931. impostors.forEach(function (i) {
  99932. if (!i.object.rotationQuaternion) {
  99933. return;
  99934. }
  99935. //get the correct bounding box
  99936. var oldQuaternion = i.object.rotationQuaternion;
  99937. globalQuaternion_1 = oldQuaternion.clone();
  99938. var rot = oldQuaternion.toEulerAngles();
  99939. var extendSize = i.getObjectExtendSize();
  99940. var radToDeg = 57.295779513082320876;
  99941. if (i === impostor) {
  99942. var center = impostor.getObjectCenter();
  99943. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  99944. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  99945. //Can also use Array.prototype.push.apply
  99946. bodyConfig.pos.push(center.x);
  99947. bodyConfig.pos.push(center.y);
  99948. bodyConfig.pos.push(center.z);
  99949. bodyConfig.posShape.push(0, 0, 0);
  99950. bodyConfig.rotShape.push(0, 0, 0);
  99951. }
  99952. else {
  99953. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  99954. bodyConfig.posShape.push(localPosition.x);
  99955. bodyConfig.posShape.push(localPosition.y);
  99956. bodyConfig.posShape.push(localPosition.z);
  99957. bodyConfig.pos.push(0, 0, 0);
  99958. bodyConfig.rotShape.push(rot.x * radToDeg);
  99959. bodyConfig.rotShape.push(rot.y * radToDeg);
  99960. bodyConfig.rotShape.push(rot.z * radToDeg);
  99961. }
  99962. // register mesh
  99963. switch (i.type) {
  99964. case BABYLON.PhysicsImpostor.ParticleImpostor:
  99965. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  99966. case BABYLON.PhysicsImpostor.SphereImpostor:
  99967. var radiusX = extendSize.x;
  99968. var radiusY = extendSize.y;
  99969. var radiusZ = extendSize.z;
  99970. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  99971. bodyConfig.type.push('sphere');
  99972. //due to the way oimo works with compounds, add 3 times
  99973. bodyConfig.size.push(size);
  99974. bodyConfig.size.push(size);
  99975. bodyConfig.size.push(size);
  99976. break;
  99977. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99978. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  99979. var sizeY = checkWithEpsilon_1(extendSize.y);
  99980. bodyConfig.type.push('cylinder');
  99981. bodyConfig.size.push(sizeX);
  99982. bodyConfig.size.push(sizeY);
  99983. //due to the way oimo works with compounds, add one more value.
  99984. bodyConfig.size.push(sizeY);
  99985. break;
  99986. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99987. case BABYLON.PhysicsImpostor.BoxImpostor:
  99988. default:
  99989. var sizeX = checkWithEpsilon_1(extendSize.x);
  99990. var sizeY = checkWithEpsilon_1(extendSize.y);
  99991. var sizeZ = checkWithEpsilon_1(extendSize.z);
  99992. bodyConfig.type.push('box');
  99993. //if (i === impostor) {
  99994. bodyConfig.size.push(sizeX);
  99995. bodyConfig.size.push(sizeY);
  99996. bodyConfig.size.push(sizeZ);
  99997. //} else {
  99998. // bodyConfig.size.push(0,0,0);
  99999. //}
  100000. break;
  100001. }
  100002. //actually not needed, but hey...
  100003. i.object.rotationQuaternion = oldQuaternion;
  100004. });
  100005. impostor.physicsBody = this.world.add(bodyConfig);
  100006. // set the quaternion, ignoring the previously defined (euler) rotation
  100007. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  100008. // update with delta 0, so the body will reveive the new rotation.
  100009. impostor.physicsBody.updatePosition(0);
  100010. }
  100011. else {
  100012. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  100013. }
  100014. impostor.setDeltaPosition(this._tmpPositionVector);
  100015. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  100016. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  100017. };
  100018. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  100019. //impostor.physicsBody.dispose();
  100020. //Same as : (older oimo versions)
  100021. this.world.removeRigidBody(impostor.physicsBody);
  100022. };
  100023. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  100024. var mainBody = impostorJoint.mainImpostor.physicsBody;
  100025. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  100026. if (!mainBody || !connectedBody) {
  100027. return;
  100028. }
  100029. var jointData = impostorJoint.joint.jointData;
  100030. var options = jointData.nativeParams || {};
  100031. var type;
  100032. var nativeJointData = {
  100033. body1: mainBody,
  100034. body2: connectedBody,
  100035. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  100036. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  100037. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  100038. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  100039. min: options.min,
  100040. max: options.max,
  100041. collision: options.collision || jointData.collision,
  100042. spring: options.spring,
  100043. //supporting older version of Oimo
  100044. world: this.world
  100045. };
  100046. switch (impostorJoint.joint.type) {
  100047. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  100048. type = "jointBall";
  100049. break;
  100050. case BABYLON.PhysicsJoint.SpringJoint:
  100051. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  100052. var springData = jointData;
  100053. nativeJointData.min = springData.length || nativeJointData.min;
  100054. //Max should also be set, just make sure it is at least min
  100055. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  100056. case BABYLON.PhysicsJoint.DistanceJoint:
  100057. type = "jointDistance";
  100058. nativeJointData.max = jointData.maxDistance;
  100059. break;
  100060. case BABYLON.PhysicsJoint.PrismaticJoint:
  100061. type = "jointPrisme";
  100062. break;
  100063. case BABYLON.PhysicsJoint.SliderJoint:
  100064. type = "jointSlide";
  100065. break;
  100066. case BABYLON.PhysicsJoint.WheelJoint:
  100067. type = "jointWheel";
  100068. break;
  100069. case BABYLON.PhysicsJoint.HingeJoint:
  100070. default:
  100071. type = "jointHinge";
  100072. break;
  100073. }
  100074. nativeJointData.type = type;
  100075. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  100076. };
  100077. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  100078. //Bug in Oimo prevents us from disposing a joint in the playground
  100079. //joint.joint.physicsJoint.dispose();
  100080. //So we will bruteforce it!
  100081. try {
  100082. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  100083. }
  100084. catch (e) {
  100085. BABYLON.Tools.Warn(e);
  100086. }
  100087. };
  100088. OimoJSPlugin.prototype.isSupported = function () {
  100089. return this.BJSOIMO !== undefined;
  100090. };
  100091. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  100092. if (!impostor.physicsBody.sleeping) {
  100093. //TODO check that
  100094. /*if (impostor.physicsBody.shapes.next) {
  100095. var parentShape = this._getLastShape(impostor.physicsBody);
  100096. impostor.object.position.copyFrom(parentShape.position);
  100097. console.log(parentShape.position);
  100098. } else {*/
  100099. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  100100. //}
  100101. if (impostor.object.rotationQuaternion) {
  100102. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  100103. }
  100104. }
  100105. };
  100106. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  100107. var body = impostor.physicsBody;
  100108. body.position.copy(newPosition);
  100109. body.orientation.copy(newRotation);
  100110. body.syncShapes();
  100111. body.awake();
  100112. };
  100113. /*private _getLastShape(body: any): any {
  100114. var lastShape = body.shapes;
  100115. while (lastShape.next) {
  100116. lastShape = lastShape.next;
  100117. }
  100118. return lastShape;
  100119. }*/
  100120. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  100121. impostor.physicsBody.linearVelocity.copy(velocity);
  100122. };
  100123. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  100124. impostor.physicsBody.angularVelocity.copy(velocity);
  100125. };
  100126. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  100127. var v = impostor.physicsBody.linearVelocity;
  100128. if (!v) {
  100129. return null;
  100130. }
  100131. return new BABYLON.Vector3(v.x, v.y, v.z);
  100132. };
  100133. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  100134. var v = impostor.physicsBody.angularVelocity;
  100135. if (!v) {
  100136. return null;
  100137. }
  100138. return new BABYLON.Vector3(v.x, v.y, v.z);
  100139. };
  100140. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  100141. var staticBody = mass === 0;
  100142. //this will actually set the body's density and not its mass.
  100143. //But this is how oimo treats the mass variable.
  100144. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  100145. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  100146. };
  100147. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  100148. return impostor.physicsBody.shapes.density;
  100149. };
  100150. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  100151. return impostor.physicsBody.shapes.friction;
  100152. };
  100153. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  100154. impostor.physicsBody.shapes.friction = friction;
  100155. };
  100156. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  100157. return impostor.physicsBody.shapes.restitution;
  100158. };
  100159. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  100160. impostor.physicsBody.shapes.restitution = restitution;
  100161. };
  100162. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  100163. impostor.physicsBody.sleep();
  100164. };
  100165. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  100166. impostor.physicsBody.awake();
  100167. };
  100168. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  100169. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  100170. if (minDistance !== void 0) {
  100171. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  100172. }
  100173. };
  100174. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  100175. //TODO separate rotational and transational motors.
  100176. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100177. if (motor) {
  100178. motor.setMotor(speed, maxForce);
  100179. }
  100180. };
  100181. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  100182. //TODO separate rotational and transational motors.
  100183. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100184. if (motor) {
  100185. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  100186. }
  100187. };
  100188. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  100189. var body = impostor.physicsBody;
  100190. mesh.position.x = body.position.x;
  100191. mesh.position.y = body.position.y;
  100192. mesh.position.z = body.position.z;
  100193. if (mesh.rotationQuaternion) {
  100194. mesh.rotationQuaternion.x = body.orientation.x;
  100195. mesh.rotationQuaternion.y = body.orientation.y;
  100196. mesh.rotationQuaternion.z = body.orientation.z;
  100197. mesh.rotationQuaternion.w = body.orientation.s;
  100198. }
  100199. };
  100200. OimoJSPlugin.prototype.getRadius = function (impostor) {
  100201. return impostor.physicsBody.shapes.radius;
  100202. };
  100203. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  100204. var shape = impostor.physicsBody.shapes;
  100205. result.x = shape.halfWidth * 2;
  100206. result.y = shape.halfHeight * 2;
  100207. result.z = shape.halfDepth * 2;
  100208. };
  100209. OimoJSPlugin.prototype.dispose = function () {
  100210. this.world.clear();
  100211. };
  100212. return OimoJSPlugin;
  100213. }());
  100214. BABYLON.OimoJSPlugin = OimoJSPlugin;
  100215. })(BABYLON || (BABYLON = {}));
  100216. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  100217. var BABYLON;
  100218. (function (BABYLON) {
  100219. /**
  100220. * Gets the current physics engine
  100221. * @returns a IPhysicsEngine or null if none attached
  100222. */
  100223. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  100224. return this._physicsEngine;
  100225. };
  100226. /**
  100227. * Enables physics to the current scene
  100228. * @param gravity defines the scene's gravity for the physics engine
  100229. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  100230. * @return a boolean indicating if the physics engine was initialized
  100231. */
  100232. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  100233. if (gravity === void 0) { gravity = null; }
  100234. if (this._physicsEngine) {
  100235. return true;
  100236. }
  100237. // Register the component to the scene
  100238. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  100239. if (!component) {
  100240. component = new PhysicsEngineSceneComponent(this);
  100241. this._addComponent(component);
  100242. }
  100243. try {
  100244. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  100245. return true;
  100246. }
  100247. catch (e) {
  100248. BABYLON.Tools.Error(e.message);
  100249. return false;
  100250. }
  100251. };
  100252. /**
  100253. * Disables and disposes the physics engine associated with the scene
  100254. */
  100255. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  100256. if (!this._physicsEngine) {
  100257. return;
  100258. }
  100259. this._physicsEngine.dispose();
  100260. this._physicsEngine = null;
  100261. };
  100262. /**
  100263. * Gets a boolean indicating if there is an active physics engine
  100264. * @returns a boolean indicating if there is an active physics engine
  100265. */
  100266. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  100267. return this._physicsEngine !== undefined;
  100268. };
  100269. /**
  100270. * Deletes a physics compound impostor
  100271. * @param compound defines the compound to delete
  100272. */
  100273. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  100274. var mesh = compound.parts[0].mesh;
  100275. if (mesh.physicsImpostor) {
  100276. mesh.physicsImpostor.dispose( /*true*/);
  100277. mesh.physicsImpostor = null;
  100278. }
  100279. };
  100280. /** @hidden */
  100281. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  100282. if (this._physicsEngine) {
  100283. this.onBeforePhysicsObservable.notifyObservers(this);
  100284. this._physicsEngine._step(step / 1000);
  100285. this.onAfterPhysicsObservable.notifyObservers(this);
  100286. }
  100287. };
  100288. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  100289. get: function () {
  100290. return this._physicsImpostor;
  100291. },
  100292. set: function (value) {
  100293. var _this = this;
  100294. if (this._physicsImpostor === value) {
  100295. return;
  100296. }
  100297. if (this._disposePhysicsObserver) {
  100298. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  100299. }
  100300. this._physicsImpostor = value;
  100301. if (value) {
  100302. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  100303. // Physics
  100304. if (_this.physicsImpostor) {
  100305. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  100306. _this.physicsImpostor = null;
  100307. }
  100308. });
  100309. }
  100310. },
  100311. enumerable: true,
  100312. configurable: true
  100313. });
  100314. /**
  100315. * Gets the current physics impostor
  100316. * @see http://doc.babylonjs.com/features/physics_engine
  100317. * @returns a physics impostor or null
  100318. */
  100319. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  100320. return this.physicsImpostor;
  100321. };
  100322. /**
  100323. * Apply a physic impulse to the mesh
  100324. * @param force defines the force to apply
  100325. * @param contactPoint defines where to apply the force
  100326. * @returns the current mesh
  100327. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  100328. */
  100329. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  100330. if (!this.physicsImpostor) {
  100331. return this;
  100332. }
  100333. this.physicsImpostor.applyImpulse(force, contactPoint);
  100334. return this;
  100335. };
  100336. /**
  100337. * Creates a physic joint between two meshes
  100338. * @param otherMesh defines the other mesh to use
  100339. * @param pivot1 defines the pivot to use on this mesh
  100340. * @param pivot2 defines the pivot to use on the other mesh
  100341. * @param options defines additional options (can be plugin dependent)
  100342. * @returns the current mesh
  100343. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  100344. */
  100345. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  100346. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  100347. return this;
  100348. }
  100349. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  100350. mainPivot: pivot1,
  100351. connectedPivot: pivot2,
  100352. nativeParams: options
  100353. });
  100354. return this;
  100355. };
  100356. /**
  100357. * Defines the physics engine scene component responsible to manage a physics engine
  100358. */
  100359. var PhysicsEngineSceneComponent = /** @class */ (function () {
  100360. /**
  100361. * Creates a new instance of the component for the given scene
  100362. * @param scene Defines the scene to register the component in
  100363. */
  100364. function PhysicsEngineSceneComponent(scene) {
  100365. var _this = this;
  100366. /**
  100367. * The component name helpful to identify the component in the list of scene components.
  100368. */
  100369. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  100370. this.scene = scene;
  100371. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  100372. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  100373. // Replace the function used to get the deterministic frame time
  100374. this.scene.getDeterministicFrameTime = function () {
  100375. if (_this.scene._physicsEngine) {
  100376. return _this.scene._physicsEngine.getTimeStep() * 1000;
  100377. }
  100378. return 1000.0 / 60.0;
  100379. };
  100380. }
  100381. /**
  100382. * Registers the component in a given scene
  100383. */
  100384. PhysicsEngineSceneComponent.prototype.register = function () {
  100385. };
  100386. /**
  100387. * Rebuilds the elements related to this component in case of
  100388. * context lost for instance.
  100389. */
  100390. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  100391. // Nothing to do for this component
  100392. };
  100393. /**
  100394. * Disposes the component and the associated ressources
  100395. */
  100396. PhysicsEngineSceneComponent.prototype.dispose = function () {
  100397. this.scene.onBeforePhysicsObservable.clear();
  100398. this.scene.onAfterPhysicsObservable.clear();
  100399. if (this.scene._physicsEngine) {
  100400. this.scene.disablePhysicsEngine();
  100401. }
  100402. };
  100403. return PhysicsEngineSceneComponent;
  100404. }());
  100405. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  100406. })(BABYLON || (BABYLON = {}));
  100407. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  100408. var BABYLON;
  100409. (function (BABYLON) {
  100410. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  100411. // All values and structures referenced from:
  100412. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  100413. var DDS_MAGIC = 0x20534444;
  100414. var
  100415. //DDSD_CAPS = 0x1,
  100416. //DDSD_HEIGHT = 0x2,
  100417. //DDSD_WIDTH = 0x4,
  100418. //DDSD_PITCH = 0x8,
  100419. //DDSD_PIXELFORMAT = 0x1000,
  100420. DDSD_MIPMAPCOUNT = 0x20000;
  100421. //DDSD_LINEARSIZE = 0x80000,
  100422. //DDSD_DEPTH = 0x800000;
  100423. // var DDSCAPS_COMPLEX = 0x8,
  100424. // DDSCAPS_MIPMAP = 0x400000,
  100425. // DDSCAPS_TEXTURE = 0x1000;
  100426. var DDSCAPS2_CUBEMAP = 0x200;
  100427. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  100428. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  100429. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  100430. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  100431. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  100432. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  100433. // DDSCAPS2_VOLUME = 0x200000;
  100434. var
  100435. //DDPF_ALPHAPIXELS = 0x1,
  100436. //DDPF_ALPHA = 0x2,
  100437. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  100438. //DDPF_YUV = 0x200,
  100439. DDPF_LUMINANCE = 0x20000;
  100440. function FourCCToInt32(value) {
  100441. return value.charCodeAt(0) +
  100442. (value.charCodeAt(1) << 8) +
  100443. (value.charCodeAt(2) << 16) +
  100444. (value.charCodeAt(3) << 24);
  100445. }
  100446. function Int32ToFourCC(value) {
  100447. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  100448. }
  100449. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  100450. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  100451. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  100452. var FOURCC_DX10 = FourCCToInt32("DX10");
  100453. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  100454. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  100455. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  100456. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  100457. var headerLengthInt = 31; // The header length in 32 bit ints
  100458. // Offsets into the header array
  100459. var off_magic = 0;
  100460. var off_size = 1;
  100461. var off_flags = 2;
  100462. var off_height = 3;
  100463. var off_width = 4;
  100464. var off_mipmapCount = 7;
  100465. var off_pfFlags = 20;
  100466. var off_pfFourCC = 21;
  100467. var off_RGBbpp = 22;
  100468. var off_RMask = 23;
  100469. var off_GMask = 24;
  100470. var off_BMask = 25;
  100471. var off_AMask = 26;
  100472. // var off_caps1 = 27;
  100473. var off_caps2 = 28;
  100474. // var off_caps3 = 29;
  100475. // var off_caps4 = 30;
  100476. var off_dxgiFormat = 32;
  100477. /**
  100478. * Class used to provide DDS decompression tools
  100479. */
  100480. var DDSTools = /** @class */ (function () {
  100481. function DDSTools() {
  100482. }
  100483. /**
  100484. * Gets DDS information from an array buffer
  100485. * @param arrayBuffer defines the array buffer to read data from
  100486. * @returns the DDS information
  100487. */
  100488. DDSTools.GetDDSInfo = function (arrayBuffer) {
  100489. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100490. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  100491. var mipmapCount = 1;
  100492. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  100493. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100494. }
  100495. var fourCC = header[off_pfFourCC];
  100496. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  100497. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100498. switch (fourCC) {
  100499. case FOURCC_D3DFMT_R16G16B16A16F:
  100500. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100501. break;
  100502. case FOURCC_D3DFMT_R32G32B32A32F:
  100503. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100504. break;
  100505. case FOURCC_DX10:
  100506. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  100507. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100508. break;
  100509. }
  100510. }
  100511. return {
  100512. width: header[off_width],
  100513. height: header[off_height],
  100514. mipmapCount: mipmapCount,
  100515. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  100516. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  100517. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  100518. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  100519. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  100520. dxgiFormat: dxgiFormat,
  100521. textureType: textureType
  100522. };
  100523. };
  100524. DDSTools._ToHalfFloat = function (value) {
  100525. if (!DDSTools._FloatView) {
  100526. DDSTools._FloatView = new Float32Array(1);
  100527. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  100528. }
  100529. DDSTools._FloatView[0] = value;
  100530. var x = DDSTools._Int32View[0];
  100531. var bits = (x >> 16) & 0x8000; /* Get the sign */
  100532. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  100533. var e = (x >> 23) & 0xff; /* Using int is faster here */
  100534. /* If zero, or denormal, or exponent underflows too much for a denormal
  100535. * half, return signed zero. */
  100536. if (e < 103) {
  100537. return bits;
  100538. }
  100539. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  100540. if (e > 142) {
  100541. bits |= 0x7c00;
  100542. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  100543. * not Inf, so make sure we set one mantissa bit too. */
  100544. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  100545. return bits;
  100546. }
  100547. /* If exponent underflows but not too much, return a denormal */
  100548. if (e < 113) {
  100549. m |= 0x0800;
  100550. /* Extra rounding may overflow and set mantissa to 0 and exponent
  100551. * to 1, which is OK. */
  100552. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  100553. return bits;
  100554. }
  100555. bits |= ((e - 112) << 10) | (m >> 1);
  100556. bits += m & 1;
  100557. return bits;
  100558. };
  100559. DDSTools._FromHalfFloat = function (value) {
  100560. var s = (value & 0x8000) >> 15;
  100561. var e = (value & 0x7C00) >> 10;
  100562. var f = value & 0x03FF;
  100563. if (e === 0) {
  100564. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  100565. }
  100566. else if (e == 0x1F) {
  100567. return f ? NaN : ((s ? -1 : 1) * Infinity);
  100568. }
  100569. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  100570. };
  100571. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100572. var destArray = new Float32Array(dataLength);
  100573. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100574. var index = 0;
  100575. for (var y = 0; y < height; y++) {
  100576. for (var x = 0; x < width; x++) {
  100577. var srcPos = (x + y * width) * 4;
  100578. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  100579. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  100580. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  100581. if (DDSTools.StoreLODInAlphaChannel) {
  100582. destArray[index + 3] = lod;
  100583. }
  100584. else {
  100585. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  100586. }
  100587. index += 4;
  100588. }
  100589. }
  100590. return destArray;
  100591. };
  100592. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100593. if (DDSTools.StoreLODInAlphaChannel) {
  100594. var destArray = new Uint16Array(dataLength);
  100595. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100596. var index = 0;
  100597. for (var y = 0; y < height; y++) {
  100598. for (var x = 0; x < width; x++) {
  100599. var srcPos = (x + y * width) * 4;
  100600. destArray[index] = srcData[srcPos];
  100601. destArray[index + 1] = srcData[srcPos + 1];
  100602. destArray[index + 2] = srcData[srcPos + 2];
  100603. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  100604. index += 4;
  100605. }
  100606. }
  100607. return destArray;
  100608. }
  100609. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  100610. };
  100611. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100612. if (DDSTools.StoreLODInAlphaChannel) {
  100613. var destArray = new Float32Array(dataLength);
  100614. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100615. var index = 0;
  100616. for (var y = 0; y < height; y++) {
  100617. for (var x = 0; x < width; x++) {
  100618. var srcPos = (x + y * width) * 4;
  100619. destArray[index] = srcData[srcPos];
  100620. destArray[index + 1] = srcData[srcPos + 1];
  100621. destArray[index + 2] = srcData[srcPos + 2];
  100622. destArray[index + 3] = lod;
  100623. index += 4;
  100624. }
  100625. }
  100626. return destArray;
  100627. }
  100628. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  100629. };
  100630. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100631. var destArray = new Uint8Array(dataLength);
  100632. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100633. var index = 0;
  100634. for (var y = 0; y < height; y++) {
  100635. for (var x = 0; x < width; x++) {
  100636. var srcPos = (x + y * width) * 4;
  100637. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  100638. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  100639. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  100640. if (DDSTools.StoreLODInAlphaChannel) {
  100641. destArray[index + 3] = lod;
  100642. }
  100643. else {
  100644. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  100645. }
  100646. index += 4;
  100647. }
  100648. }
  100649. return destArray;
  100650. };
  100651. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100652. var destArray = new Uint8Array(dataLength);
  100653. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100654. var index = 0;
  100655. for (var y = 0; y < height; y++) {
  100656. for (var x = 0; x < width; x++) {
  100657. var srcPos = (x + y * width) * 4;
  100658. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  100659. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  100660. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  100661. if (DDSTools.StoreLODInAlphaChannel) {
  100662. destArray[index + 3] = lod;
  100663. }
  100664. else {
  100665. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  100666. }
  100667. index += 4;
  100668. }
  100669. }
  100670. return destArray;
  100671. };
  100672. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  100673. var byteArray = new Uint8Array(dataLength);
  100674. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100675. var index = 0;
  100676. for (var y = 0; y < height; y++) {
  100677. for (var x = 0; x < width; x++) {
  100678. var srcPos = (x + y * width) * 4;
  100679. byteArray[index] = srcData[srcPos + rOffset];
  100680. byteArray[index + 1] = srcData[srcPos + gOffset];
  100681. byteArray[index + 2] = srcData[srcPos + bOffset];
  100682. byteArray[index + 3] = srcData[srcPos + aOffset];
  100683. index += 4;
  100684. }
  100685. }
  100686. return byteArray;
  100687. };
  100688. DDSTools._ExtractLongWordOrder = function (value) {
  100689. if (value === 0 || value === 255 || value === -16777216) {
  100690. return 0;
  100691. }
  100692. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  100693. };
  100694. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  100695. var byteArray = new Uint8Array(dataLength);
  100696. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100697. var index = 0;
  100698. for (var y = 0; y < height; y++) {
  100699. for (var x = 0; x < width; x++) {
  100700. var srcPos = (x + y * width) * 3;
  100701. byteArray[index] = srcData[srcPos + rOffset];
  100702. byteArray[index + 1] = srcData[srcPos + gOffset];
  100703. byteArray[index + 2] = srcData[srcPos + bOffset];
  100704. index += 3;
  100705. }
  100706. }
  100707. return byteArray;
  100708. };
  100709. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  100710. var byteArray = new Uint8Array(dataLength);
  100711. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100712. var index = 0;
  100713. for (var y = 0; y < height; y++) {
  100714. for (var x = 0; x < width; x++) {
  100715. var srcPos = (x + y * width);
  100716. byteArray[index] = srcData[srcPos];
  100717. index++;
  100718. }
  100719. }
  100720. return byteArray;
  100721. };
  100722. /**
  100723. * Uploads DDS Levels to a Babylon Texture
  100724. * @hidden
  100725. */
  100726. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  100727. if (lodIndex === void 0) { lodIndex = -1; }
  100728. var sphericalPolynomialFaces = null;
  100729. if (info.sphericalPolynomial) {
  100730. sphericalPolynomialFaces = new Array();
  100731. }
  100732. var ext = engine.getCaps().s3tc;
  100733. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100734. var fourCC, width, height, dataLength = 0, dataOffset;
  100735. var byteArray, mipmapCount, mip;
  100736. var internalCompressedFormat = 0;
  100737. var blockBytes = 1;
  100738. if (header[off_magic] !== DDS_MAGIC) {
  100739. BABYLON.Tools.Error("Invalid magic number in DDS header");
  100740. return;
  100741. }
  100742. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  100743. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  100744. return;
  100745. }
  100746. if (info.isCompressed && !ext) {
  100747. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  100748. return;
  100749. }
  100750. var bpp = header[off_RGBbpp];
  100751. dataOffset = header[off_size] + 4;
  100752. var computeFormats = false;
  100753. if (info.isFourCC) {
  100754. fourCC = header[off_pfFourCC];
  100755. switch (fourCC) {
  100756. case FOURCC_DXT1:
  100757. blockBytes = 8;
  100758. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  100759. break;
  100760. case FOURCC_DXT3:
  100761. blockBytes = 16;
  100762. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  100763. break;
  100764. case FOURCC_DXT5:
  100765. blockBytes = 16;
  100766. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  100767. break;
  100768. case FOURCC_D3DFMT_R16G16B16A16F:
  100769. computeFormats = true;
  100770. break;
  100771. case FOURCC_D3DFMT_R32G32B32A32F:
  100772. computeFormats = true;
  100773. break;
  100774. case FOURCC_DX10:
  100775. // There is an additionnal header so dataOffset need to be changed
  100776. dataOffset += 5 * 4; // 5 uints
  100777. var supported = false;
  100778. switch (info.dxgiFormat) {
  100779. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  100780. computeFormats = true;
  100781. supported = true;
  100782. break;
  100783. case DXGI_FORMAT_B8G8R8X8_UNORM:
  100784. info.isRGB = true;
  100785. info.isFourCC = false;
  100786. bpp = 32;
  100787. supported = true;
  100788. break;
  100789. }
  100790. if (supported) {
  100791. break;
  100792. }
  100793. default:
  100794. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  100795. return;
  100796. }
  100797. }
  100798. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  100799. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  100800. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  100801. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  100802. if (computeFormats) {
  100803. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  100804. }
  100805. mipmapCount = 1;
  100806. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  100807. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100808. }
  100809. for (var face = 0; face < faces; face++) {
  100810. width = header[off_width];
  100811. height = header[off_height];
  100812. for (mip = 0; mip < mipmapCount; ++mip) {
  100813. if (lodIndex === -1 || lodIndex === mip) {
  100814. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  100815. var i = (lodIndex === -1) ? mip : 0;
  100816. if (!info.isCompressed && info.isFourCC) {
  100817. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100818. dataLength = width * height * 4;
  100819. var floatArray = null;
  100820. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  100821. if (bpp === 128) {
  100822. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100823. if (sphericalPolynomialFaces && i == 0) {
  100824. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100825. }
  100826. }
  100827. else if (bpp === 64) {
  100828. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100829. if (sphericalPolynomialFaces && i == 0) {
  100830. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100831. }
  100832. }
  100833. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100834. }
  100835. else {
  100836. if (bpp === 128) {
  100837. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100838. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100839. if (sphericalPolynomialFaces && i == 0) {
  100840. sphericalPolynomialFaces.push(floatArray);
  100841. }
  100842. }
  100843. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  100844. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100845. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100846. if (sphericalPolynomialFaces && i == 0) {
  100847. sphericalPolynomialFaces.push(floatArray);
  100848. }
  100849. }
  100850. else { // 64
  100851. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100852. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100853. if (sphericalPolynomialFaces && i == 0) {
  100854. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100855. }
  100856. }
  100857. }
  100858. if (floatArray) {
  100859. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  100860. }
  100861. }
  100862. else if (info.isRGB) {
  100863. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100864. if (bpp === 24) {
  100865. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  100866. dataLength = width * height * 3;
  100867. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  100868. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100869. }
  100870. else { // 32
  100871. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100872. dataLength = width * height * 4;
  100873. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  100874. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100875. }
  100876. }
  100877. else if (info.isLuminance) {
  100878. var unpackAlignment = engine._getUnpackAlignement();
  100879. var unpaddedRowSize = width;
  100880. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  100881. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  100882. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  100883. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  100884. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100885. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100886. }
  100887. else {
  100888. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  100889. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  100890. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100891. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  100892. }
  100893. }
  100894. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  100895. width *= 0.5;
  100896. height *= 0.5;
  100897. width = Math.max(1.0, width);
  100898. height = Math.max(1.0, height);
  100899. }
  100900. if (currentFace !== undefined) {
  100901. // Loading a single face
  100902. break;
  100903. }
  100904. }
  100905. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  100906. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  100907. size: header[off_width],
  100908. right: sphericalPolynomialFaces[0],
  100909. left: sphericalPolynomialFaces[1],
  100910. up: sphericalPolynomialFaces[2],
  100911. down: sphericalPolynomialFaces[3],
  100912. front: sphericalPolynomialFaces[4],
  100913. back: sphericalPolynomialFaces[5],
  100914. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  100915. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  100916. gammaSpace: false,
  100917. });
  100918. }
  100919. else {
  100920. info.sphericalPolynomial = undefined;
  100921. }
  100922. };
  100923. /**
  100924. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  100925. */
  100926. DDSTools.StoreLODInAlphaChannel = false;
  100927. return DDSTools;
  100928. }());
  100929. BABYLON.DDSTools = DDSTools;
  100930. })(BABYLON || (BABYLON = {}));
  100931. //# sourceMappingURL=babylon.dds.js.map
  100932. var BABYLON;
  100933. (function (BABYLON) {
  100934. /**
  100935. * Implementation of the DDS Texture Loader.
  100936. */
  100937. var DDSTextureLoader = /** @class */ (function () {
  100938. function DDSTextureLoader() {
  100939. /**
  100940. * Defines wether the loader supports cascade loading the different faces.
  100941. */
  100942. this.supportCascades = true;
  100943. }
  100944. /**
  100945. * This returns if the loader support the current file information.
  100946. * @param extension defines the file extension of the file being loaded
  100947. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100948. * @param fallback defines the fallback internal texture if any
  100949. * @param isBase64 defines whether the texture is encoded as a base64
  100950. * @param isBuffer defines whether the texture data are stored as a buffer
  100951. * @returns true if the loader can load the specified file
  100952. */
  100953. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100954. return extension.indexOf(".dds") === 0;
  100955. };
  100956. /**
  100957. * Transform the url before loading if required.
  100958. * @param rootUrl the url of the texture
  100959. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100960. * @returns the transformed texture
  100961. */
  100962. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100963. return rootUrl;
  100964. };
  100965. /**
  100966. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100967. * @param rootUrl the url of the texture
  100968. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100969. * @returns the fallback texture
  100970. */
  100971. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100972. return null;
  100973. };
  100974. /**
  100975. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100976. * @param data contains the texture data
  100977. * @param texture defines the BabylonJS internal texture
  100978. * @param createPolynomials will be true if polynomials have been requested
  100979. * @param onLoad defines the callback to trigger once the texture is ready
  100980. * @param onError defines the callback to trigger in case of error
  100981. */
  100982. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  100983. var engine = texture.getEngine();
  100984. var info;
  100985. var loadMipmap = false;
  100986. if (Array.isArray(imgs)) {
  100987. for (var index = 0; index < imgs.length; index++) {
  100988. var data_1 = imgs[index];
  100989. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  100990. texture.width = info.width;
  100991. texture.height = info.height;
  100992. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100993. engine._unpackFlipY(info.isCompressed);
  100994. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  100995. if (!info.isFourCC && info.mipmapCount === 1) {
  100996. engine.generateMipMapsForCubemap(texture);
  100997. }
  100998. }
  100999. }
  101000. else {
  101001. var data = imgs;
  101002. info = BABYLON.DDSTools.GetDDSInfo(data);
  101003. texture.width = info.width;
  101004. texture.height = info.height;
  101005. if (createPolynomials) {
  101006. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  101007. }
  101008. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  101009. engine._unpackFlipY(info.isCompressed);
  101010. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  101011. if (!info.isFourCC && info.mipmapCount === 1) {
  101012. engine.generateMipMapsForCubemap(texture);
  101013. }
  101014. }
  101015. engine._setCubeMapTextureParams(loadMipmap);
  101016. texture.isReady = true;
  101017. if (onLoad) {
  101018. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  101019. }
  101020. };
  101021. /**
  101022. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101023. * @param data contains the texture data
  101024. * @param texture defines the BabylonJS internal texture
  101025. * @param callback defines the method to call once ready to upload
  101026. */
  101027. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  101028. var info = BABYLON.DDSTools.GetDDSInfo(data);
  101029. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  101030. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  101031. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  101032. });
  101033. };
  101034. return DDSTextureLoader;
  101035. }());
  101036. // Register the loader.
  101037. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  101038. })(BABYLON || (BABYLON = {}));
  101039. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  101040. var BABYLON;
  101041. (function (BABYLON) {
  101042. /**
  101043. * Based on jsTGALoader - Javascript loader for TGA file
  101044. * By Vincent Thibault
  101045. * @see http://blog.robrowser.com/javascript-tga-loader.html
  101046. */
  101047. var TGATools = /** @class */ (function () {
  101048. function TGATools() {
  101049. }
  101050. /**
  101051. * Gets the header of a TGA file
  101052. * @param data defines the TGA data
  101053. * @returns the header
  101054. */
  101055. TGATools.GetTGAHeader = function (data) {
  101056. var offset = 0;
  101057. var header = {
  101058. id_length: data[offset++],
  101059. colormap_type: data[offset++],
  101060. image_type: data[offset++],
  101061. colormap_index: data[offset++] | data[offset++] << 8,
  101062. colormap_length: data[offset++] | data[offset++] << 8,
  101063. colormap_size: data[offset++],
  101064. origin: [
  101065. data[offset++] | data[offset++] << 8,
  101066. data[offset++] | data[offset++] << 8
  101067. ],
  101068. width: data[offset++] | data[offset++] << 8,
  101069. height: data[offset++] | data[offset++] << 8,
  101070. pixel_size: data[offset++],
  101071. flags: data[offset++]
  101072. };
  101073. return header;
  101074. };
  101075. /**
  101076. * Uploads TGA content to a Babylon Texture
  101077. * @hidden
  101078. */
  101079. TGATools.UploadContent = function (texture, data) {
  101080. // Not enough data to contain header ?
  101081. if (data.length < 19) {
  101082. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  101083. return;
  101084. }
  101085. // Read Header
  101086. var offset = 18;
  101087. var header = TGATools.GetTGAHeader(data);
  101088. // Assume it's a valid Targa file.
  101089. if (header.id_length + offset > data.length) {
  101090. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  101091. return;
  101092. }
  101093. // Skip not needed data
  101094. offset += header.id_length;
  101095. var use_rle = false;
  101096. var use_pal = false;
  101097. var use_grey = false;
  101098. // Get some informations.
  101099. switch (header.image_type) {
  101100. case TGATools._TYPE_RLE_INDEXED:
  101101. use_rle = true;
  101102. case TGATools._TYPE_INDEXED:
  101103. use_pal = true;
  101104. break;
  101105. case TGATools._TYPE_RLE_RGB:
  101106. use_rle = true;
  101107. case TGATools._TYPE_RGB:
  101108. // use_rgb = true;
  101109. break;
  101110. case TGATools._TYPE_RLE_GREY:
  101111. use_rle = true;
  101112. case TGATools._TYPE_GREY:
  101113. use_grey = true;
  101114. break;
  101115. }
  101116. var pixel_data;
  101117. // var numAlphaBits = header.flags & 0xf;
  101118. var pixel_size = header.pixel_size >> 3;
  101119. var pixel_total = header.width * header.height * pixel_size;
  101120. // Read palettes
  101121. var palettes;
  101122. if (use_pal) {
  101123. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  101124. }
  101125. // Read LRE
  101126. if (use_rle) {
  101127. pixel_data = new Uint8Array(pixel_total);
  101128. var c, count, i;
  101129. var localOffset = 0;
  101130. var pixels = new Uint8Array(pixel_size);
  101131. while (offset < pixel_total && localOffset < pixel_total) {
  101132. c = data[offset++];
  101133. count = (c & 0x7f) + 1;
  101134. // RLE pixels
  101135. if (c & 0x80) {
  101136. // Bind pixel tmp array
  101137. for (i = 0; i < pixel_size; ++i) {
  101138. pixels[i] = data[offset++];
  101139. }
  101140. // Copy pixel array
  101141. for (i = 0; i < count; ++i) {
  101142. pixel_data.set(pixels, localOffset + i * pixel_size);
  101143. }
  101144. localOffset += pixel_size * count;
  101145. }
  101146. // Raw pixels
  101147. else {
  101148. count *= pixel_size;
  101149. for (i = 0; i < count; ++i) {
  101150. pixel_data[localOffset + i] = data[offset++];
  101151. }
  101152. localOffset += count;
  101153. }
  101154. }
  101155. }
  101156. // RAW Pixels
  101157. else {
  101158. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  101159. }
  101160. // Load to texture
  101161. var x_start, y_start, x_step, y_step, y_end, x_end;
  101162. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  101163. default:
  101164. case TGATools._ORIGIN_UL:
  101165. x_start = 0;
  101166. x_step = 1;
  101167. x_end = header.width;
  101168. y_start = 0;
  101169. y_step = 1;
  101170. y_end = header.height;
  101171. break;
  101172. case TGATools._ORIGIN_BL:
  101173. x_start = 0;
  101174. x_step = 1;
  101175. x_end = header.width;
  101176. y_start = header.height - 1;
  101177. y_step = -1;
  101178. y_end = -1;
  101179. break;
  101180. case TGATools._ORIGIN_UR:
  101181. x_start = header.width - 1;
  101182. x_step = -1;
  101183. x_end = -1;
  101184. y_start = 0;
  101185. y_step = 1;
  101186. y_end = header.height;
  101187. break;
  101188. case TGATools._ORIGIN_BR:
  101189. x_start = header.width - 1;
  101190. x_step = -1;
  101191. x_end = -1;
  101192. y_start = header.height - 1;
  101193. y_step = -1;
  101194. y_end = -1;
  101195. break;
  101196. }
  101197. // Load the specify method
  101198. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  101199. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  101200. var engine = texture.getEngine();
  101201. engine._uploadDataToTextureDirectly(texture, imageData);
  101202. };
  101203. /** @hidden */
  101204. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101205. var image = pixel_data, colormap = palettes;
  101206. var width = header.width, height = header.height;
  101207. var color, i = 0, x, y;
  101208. var imageData = new Uint8Array(width * height * 4);
  101209. for (y = y_start; y !== y_end; y += y_step) {
  101210. for (x = x_start; x !== x_end; x += x_step, i++) {
  101211. color = image[i];
  101212. imageData[(x + width * y) * 4 + 3] = 255;
  101213. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  101214. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  101215. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  101216. }
  101217. }
  101218. return imageData;
  101219. };
  101220. /** @hidden */
  101221. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101222. var image = pixel_data;
  101223. var width = header.width, height = header.height;
  101224. var color, i = 0, x, y;
  101225. var imageData = new Uint8Array(width * height * 4);
  101226. for (y = y_start; y !== y_end; y += y_step) {
  101227. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101228. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  101229. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  101230. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  101231. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  101232. imageData[(x + width * y) * 4 + 0] = r;
  101233. imageData[(x + width * y) * 4 + 1] = g;
  101234. imageData[(x + width * y) * 4 + 2] = b;
  101235. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  101236. }
  101237. }
  101238. return imageData;
  101239. };
  101240. /** @hidden */
  101241. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101242. var image = pixel_data;
  101243. var width = header.width, height = header.height;
  101244. var i = 0, x, y;
  101245. var imageData = new Uint8Array(width * height * 4);
  101246. for (y = y_start; y !== y_end; y += y_step) {
  101247. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  101248. imageData[(x + width * y) * 4 + 3] = 255;
  101249. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101250. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101251. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101252. }
  101253. }
  101254. return imageData;
  101255. };
  101256. /** @hidden */
  101257. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101258. var image = pixel_data;
  101259. var width = header.width, height = header.height;
  101260. var i = 0, x, y;
  101261. var imageData = new Uint8Array(width * height * 4);
  101262. for (y = y_start; y !== y_end; y += y_step) {
  101263. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  101264. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101265. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101266. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101267. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  101268. }
  101269. }
  101270. return imageData;
  101271. };
  101272. /** @hidden */
  101273. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101274. var image = pixel_data;
  101275. var width = header.width, height = header.height;
  101276. var color, i = 0, x, y;
  101277. var imageData = new Uint8Array(width * height * 4);
  101278. for (y = y_start; y !== y_end; y += y_step) {
  101279. for (x = x_start; x !== x_end; x += x_step, i++) {
  101280. color = image[i];
  101281. imageData[(x + width * y) * 4 + 0] = color;
  101282. imageData[(x + width * y) * 4 + 1] = color;
  101283. imageData[(x + width * y) * 4 + 2] = color;
  101284. imageData[(x + width * y) * 4 + 3] = 255;
  101285. }
  101286. }
  101287. return imageData;
  101288. };
  101289. /** @hidden */
  101290. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101291. var image = pixel_data;
  101292. var width = header.width, height = header.height;
  101293. var i = 0, x, y;
  101294. var imageData = new Uint8Array(width * height * 4);
  101295. for (y = y_start; y !== y_end; y += y_step) {
  101296. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101297. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  101298. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  101299. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101300. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  101301. }
  101302. }
  101303. return imageData;
  101304. };
  101305. //private static _TYPE_NO_DATA = 0;
  101306. TGATools._TYPE_INDEXED = 1;
  101307. TGATools._TYPE_RGB = 2;
  101308. TGATools._TYPE_GREY = 3;
  101309. TGATools._TYPE_RLE_INDEXED = 9;
  101310. TGATools._TYPE_RLE_RGB = 10;
  101311. TGATools._TYPE_RLE_GREY = 11;
  101312. TGATools._ORIGIN_MASK = 0x30;
  101313. TGATools._ORIGIN_SHIFT = 0x04;
  101314. TGATools._ORIGIN_BL = 0x00;
  101315. TGATools._ORIGIN_BR = 0x01;
  101316. TGATools._ORIGIN_UL = 0x02;
  101317. TGATools._ORIGIN_UR = 0x03;
  101318. return TGATools;
  101319. }());
  101320. BABYLON.TGATools = TGATools;
  101321. })(BABYLON || (BABYLON = {}));
  101322. //# sourceMappingURL=babylon.tga.js.map
  101323. var BABYLON;
  101324. (function (BABYLON) {
  101325. /**
  101326. * Implementation of the TGA Texture Loader.
  101327. */
  101328. var TGATextureLoader = /** @class */ (function () {
  101329. function TGATextureLoader() {
  101330. /**
  101331. * Defines wether the loader supports cascade loading the different faces.
  101332. */
  101333. this.supportCascades = false;
  101334. }
  101335. /**
  101336. * This returns if the loader support the current file information.
  101337. * @param extension defines the file extension of the file being loaded
  101338. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101339. * @param fallback defines the fallback internal texture if any
  101340. * @param isBase64 defines whether the texture is encoded as a base64
  101341. * @param isBuffer defines whether the texture data are stored as a buffer
  101342. * @returns true if the loader can load the specified file
  101343. */
  101344. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101345. return extension.indexOf(".tga") === 0;
  101346. };
  101347. /**
  101348. * Transform the url before loading if required.
  101349. * @param rootUrl the url of the texture
  101350. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101351. * @returns the transformed texture
  101352. */
  101353. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101354. return rootUrl;
  101355. };
  101356. /**
  101357. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101358. * @param rootUrl the url of the texture
  101359. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101360. * @returns the fallback texture
  101361. */
  101362. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101363. return null;
  101364. };
  101365. /**
  101366. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101367. * @param data contains the texture data
  101368. * @param texture defines the BabylonJS internal texture
  101369. * @param createPolynomials will be true if polynomials have been requested
  101370. * @param onLoad defines the callback to trigger once the texture is ready
  101371. * @param onError defines the callback to trigger in case of error
  101372. */
  101373. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101374. throw ".env not supported in Cube.";
  101375. };
  101376. /**
  101377. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101378. * @param data contains the texture data
  101379. * @param texture defines the BabylonJS internal texture
  101380. * @param callback defines the method to call once ready to upload
  101381. */
  101382. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  101383. var uintData = new Uint8Array(data);
  101384. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  101385. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  101386. BABYLON.TGATools.UploadContent(texture, uintData);
  101387. });
  101388. };
  101389. return TGATextureLoader;
  101390. }());
  101391. // Register the loader.
  101392. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  101393. })(BABYLON || (BABYLON = {}));
  101394. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  101395. var BABYLON;
  101396. (function (BABYLON) {
  101397. /**
  101398. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  101399. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  101400. */
  101401. var KhronosTextureContainer = /** @class */ (function () {
  101402. /**
  101403. * Creates a new KhronosTextureContainer
  101404. * @param arrayBuffer contents of the KTX container file
  101405. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  101406. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  101407. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  101408. */
  101409. function KhronosTextureContainer(
  101410. /** contents of the KTX container file */
  101411. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  101412. this.arrayBuffer = arrayBuffer;
  101413. /**
  101414. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  101415. */
  101416. this.isInvalid = false;
  101417. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  101418. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  101419. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  101420. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  101421. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  101422. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  101423. this.isInvalid = true;
  101424. BABYLON.Tools.Error("texture missing KTX identifier");
  101425. return;
  101426. }
  101427. // load the reset of the header in native 32 bit int
  101428. var header = new Int32Array(this.arrayBuffer, 12, 13);
  101429. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  101430. var oppositeEndianess = header[0] === 0x01020304;
  101431. // read all the header elements in order they exist in the file, without modification (sans endainness)
  101432. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  101433. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  101434. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  101435. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  101436. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  101437. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  101438. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  101439. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  101440. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  101441. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  101442. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  101443. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  101444. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  101445. if (this.glType !== 0) {
  101446. BABYLON.Tools.Error("only compressed formats currently supported");
  101447. return;
  101448. }
  101449. else {
  101450. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  101451. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  101452. }
  101453. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  101454. BABYLON.Tools.Error("only 2D textures currently supported");
  101455. return;
  101456. }
  101457. if (this.numberOfArrayElements !== 0) {
  101458. BABYLON.Tools.Error("texture arrays not currently supported");
  101459. return;
  101460. }
  101461. if (this.numberOfFaces !== facesExpected) {
  101462. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  101463. return;
  101464. }
  101465. // we now have a completely validated file, so could use existence of loadType as success
  101466. // would need to make this more elaborate & adjust checks above to support more than one load type
  101467. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  101468. }
  101469. //
  101470. /**
  101471. * Revert the endianness of a value.
  101472. * Not as fast hardware based, but will probably never need to use
  101473. * @param val defines the value to convert
  101474. * @returns the new value
  101475. */
  101476. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  101477. return ((val & 0xFF) << 24)
  101478. | ((val & 0xFF00) << 8)
  101479. | ((val >> 8) & 0xFF00)
  101480. | ((val >> 24) & 0xFF);
  101481. };
  101482. /**
  101483. * Uploads KTX content to a Babylon Texture.
  101484. * It is assumed that the texture has already been created & is currently bound
  101485. * @hidden
  101486. */
  101487. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  101488. switch (this.loadType) {
  101489. case KhronosTextureContainer.COMPRESSED_2D:
  101490. this._upload2DCompressedLevels(texture, loadMipmaps);
  101491. break;
  101492. case KhronosTextureContainer.TEX_2D:
  101493. case KhronosTextureContainer.COMPRESSED_3D:
  101494. case KhronosTextureContainer.TEX_3D:
  101495. }
  101496. };
  101497. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  101498. // initialize width & height for level 1
  101499. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  101500. var width = this.pixelWidth;
  101501. var height = this.pixelHeight;
  101502. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  101503. for (var level = 0; level < mipmapCount; level++) {
  101504. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  101505. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  101506. for (var face = 0; face < this.numberOfFaces; face++) {
  101507. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  101508. var engine = texture.getEngine();
  101509. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  101510. dataOffset += imageSize; // add size of the image for the next face/mipmap
  101511. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  101512. }
  101513. width = Math.max(1.0, width * 0.5);
  101514. height = Math.max(1.0, height * 0.5);
  101515. }
  101516. };
  101517. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  101518. // load types
  101519. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  101520. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  101521. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  101522. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  101523. return KhronosTextureContainer;
  101524. }());
  101525. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  101526. })(BABYLON || (BABYLON = {}));
  101527. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  101528. var BABYLON;
  101529. (function (BABYLON) {
  101530. /**
  101531. * Implementation of the KTX Texture Loader.
  101532. */
  101533. var KTXTextureLoader = /** @class */ (function () {
  101534. function KTXTextureLoader() {
  101535. /**
  101536. * Defines wether the loader supports cascade loading the different faces.
  101537. */
  101538. this.supportCascades = false;
  101539. }
  101540. /**
  101541. * This returns if the loader support the current file information.
  101542. * @param extension defines the file extension of the file being loaded
  101543. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101544. * @param fallback defines the fallback internal texture if any
  101545. * @param isBase64 defines whether the texture is encoded as a base64
  101546. * @param isBuffer defines whether the texture data are stored as a buffer
  101547. * @returns true if the loader can load the specified file
  101548. */
  101549. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101550. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  101551. return true;
  101552. }
  101553. return false;
  101554. };
  101555. /**
  101556. * Transform the url before loading if required.
  101557. * @param rootUrl the url of the texture
  101558. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101559. * @returns the transformed texture
  101560. */
  101561. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101562. var lastDot = rootUrl.lastIndexOf('.');
  101563. if (lastDot != -1 && rootUrl.substring(lastDot + 1) == "ktx") {
  101564. // Already transformed
  101565. return rootUrl;
  101566. }
  101567. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  101568. };
  101569. /**
  101570. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101571. * @param rootUrl the url of the texture
  101572. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101573. * @returns the fallback texture
  101574. */
  101575. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101576. // remove the format appended to the rootUrl in the original createCubeTexture call.
  101577. var exp = new RegExp("" + textureFormatInUse + "$");
  101578. return rootUrl.replace(exp, "");
  101579. };
  101580. /**
  101581. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101582. * @param data contains the texture data
  101583. * @param texture defines the BabylonJS internal texture
  101584. * @param createPolynomials will be true if polynomials have been requested
  101585. * @param onLoad defines the callback to trigger once the texture is ready
  101586. * @param onError defines the callback to trigger in case of error
  101587. */
  101588. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101589. if (Array.isArray(data)) {
  101590. return;
  101591. }
  101592. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101593. texture._invertVScale = !texture.invertY;
  101594. var engine = texture.getEngine();
  101595. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  101596. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  101597. engine._unpackFlipY(true);
  101598. ktx.uploadLevels(texture, texture.generateMipMaps);
  101599. texture.width = ktx.pixelWidth;
  101600. texture.height = ktx.pixelHeight;
  101601. engine._setCubeMapTextureParams(loadMipmap);
  101602. texture.isReady = true;
  101603. };
  101604. /**
  101605. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101606. * @param data contains the texture data
  101607. * @param texture defines the BabylonJS internal texture
  101608. * @param callback defines the method to call once ready to upload
  101609. */
  101610. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  101611. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101612. texture._invertVScale = !texture.invertY;
  101613. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  101614. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  101615. ktx.uploadLevels(texture, texture.generateMipMaps);
  101616. }, ktx.isInvalid);
  101617. };
  101618. return KTXTextureLoader;
  101619. }());
  101620. // Register the loader.
  101621. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  101622. })(BABYLON || (BABYLON = {}));
  101623. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  101624. var BABYLON;
  101625. (function (BABYLON) {
  101626. /**
  101627. * Sets of helpers addressing the serialization and deserialization of environment texture
  101628. * stored in a BabylonJS env file.
  101629. * Those files are usually stored as .env files.
  101630. */
  101631. var EnvironmentTextureTools = /** @class */ (function () {
  101632. function EnvironmentTextureTools() {
  101633. }
  101634. /**
  101635. * Gets the environment info from an env file.
  101636. * @param data The array buffer containing the .env bytes.
  101637. * @returns the environment file info (the json header) if successfully parsed.
  101638. */
  101639. EnvironmentTextureTools.GetEnvInfo = function (data) {
  101640. var dataView = new DataView(data);
  101641. var pos = 0;
  101642. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101643. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  101644. BABYLON.Tools.Error('Not a babylon environment map');
  101645. return null;
  101646. }
  101647. }
  101648. // Read json manifest - collect characters up to null terminator
  101649. var manifestString = '';
  101650. var charCode = 0x00;
  101651. while ((charCode = dataView.getUint8(pos++))) {
  101652. manifestString += String.fromCharCode(charCode);
  101653. }
  101654. var manifest = JSON.parse(manifestString);
  101655. if (manifest.specular) {
  101656. // Extend the header with the position of the payload.
  101657. manifest.specular.specularDataPosition = pos;
  101658. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  101659. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  101660. }
  101661. return manifest;
  101662. };
  101663. /**
  101664. * Creates an environment texture from a loaded cube texture.
  101665. * @param texture defines the cube texture to convert in env file
  101666. * @return a promise containing the environment data if succesfull.
  101667. */
  101668. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  101669. var _this = this;
  101670. var internalTexture = texture.getInternalTexture();
  101671. if (!internalTexture) {
  101672. return Promise.reject("The cube texture is invalid.");
  101673. }
  101674. if (!texture._prefiltered) {
  101675. return Promise.reject("The cube texture is invalid (not prefiltered).");
  101676. }
  101677. var engine = internalTexture.getEngine();
  101678. if (engine && engine.premultipliedAlpha) {
  101679. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  101680. }
  101681. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  101682. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  101683. }
  101684. var canvas = engine.getRenderingCanvas();
  101685. if (!canvas) {
  101686. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  101687. }
  101688. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101689. if (!engine.getCaps().textureFloatRender) {
  101690. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101691. if (!engine.getCaps().textureHalfFloatRender) {
  101692. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  101693. }
  101694. }
  101695. var cubeWidth = internalTexture.width;
  101696. var hostingScene = new BABYLON.Scene(engine);
  101697. var specularTextures = {};
  101698. var promises = [];
  101699. // Read and collect all mipmaps data from the cube.
  101700. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  101701. mipmapsCount = Math.round(mipmapsCount);
  101702. var _loop_1 = function (i) {
  101703. var faceWidth = Math.pow(2, mipmapsCount - i);
  101704. var _loop_2 = function (face) {
  101705. var data = texture.readPixels(face, i);
  101706. // Creates a temp texture with the face data.
  101707. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  101708. // And rgbdEncode them.
  101709. var promise = new Promise(function (resolve, reject) {
  101710. 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);
  101711. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101712. rgbdPostProcess.onApply = function (effect) {
  101713. effect._bindTexture("textureSampler", tempTexture);
  101714. };
  101715. // As the process needs to happen on the main canvas, keep track of the current size
  101716. var currentW = engine.getRenderWidth();
  101717. var currentH = engine.getRenderHeight();
  101718. // Set the desired size for the texture
  101719. engine.setSize(faceWidth, faceWidth);
  101720. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  101721. // Reading datas from WebGL
  101722. BABYLON.Tools.ToBlob(canvas, function (blob) {
  101723. var fileReader = new FileReader();
  101724. fileReader.onload = function (event) {
  101725. var arrayBuffer = event.target.result;
  101726. specularTextures[i * 6 + face] = arrayBuffer;
  101727. resolve();
  101728. };
  101729. fileReader.readAsArrayBuffer(blob);
  101730. });
  101731. // Reapply the previous canvas size
  101732. engine.setSize(currentW, currentH);
  101733. });
  101734. });
  101735. promises.push(promise);
  101736. };
  101737. // All faces of the cube.
  101738. for (var face = 0; face < 6; face++) {
  101739. _loop_2(face);
  101740. }
  101741. };
  101742. for (var i = 0; i <= mipmapsCount; i++) {
  101743. _loop_1(i);
  101744. }
  101745. // Once all the textures haves been collected as RGBD stored in PNGs
  101746. return Promise.all(promises).then(function () {
  101747. // We can delete the hosting scene keeping track of all the creation objects
  101748. hostingScene.dispose();
  101749. // Creates the json header for the env texture
  101750. var info = {
  101751. version: 1,
  101752. width: cubeWidth,
  101753. irradiance: _this._CreateEnvTextureIrradiance(texture),
  101754. specular: {
  101755. mipmaps: [],
  101756. lodGenerationScale: texture.lodGenerationScale
  101757. }
  101758. };
  101759. // Sets the specular image data information
  101760. var position = 0;
  101761. for (var i = 0; i <= mipmapsCount; i++) {
  101762. for (var face = 0; face < 6; face++) {
  101763. var byteLength = specularTextures[i * 6 + face].byteLength;
  101764. info.specular.mipmaps.push({
  101765. length: byteLength,
  101766. position: position
  101767. });
  101768. position += byteLength;
  101769. }
  101770. }
  101771. // Encode the JSON as an array buffer
  101772. var infoString = JSON.stringify(info);
  101773. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  101774. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  101775. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  101776. infoView[i] = infoString.charCodeAt(i);
  101777. }
  101778. // Ends up with a null terminator for easier parsing
  101779. infoView[infoString.length] = 0x00;
  101780. // Computes the final required size and creates the storage
  101781. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  101782. var finalBuffer = new ArrayBuffer(totalSize);
  101783. var finalBufferView = new Uint8Array(finalBuffer);
  101784. var dataView = new DataView(finalBuffer);
  101785. // Copy the magic bytes identifying the file in
  101786. var pos = 0;
  101787. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101788. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  101789. }
  101790. // Add the json info
  101791. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  101792. pos += infoBuffer.byteLength;
  101793. // Finally inserts the texture data
  101794. for (var i = 0; i <= mipmapsCount; i++) {
  101795. for (var face = 0; face < 6; face++) {
  101796. var dataBuffer = specularTextures[i * 6 + face];
  101797. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  101798. pos += dataBuffer.byteLength;
  101799. }
  101800. }
  101801. // Voila
  101802. return finalBuffer;
  101803. });
  101804. };
  101805. /**
  101806. * Creates a JSON representation of the spherical data.
  101807. * @param texture defines the texture containing the polynomials
  101808. * @return the JSON representation of the spherical info
  101809. */
  101810. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  101811. var polynmials = texture.sphericalPolynomial;
  101812. if (polynmials == null) {
  101813. return null;
  101814. }
  101815. return {
  101816. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  101817. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  101818. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  101819. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  101820. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  101821. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  101822. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  101823. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  101824. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  101825. };
  101826. };
  101827. /**
  101828. * Uploads the texture info contained in the env file to the GPU.
  101829. * @param texture defines the internal texture to upload to
  101830. * @param arrayBuffer defines the buffer cotaining the data to load
  101831. * @param info defines the texture info retrieved through the GetEnvInfo method
  101832. * @returns a promise
  101833. */
  101834. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  101835. if (info.version !== 1) {
  101836. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  101837. }
  101838. var specularInfo = info.specular;
  101839. if (!specularInfo) {
  101840. // Nothing else parsed so far
  101841. return Promise.resolve();
  101842. }
  101843. // Double checks the enclosed info
  101844. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  101845. mipmapsCount = Math.round(mipmapsCount) + 1;
  101846. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  101847. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  101848. }
  101849. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  101850. var imageData = new Array(mipmapsCount);
  101851. for (var i = 0; i < mipmapsCount; i++) {
  101852. imageData[i] = new Array(6);
  101853. for (var face = 0; face < 6; face++) {
  101854. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  101855. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  101856. }
  101857. }
  101858. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  101859. };
  101860. /**
  101861. * Uploads the levels of image data to the GPU.
  101862. * @param texture defines the internal texture to upload to
  101863. * @param imageData defines the array buffer views of image data [mipmap][face]
  101864. * @returns a promise
  101865. */
  101866. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  101867. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  101868. throw new Error("Texture size must be a power of two");
  101869. }
  101870. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  101871. // Gets everything ready.
  101872. var engine = texture.getEngine();
  101873. var expandTexture = false;
  101874. var generateNonLODTextures = false;
  101875. var rgbdPostProcess = null;
  101876. var cubeRtt = null;
  101877. var lodTextures = null;
  101878. var caps = engine.getCaps();
  101879. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  101880. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101881. texture.generateMipMaps = true;
  101882. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  101883. // Add extra process if texture lod is not supported
  101884. if (!caps.textureLOD) {
  101885. expandTexture = false;
  101886. generateNonLODTextures = true;
  101887. lodTextures = {};
  101888. }
  101889. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  101890. else if (engine.webGLVersion < 2) {
  101891. expandTexture = false;
  101892. }
  101893. // If half float available we can uncompress the texture
  101894. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  101895. expandTexture = true;
  101896. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101897. }
  101898. // If full float available we can uncompress the texture
  101899. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  101900. expandTexture = true;
  101901. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101902. }
  101903. // Expand the texture if possible
  101904. if (expandTexture) {
  101905. // Simply run through the decode PP
  101906. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  101907. texture._isRGBD = false;
  101908. texture.invertY = false;
  101909. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  101910. generateDepthBuffer: false,
  101911. generateMipMaps: true,
  101912. generateStencilBuffer: false,
  101913. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  101914. type: texture.type,
  101915. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  101916. });
  101917. }
  101918. else {
  101919. texture._isRGBD = true;
  101920. texture.invertY = true;
  101921. // In case of missing support, applies the same patch than DDS files.
  101922. if (generateNonLODTextures) {
  101923. var mipSlices = 3;
  101924. var scale = texture._lodGenerationScale;
  101925. var offset = texture._lodGenerationOffset;
  101926. for (var i = 0; i < mipSlices; i++) {
  101927. //compute LOD from even spacing in smoothness (matching shader calculation)
  101928. var smoothness = i / (mipSlices - 1);
  101929. var roughness = 1 - smoothness;
  101930. var minLODIndex = offset; // roughness = 0
  101931. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  101932. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  101933. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  101934. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  101935. glTextureFromLod.isCube = true;
  101936. glTextureFromLod.invertY = true;
  101937. glTextureFromLod.generateMipMaps = false;
  101938. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  101939. // Wrap in a base texture for easy binding.
  101940. var lodTexture = new BABYLON.BaseTexture(null);
  101941. lodTexture.isCube = true;
  101942. lodTexture._texture = glTextureFromLod;
  101943. lodTextures[mipmapIndex] = lodTexture;
  101944. switch (i) {
  101945. case 0:
  101946. texture._lodTextureLow = lodTexture;
  101947. break;
  101948. case 1:
  101949. texture._lodTextureMid = lodTexture;
  101950. break;
  101951. case 2:
  101952. texture._lodTextureHigh = lodTexture;
  101953. break;
  101954. }
  101955. }
  101956. }
  101957. }
  101958. var promises = [];
  101959. var _loop_3 = function (i) {
  101960. var _loop_4 = function (face) {
  101961. // Constructs an image element from image data
  101962. var bytes = imageData[i][face];
  101963. var blob = new Blob([bytes], { type: 'image/png' });
  101964. var url = URL.createObjectURL(blob);
  101965. var image = new Image();
  101966. image.src = url;
  101967. // Enqueue promise to upload to the texture.
  101968. var promise = new Promise(function (resolve, reject) {
  101969. image.onload = function () {
  101970. if (expandTexture) {
  101971. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  101972. reject(message);
  101973. }, image);
  101974. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101975. // Uncompress the data to a RTT
  101976. rgbdPostProcess.onApply = function (effect) {
  101977. effect._bindTexture("textureSampler", tempTexture_1);
  101978. effect.setFloat2("scale", 1, 1);
  101979. };
  101980. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  101981. // Cleanup
  101982. engine.restoreDefaultFramebuffer();
  101983. tempTexture_1.dispose();
  101984. window.URL.revokeObjectURL(url);
  101985. resolve();
  101986. });
  101987. }
  101988. else {
  101989. engine._uploadImageToTexture(texture, image, face, i);
  101990. // Upload the face to the non lod texture support
  101991. if (generateNonLODTextures) {
  101992. var lodTexture = lodTextures[i];
  101993. if (lodTexture) {
  101994. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  101995. }
  101996. }
  101997. resolve();
  101998. }
  101999. };
  102000. image.onerror = function (error) {
  102001. reject(error);
  102002. };
  102003. });
  102004. promises.push(promise);
  102005. };
  102006. // All faces
  102007. for (var face = 0; face < 6; face++) {
  102008. _loop_4(face);
  102009. }
  102010. };
  102011. // All mipmaps up to provided number of images
  102012. for (var i = 0; i < imageData.length; i++) {
  102013. _loop_3(i);
  102014. }
  102015. // Fill remaining mipmaps with black textures.
  102016. if (imageData.length < mipmapsCount) {
  102017. var data = void 0;
  102018. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  102019. var dataLength = size * size * 4;
  102020. switch (texture.type) {
  102021. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  102022. data = new Uint8Array(dataLength);
  102023. break;
  102024. }
  102025. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  102026. data = new Uint16Array(dataLength);
  102027. break;
  102028. }
  102029. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  102030. data = new Float32Array(dataLength);
  102031. break;
  102032. }
  102033. }
  102034. for (var i = imageData.length; i < mipmapsCount; i++) {
  102035. for (var face = 0; face < 6; face++) {
  102036. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  102037. }
  102038. }
  102039. }
  102040. // Once all done, finishes the cleanup and return
  102041. return Promise.all(promises).then(function () {
  102042. // Release temp RTT.
  102043. if (cubeRtt) {
  102044. engine._releaseFramebufferObjects(cubeRtt);
  102045. cubeRtt._swapAndDie(texture);
  102046. }
  102047. // Release temp Post Process.
  102048. if (rgbdPostProcess) {
  102049. rgbdPostProcess.dispose();
  102050. }
  102051. // Flag internal texture as ready in case they are in use.
  102052. if (generateNonLODTextures) {
  102053. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  102054. texture._lodTextureHigh._texture.isReady = true;
  102055. }
  102056. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  102057. texture._lodTextureMid._texture.isReady = true;
  102058. }
  102059. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  102060. texture._lodTextureLow._texture.isReady = true;
  102061. }
  102062. }
  102063. });
  102064. };
  102065. /**
  102066. * Uploads spherical polynomials information to the texture.
  102067. * @param texture defines the texture we are trying to upload the information to
  102068. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  102069. */
  102070. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  102071. if (info.version !== 1) {
  102072. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  102073. }
  102074. var irradianceInfo = info.irradiance;
  102075. if (!irradianceInfo) {
  102076. return;
  102077. }
  102078. var sp = new BABYLON.SphericalPolynomial();
  102079. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  102080. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  102081. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  102082. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  102083. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  102084. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  102085. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  102086. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  102087. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  102088. texture._sphericalPolynomial = sp;
  102089. };
  102090. /**
  102091. * Magic number identifying the env file.
  102092. */
  102093. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  102094. return EnvironmentTextureTools;
  102095. }());
  102096. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  102097. })(BABYLON || (BABYLON = {}));
  102098. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  102099. var BABYLON;
  102100. (function (BABYLON) {
  102101. /**
  102102. * Implementation of the ENV Texture Loader.
  102103. */
  102104. var ENVTextureLoader = /** @class */ (function () {
  102105. function ENVTextureLoader() {
  102106. /**
  102107. * Defines wether the loader supports cascade loading the different faces.
  102108. */
  102109. this.supportCascades = false;
  102110. }
  102111. /**
  102112. * This returns if the loader support the current file information.
  102113. * @param extension defines the file extension of the file being loaded
  102114. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102115. * @param fallback defines the fallback internal texture if any
  102116. * @param isBase64 defines whether the texture is encoded as a base64
  102117. * @param isBuffer defines whether the texture data are stored as a buffer
  102118. * @returns true if the loader can load the specified file
  102119. */
  102120. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  102121. return extension.indexOf(".env") === 0;
  102122. };
  102123. /**
  102124. * Transform the url before loading if required.
  102125. * @param rootUrl the url of the texture
  102126. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102127. * @returns the transformed texture
  102128. */
  102129. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  102130. return rootUrl;
  102131. };
  102132. /**
  102133. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  102134. * @param rootUrl the url of the texture
  102135. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102136. * @returns the fallback texture
  102137. */
  102138. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  102139. return null;
  102140. };
  102141. /**
  102142. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  102143. * @param data contains the texture data
  102144. * @param texture defines the BabylonJS internal texture
  102145. * @param createPolynomials will be true if polynomials have been requested
  102146. * @param onLoad defines the callback to trigger once the texture is ready
  102147. * @param onError defines the callback to trigger in case of error
  102148. */
  102149. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  102150. if (Array.isArray(data)) {
  102151. return;
  102152. }
  102153. data = data;
  102154. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  102155. if (info) {
  102156. texture.width = info.width;
  102157. texture.height = info.width;
  102158. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  102159. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  102160. texture.isReady = true;
  102161. if (onLoad) {
  102162. onLoad();
  102163. }
  102164. });
  102165. }
  102166. else if (onError) {
  102167. onError("Can not parse the environment file", null);
  102168. }
  102169. };
  102170. /**
  102171. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  102172. * @param data contains the texture data
  102173. * @param texture defines the BabylonJS internal texture
  102174. * @param callback defines the method to call once ready to upload
  102175. */
  102176. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  102177. throw ".env not supported in 2d.";
  102178. };
  102179. return ENVTextureLoader;
  102180. }());
  102181. // Register the loader.
  102182. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  102183. })(BABYLON || (BABYLON = {}));
  102184. //# sourceMappingURL=babylon.envTextureLoader.js.map
  102185. var BABYLON;
  102186. (function (BABYLON) {
  102187. /**
  102188. * Renders a layer on top of an existing scene
  102189. */
  102190. var UtilityLayerRenderer = /** @class */ (function () {
  102191. /**
  102192. * Instantiates a UtilityLayerRenderer
  102193. * @param originalScene the original scene that will be rendered on top of
  102194. * @param handleEvents boolean indicating if the utility layer should handle events
  102195. */
  102196. function UtilityLayerRenderer(
  102197. /** the original scene that will be rendered on top of */
  102198. originalScene, handleEvents) {
  102199. if (handleEvents === void 0) { handleEvents = true; }
  102200. var _this = this;
  102201. this.originalScene = originalScene;
  102202. this._pointerCaptures = {};
  102203. this._lastPointerEvents = {};
  102204. /**
  102205. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  102206. */
  102207. this.pickUtilitySceneFirst = true;
  102208. /**
  102209. * If the utility layer should automatically be rendered on top of existing scene
  102210. */
  102211. this.shouldRender = true;
  102212. /**
  102213. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  102214. */
  102215. this.onlyCheckPointerDownEvents = true;
  102216. /**
  102217. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  102218. */
  102219. this.processAllEvents = false;
  102220. /**
  102221. * Observable raised when the pointer move from the utility layer scene to the main scene
  102222. */
  102223. this.onPointerOutObservable = new BABYLON.Observable();
  102224. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  102225. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  102226. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  102227. this.utilityLayerScene._allowPostProcessClearColor = false;
  102228. originalScene.getEngine().scenes.pop();
  102229. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  102230. this.utilityLayerScene.detachControl();
  102231. if (handleEvents) {
  102232. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  102233. if (!_this.utilityLayerScene.activeCamera) {
  102234. return;
  102235. }
  102236. if (!_this.processAllEvents) {
  102237. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  102238. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  102239. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  102240. return;
  102241. }
  102242. }
  102243. var pointerEvent = (prePointerInfo.event);
  102244. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  102245. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102246. return;
  102247. }
  102248. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  102249. if (!prePointerInfo.ray && utilityScenePick) {
  102250. prePointerInfo.ray = utilityScenePick.ray;
  102251. }
  102252. // always fire the prepointer oversvable
  102253. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  102254. // allow every non pointer down event to flow to the utility layer
  102255. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  102256. if (!prePointerInfo.skipOnPointerObservable) {
  102257. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102258. }
  102259. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  102260. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102261. }
  102262. return;
  102263. }
  102264. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  102265. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  102266. if (utilityScenePick && utilityScenePick.hit) {
  102267. if (!prePointerInfo.skipOnPointerObservable) {
  102268. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102269. }
  102270. prePointerInfo.skipOnPointerObservable = true;
  102271. }
  102272. }
  102273. else {
  102274. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  102275. var pointerEvent_1 = (prePointerInfo.event);
  102276. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  102277. if (originalScenePick && utilityScenePick) {
  102278. // No pick in utility scene
  102279. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  102280. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102281. // We touched an utility mesh present in the main scene
  102282. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102283. prePointerInfo.skipOnPointerObservable = true;
  102284. }
  102285. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  102286. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  102287. }
  102288. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102289. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102290. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102291. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102292. }
  102293. }
  102294. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  102295. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  102296. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  102297. // If a previous utility layer set this, do not unset this
  102298. if (!prePointerInfo.skipOnPointerObservable) {
  102299. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  102300. }
  102301. }
  102302. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  102303. // We have a pick in both scenes but main is closer than utility
  102304. // We touched an utility mesh present in the main scene
  102305. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102306. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102307. prePointerInfo.skipOnPointerObservable = true;
  102308. }
  102309. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102310. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102311. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102312. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102313. }
  102314. }
  102315. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  102316. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  102317. }
  102318. }
  102319. }
  102320. });
  102321. }
  102322. // Render directly on top of existing scene without clearing
  102323. this.utilityLayerScene.autoClear = false;
  102324. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  102325. if (_this.shouldRender) {
  102326. _this.render();
  102327. }
  102328. });
  102329. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  102330. _this.dispose();
  102331. });
  102332. this._updateCamera();
  102333. }
  102334. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  102335. /**
  102336. * 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)
  102337. */
  102338. get: function () {
  102339. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  102340. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102341. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102342. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102343. });
  102344. }
  102345. return UtilityLayerRenderer._DefaultUtilityLayer;
  102346. },
  102347. enumerable: true,
  102348. configurable: true
  102349. });
  102350. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  102351. /**
  102352. * 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)
  102353. */
  102354. get: function () {
  102355. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  102356. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102357. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  102358. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102359. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102360. });
  102361. }
  102362. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  102363. },
  102364. enumerable: true,
  102365. configurable: true
  102366. });
  102367. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  102368. if (!prePointerInfo.skipOnPointerObservable) {
  102369. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  102370. this._lastPointerEvents[pointerEvent.pointerId] = true;
  102371. }
  102372. };
  102373. /**
  102374. * Renders the utility layers scene on top of the original scene
  102375. */
  102376. UtilityLayerRenderer.prototype.render = function () {
  102377. this._updateCamera();
  102378. if (this.utilityLayerScene.activeCamera) {
  102379. // Set the camera's scene to utility layers scene
  102380. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  102381. var camera = this.utilityLayerScene.activeCamera;
  102382. camera._scene = this.utilityLayerScene;
  102383. if (camera.leftCamera) {
  102384. camera.leftCamera._scene = this.utilityLayerScene;
  102385. }
  102386. if (camera.rightCamera) {
  102387. camera.rightCamera._scene = this.utilityLayerScene;
  102388. }
  102389. this.utilityLayerScene.render(false);
  102390. // Reset camera's scene back to original
  102391. camera._scene = oldScene;
  102392. if (camera.leftCamera) {
  102393. camera.leftCamera._scene = oldScene;
  102394. }
  102395. if (camera.rightCamera) {
  102396. camera.rightCamera._scene = oldScene;
  102397. }
  102398. }
  102399. };
  102400. /**
  102401. * Disposes of the renderer
  102402. */
  102403. UtilityLayerRenderer.prototype.dispose = function () {
  102404. this.onPointerOutObservable.clear();
  102405. if (this._afterRenderObserver) {
  102406. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  102407. }
  102408. if (this._sceneDisposeObserver) {
  102409. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  102410. }
  102411. if (this._originalPointerObserver) {
  102412. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  102413. }
  102414. this.utilityLayerScene.dispose();
  102415. };
  102416. UtilityLayerRenderer.prototype._updateCamera = function () {
  102417. if (this.originalScene.activeCameras.length > 1) {
  102418. this.utilityLayerScene.activeCamera = this.originalScene.activeCameras[0];
  102419. }
  102420. else {
  102421. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  102422. }
  102423. };
  102424. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102425. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102426. return UtilityLayerRenderer;
  102427. }());
  102428. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  102429. })(BABYLON || (BABYLON = {}));
  102430. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  102431. //# sourceMappingURL=babylon.behavior.js.map
  102432. var BABYLON;
  102433. (function (BABYLON) {
  102434. /**
  102435. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102436. */
  102437. var PointerDragBehavior = /** @class */ (function () {
  102438. /**
  102439. * Creates a pointer drag behavior that can be attached to a mesh
  102440. * @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)
  102441. */
  102442. function PointerDragBehavior(options) {
  102443. /**
  102444. * 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)
  102445. */
  102446. this.maxDragAngle = 0;
  102447. /**
  102448. * @hidden
  102449. */
  102450. this._useAlternatePickedPointAboveMaxDragAngle = false;
  102451. /**
  102452. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102453. */
  102454. this.currentDraggingPointerID = -1;
  102455. /**
  102456. * If the behavior is currently in a dragging state
  102457. */
  102458. this.dragging = false;
  102459. /**
  102460. * 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)
  102461. */
  102462. this.dragDeltaRatio = 0.2;
  102463. /**
  102464. * If the drag plane orientation should be updated during the dragging (Default: true)
  102465. */
  102466. this.updateDragPlane = true;
  102467. // Debug mode will display drag planes to help visualize behavior
  102468. this._debugMode = false;
  102469. this._moving = false;
  102470. /**
  102471. * Fires each time the attached mesh is dragged with the pointer
  102472. * * delta between last drag position and current drag position in world space
  102473. * * dragDistance along the drag axis
  102474. * * dragPlaneNormal normal of the current drag plane used during the drag
  102475. * * dragPlanePoint in world space where the drag intersects the drag plane
  102476. */
  102477. this.onDragObservable = new BABYLON.Observable();
  102478. /**
  102479. * Fires each time a drag begins (eg. mouse down on mesh)
  102480. */
  102481. this.onDragStartObservable = new BABYLON.Observable();
  102482. /**
  102483. * Fires each time a drag ends (eg. mouse release after drag)
  102484. */
  102485. this.onDragEndObservable = new BABYLON.Observable();
  102486. /**
  102487. * If the attached mesh should be moved when dragged
  102488. */
  102489. this.moveAttached = true;
  102490. /**
  102491. * If the drag behavior will react to drag events (Default: true)
  102492. */
  102493. this.enabled = true;
  102494. /**
  102495. * If camera controls should be detached during the drag
  102496. */
  102497. this.detachCameraControls = true;
  102498. /**
  102499. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102500. */
  102501. this.useObjectOrienationForDragging = true;
  102502. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102503. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  102504. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  102505. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102506. this._attachedElement = null;
  102507. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102508. this._lastPointerRay = {};
  102509. this._dragDelta = new BABYLON.Vector3();
  102510. // Variables to avoid instantiation in the below method
  102511. this._pointA = new BABYLON.Vector3(0, 0, 0);
  102512. this._pointB = new BABYLON.Vector3(0, 0, 0);
  102513. this._pointC = new BABYLON.Vector3(0, 0, 0);
  102514. this._lineA = new BABYLON.Vector3(0, 0, 0);
  102515. this._lineB = new BABYLON.Vector3(0, 0, 0);
  102516. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  102517. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  102518. this._options = options ? options : {};
  102519. var optionCount = 0;
  102520. if (this._options.dragAxis) {
  102521. optionCount++;
  102522. }
  102523. if (this._options.dragPlaneNormal) {
  102524. optionCount++;
  102525. }
  102526. if (optionCount > 1) {
  102527. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  102528. }
  102529. }
  102530. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  102531. /**
  102532. * The name of the behavior
  102533. */
  102534. get: function () {
  102535. return "PointerDrag";
  102536. },
  102537. enumerable: true,
  102538. configurable: true
  102539. });
  102540. /**
  102541. * Initializes the behavior
  102542. */
  102543. PointerDragBehavior.prototype.init = function () { };
  102544. /**
  102545. * Attaches the drag behavior the passed in mesh
  102546. * @param ownerNode The mesh that will be dragged around once attached
  102547. */
  102548. PointerDragBehavior.prototype.attach = function (ownerNode) {
  102549. var _this = this;
  102550. this._scene = ownerNode.getScene();
  102551. this._attachedNode = ownerNode;
  102552. // Initialize drag plane to not interfere with existing scene
  102553. if (!PointerDragBehavior._planeScene) {
  102554. if (this._debugMode) {
  102555. PointerDragBehavior._planeScene = this._scene;
  102556. }
  102557. else {
  102558. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  102559. PointerDragBehavior._planeScene.detachControl();
  102560. this._scene.getEngine().scenes.pop();
  102561. this._scene.onDisposeObservable.addOnce(function () {
  102562. PointerDragBehavior._planeScene.dispose();
  102563. PointerDragBehavior._planeScene = null;
  102564. });
  102565. }
  102566. }
  102567. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  102568. // State of the drag
  102569. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  102570. var pickPredicate = function (m) {
  102571. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  102572. };
  102573. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102574. if (!_this.enabled) {
  102575. return;
  102576. }
  102577. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102578. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102579. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  102580. }
  102581. }
  102582. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102583. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102584. _this.releaseDrag();
  102585. }
  102586. }
  102587. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102588. var pointerId = pointerInfo.event.pointerId;
  102589. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  102590. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  102591. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  102592. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  102593. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  102594. }
  102595. _this.currentDraggingPointerID = pointerId;
  102596. }
  102597. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  102598. if (!_this._lastPointerRay[pointerId]) {
  102599. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102600. }
  102601. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  102602. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  102603. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  102604. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  102605. _this._moveDrag(pointerInfo.pickInfo.ray);
  102606. }
  102607. }
  102608. }
  102609. });
  102610. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102611. if (_this._moving && _this.moveAttached) {
  102612. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  102613. // Slowly move mesh to avoid jitter
  102614. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  102615. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  102616. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  102617. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  102618. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  102619. }
  102620. });
  102621. };
  102622. /**
  102623. * Force relase the drag action by code.
  102624. */
  102625. PointerDragBehavior.prototype.releaseDrag = function () {
  102626. this.dragging = false;
  102627. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  102628. this.currentDraggingPointerID = -1;
  102629. this._moving = false;
  102630. // Reattach camera controls
  102631. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102632. this._scene.activeCamera.attachControl(this._attachedElement, true);
  102633. }
  102634. };
  102635. /**
  102636. * Simulates the start of a pointer drag event on the behavior
  102637. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102638. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102639. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102640. */
  102641. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  102642. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  102643. this._startDrag(pointerId, fromRay, startPickedPoint);
  102644. var lastRay = this._lastPointerRay[pointerId];
  102645. if (pointerId === PointerDragBehavior._AnyMouseID) {
  102646. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  102647. }
  102648. if (lastRay) {
  102649. // if there was a last pointer ray drag the object there
  102650. this._moveDrag(lastRay);
  102651. }
  102652. };
  102653. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  102654. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  102655. return;
  102656. }
  102657. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  102658. // Create start ray from the camera to the object
  102659. if (fromRay) {
  102660. this._startDragRay.direction.copyFrom(fromRay.direction);
  102661. this._startDragRay.origin.copyFrom(fromRay.origin);
  102662. }
  102663. else {
  102664. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  102665. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  102666. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  102667. }
  102668. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  102669. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  102670. if (pickedPoint) {
  102671. this.dragging = true;
  102672. this.currentDraggingPointerID = pointerId;
  102673. this.lastDragPosition.copyFrom(pickedPoint);
  102674. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  102675. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  102676. // Detatch camera controls
  102677. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102678. if (this._scene.activeCamera.inputs.attachedElement) {
  102679. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  102680. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  102681. }
  102682. else {
  102683. this._attachedElement = null;
  102684. }
  102685. }
  102686. }
  102687. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  102688. };
  102689. PointerDragBehavior.prototype._moveDrag = function (ray) {
  102690. this._moving = true;
  102691. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  102692. if (pickedPoint) {
  102693. if (this.updateDragPlane) {
  102694. this._updateDragPlanePosition(ray, pickedPoint);
  102695. }
  102696. var dragLength = 0;
  102697. // depending on the drag mode option drag accordingly
  102698. if (this._options.dragAxis) {
  102699. // Convert local drag axis to world
  102700. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  102701. // Project delta drag from the drag plane onto the drag axis
  102702. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  102703. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  102704. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  102705. }
  102706. else {
  102707. dragLength = this._dragDelta.length();
  102708. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  102709. }
  102710. this._targetPosition.addInPlace(this._dragDelta);
  102711. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  102712. this.lastDragPosition.copyFrom(pickedPoint);
  102713. }
  102714. };
  102715. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  102716. var _this = this;
  102717. if (!ray) {
  102718. return null;
  102719. }
  102720. // Calculate angle between plane normal and ray
  102721. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  102722. // Correct if ray is casted from oposite side
  102723. if (angle > Math.PI / 2) {
  102724. angle = Math.PI - angle;
  102725. }
  102726. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  102727. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  102728. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  102729. // Invert ray direction along the towards object axis
  102730. this._tmpVector.copyFrom(ray.direction);
  102731. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  102732. this._alternatePickedPoint.normalize();
  102733. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  102734. this._tmpVector.addInPlace(this._alternatePickedPoint);
  102735. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  102736. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  102737. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  102738. this._alternatePickedPoint.addInPlace(this._tmpVector);
  102739. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  102740. return this._alternatePickedPoint;
  102741. }
  102742. else {
  102743. return null;
  102744. }
  102745. }
  102746. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  102747. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  102748. return pickResult.pickedPoint;
  102749. }
  102750. else {
  102751. return null;
  102752. }
  102753. };
  102754. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  102755. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  102756. this._pointA.copyFrom(dragPlanePosition);
  102757. if (this._options.dragAxis) {
  102758. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  102759. // Calculate plane normal in direction of camera but perpendicular to drag axis
  102760. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  102761. ray.origin.subtractToRef(this._pointA, this._pointC);
  102762. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  102763. // Get perpendicular line from direction to camera and drag axis
  102764. this._pointB.subtractToRef(this._pointA, this._lineA);
  102765. this._pointC.subtractToRef(this._pointA, this._lineB);
  102766. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  102767. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  102768. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  102769. this._lookAt.normalize();
  102770. this._dragPlane.position.copyFrom(this._pointA);
  102771. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  102772. this._dragPlane.lookAt(this._lookAt);
  102773. }
  102774. else if (this._options.dragPlaneNormal) {
  102775. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  102776. this._dragPlane.position.copyFrom(this._pointA);
  102777. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  102778. this._dragPlane.lookAt(this._lookAt);
  102779. }
  102780. else {
  102781. this._dragPlane.position.copyFrom(this._pointA);
  102782. this._dragPlane.lookAt(ray.origin);
  102783. }
  102784. this._dragPlane.computeWorldMatrix(true);
  102785. };
  102786. /**
  102787. * Detaches the behavior from the mesh
  102788. */
  102789. PointerDragBehavior.prototype.detach = function () {
  102790. if (this._pointerObserver) {
  102791. this._scene.onPointerObservable.remove(this._pointerObserver);
  102792. }
  102793. if (this._beforeRenderObserver) {
  102794. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102795. }
  102796. };
  102797. PointerDragBehavior._AnyMouseID = -2;
  102798. return PointerDragBehavior;
  102799. }());
  102800. BABYLON.PointerDragBehavior = PointerDragBehavior;
  102801. })(BABYLON || (BABYLON = {}));
  102802. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  102803. var BABYLON;
  102804. (function (BABYLON) {
  102805. /**
  102806. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102807. */
  102808. var MultiPointerScaleBehavior = /** @class */ (function () {
  102809. /**
  102810. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102811. */
  102812. function MultiPointerScaleBehavior() {
  102813. this._startDistance = 0;
  102814. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  102815. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  102816. this._sceneRenderObserver = null;
  102817. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  102818. this._dragBehaviorA.moveAttached = false;
  102819. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  102820. this._dragBehaviorB.moveAttached = false;
  102821. }
  102822. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  102823. /**
  102824. * The name of the behavior
  102825. */
  102826. get: function () {
  102827. return "MultiPointerScale";
  102828. },
  102829. enumerable: true,
  102830. configurable: true
  102831. });
  102832. /**
  102833. * Initializes the behavior
  102834. */
  102835. MultiPointerScaleBehavior.prototype.init = function () { };
  102836. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  102837. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  102838. };
  102839. /**
  102840. * Attaches the scale behavior the passed in mesh
  102841. * @param ownerNode The mesh that will be scaled around once attached
  102842. */
  102843. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  102844. var _this = this;
  102845. this._ownerNode = ownerNode;
  102846. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  102847. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  102848. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102849. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102850. _this._dragBehaviorA.releaseDrag();
  102851. }
  102852. else {
  102853. _this._initialScale.copyFrom(ownerNode.scaling);
  102854. _this._startDistance = _this._getCurrentDistance();
  102855. }
  102856. }
  102857. });
  102858. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  102859. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102860. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102861. _this._dragBehaviorB.releaseDrag();
  102862. }
  102863. else {
  102864. _this._initialScale.copyFrom(ownerNode.scaling);
  102865. _this._startDistance = _this._getCurrentDistance();
  102866. }
  102867. }
  102868. });
  102869. // Once both drag behaviors are active scale based on the distance between the two pointers
  102870. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102871. behavior.onDragObservable.add(function () {
  102872. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102873. var ratio = _this._getCurrentDistance() / _this._startDistance;
  102874. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  102875. }
  102876. });
  102877. });
  102878. ownerNode.addBehavior(this._dragBehaviorA);
  102879. ownerNode.addBehavior(this._dragBehaviorB);
  102880. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102881. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102882. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102883. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  102884. if (change.length() > 0.01) {
  102885. ownerNode.scaling.addInPlace(change);
  102886. }
  102887. }
  102888. });
  102889. };
  102890. /**
  102891. * Detaches the behavior from the mesh
  102892. */
  102893. MultiPointerScaleBehavior.prototype.detach = function () {
  102894. var _this = this;
  102895. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102896. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102897. behavior.onDragStartObservable.clear();
  102898. behavior.onDragObservable.clear();
  102899. _this._ownerNode.removeBehavior(behavior);
  102900. });
  102901. };
  102902. return MultiPointerScaleBehavior;
  102903. }());
  102904. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  102905. })(BABYLON || (BABYLON = {}));
  102906. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  102907. var BABYLON;
  102908. (function (BABYLON) {
  102909. /**
  102910. * 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
  102911. */
  102912. var SixDofDragBehavior = /** @class */ (function () {
  102913. /**
  102914. * 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
  102915. */
  102916. function SixDofDragBehavior() {
  102917. this._sceneRenderObserver = null;
  102918. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102919. this._moving = false;
  102920. this._startingOrientation = new BABYLON.Quaternion();
  102921. /**
  102922. * 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)
  102923. */
  102924. this.zDragFactor = 3;
  102925. /**
  102926. * If the object should rotate to face the drag origin
  102927. */
  102928. this.rotateDraggedObject = true;
  102929. /**
  102930. * If the behavior is currently in a dragging state
  102931. */
  102932. this.dragging = false;
  102933. /**
  102934. * 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)
  102935. */
  102936. this.dragDeltaRatio = 0.2;
  102937. /**
  102938. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102939. */
  102940. this.currentDraggingPointerID = -1;
  102941. /**
  102942. * If camera controls should be detached during the drag
  102943. */
  102944. this.detachCameraControls = true;
  102945. /**
  102946. * Fires each time a drag starts
  102947. */
  102948. this.onDragStartObservable = new BABYLON.Observable();
  102949. /**
  102950. * Fires each time a drag ends (eg. mouse release after drag)
  102951. */
  102952. this.onDragEndObservable = new BABYLON.Observable();
  102953. }
  102954. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  102955. /**
  102956. * The name of the behavior
  102957. */
  102958. get: function () {
  102959. return "SixDofDrag";
  102960. },
  102961. enumerable: true,
  102962. configurable: true
  102963. });
  102964. /**
  102965. * Initializes the behavior
  102966. */
  102967. SixDofDragBehavior.prototype.init = function () { };
  102968. /**
  102969. * Attaches the scale behavior the passed in mesh
  102970. * @param ownerNode The mesh that will be scaled around once attached
  102971. */
  102972. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  102973. var _this = this;
  102974. this._ownerNode = ownerNode;
  102975. this._scene = this._ownerNode.getScene();
  102976. if (!SixDofDragBehavior._virtualScene) {
  102977. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  102978. SixDofDragBehavior._virtualScene.detachControl();
  102979. this._scene.getEngine().scenes.pop();
  102980. }
  102981. var pickedMesh = null;
  102982. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  102983. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  102984. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102985. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  102986. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102987. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  102988. var pickPredicate = function (m) {
  102989. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  102990. };
  102991. var attachedElement = null;
  102992. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102993. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102994. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102995. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102996. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  102997. }
  102998. pickedMesh = _this._ownerNode;
  102999. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103000. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103001. // Set position and orientation of the controller
  103002. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103003. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  103004. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  103005. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103006. pickedMesh.computeWorldMatrix();
  103007. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  103008. if (!pickedMesh.rotationQuaternion) {
  103009. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  103010. }
  103011. var oldParent = pickedMesh.parent;
  103012. pickedMesh.setParent(null);
  103013. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  103014. pickedMesh.setParent(oldParent);
  103015. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103016. // Update state
  103017. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103018. _this.dragging = true;
  103019. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  103020. // Detatch camera controls
  103021. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103022. if (_this._scene.activeCamera.inputs.attachedElement) {
  103023. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  103024. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  103025. }
  103026. else {
  103027. attachedElement = null;
  103028. }
  103029. }
  103030. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103031. _this.onDragStartObservable.notifyObservers({});
  103032. }
  103033. }
  103034. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  103035. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  103036. _this.dragging = false;
  103037. _this._moving = false;
  103038. _this.currentDraggingPointerID = -1;
  103039. pickedMesh = null;
  103040. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103041. // Reattach camera controls
  103042. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103043. _this._scene.activeCamera.attachControl(attachedElement, true);
  103044. }
  103045. _this.onDragEndObservable.notifyObservers({});
  103046. }
  103047. }
  103048. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  103049. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  103050. var zDragFactor = _this.zDragFactor;
  103051. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  103052. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  103053. zDragFactor = 0;
  103054. }
  103055. // Calculate controller drag distance in controller space
  103056. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  103057. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103058. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  103059. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103060. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  103061. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  103062. if (_this._virtualDragMesh.position.z < 0) {
  103063. _this._virtualDragMesh.position.z = 0;
  103064. }
  103065. // Update the controller position
  103066. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103067. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  103068. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103069. // Move the virtualObjectsPosition into the picked mesh's space if needed
  103070. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103071. if (pickedMesh.parent) {
  103072. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  103073. }
  103074. if (!_this._moving) {
  103075. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  103076. }
  103077. _this._moving = true;
  103078. }
  103079. }
  103080. });
  103081. var tmpQuaternion = new BABYLON.Quaternion();
  103082. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  103083. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  103084. if (_this.dragging && _this._moving && pickedMesh) {
  103085. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103086. // Slowly move mesh to avoid jitter
  103087. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  103088. if (_this.rotateDraggedObject) {
  103089. // Get change in rotation
  103090. tmpQuaternion.copyFrom(_this._startingOrientation);
  103091. tmpQuaternion.x = -tmpQuaternion.x;
  103092. tmpQuaternion.y = -tmpQuaternion.y;
  103093. tmpQuaternion.z = -tmpQuaternion.z;
  103094. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  103095. // Convert change in rotation to only y axis rotation
  103096. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  103097. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  103098. // Slowly move mesh to avoid jitter
  103099. var oldParent = pickedMesh.parent;
  103100. pickedMesh.setParent(null);
  103101. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  103102. pickedMesh.setParent(oldParent);
  103103. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103104. }
  103105. }
  103106. });
  103107. };
  103108. /**
  103109. * Detaches the behavior from the mesh
  103110. */
  103111. SixDofDragBehavior.prototype.detach = function () {
  103112. if (this._scene) {
  103113. this._scene.onPointerObservable.remove(this._pointerObserver);
  103114. }
  103115. if (this._ownerNode) {
  103116. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  103117. }
  103118. if (this._virtualOriginMesh) {
  103119. this._virtualOriginMesh.dispose();
  103120. }
  103121. if (this._virtualDragMesh) {
  103122. this._virtualDragMesh.dispose();
  103123. }
  103124. this.onDragEndObservable.clear();
  103125. this.onDragStartObservable.clear();
  103126. };
  103127. return SixDofDragBehavior;
  103128. }());
  103129. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  103130. })(BABYLON || (BABYLON = {}));
  103131. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  103132. var BABYLON;
  103133. (function (BABYLON) {
  103134. /**
  103135. * @hidden
  103136. */
  103137. var FaceDirectionInfo = /** @class */ (function () {
  103138. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  103139. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  103140. if (diff === void 0) { diff = 0; }
  103141. if (ignore === void 0) { ignore = false; }
  103142. this.direction = direction;
  103143. this.rotatedDirection = rotatedDirection;
  103144. this.diff = diff;
  103145. this.ignore = ignore;
  103146. }
  103147. return FaceDirectionInfo;
  103148. }());
  103149. /**
  103150. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  103151. */
  103152. var AttachToBoxBehavior = /** @class */ (function () {
  103153. /**
  103154. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  103155. * @param ui The transform node that should be attched to the mesh
  103156. */
  103157. function AttachToBoxBehavior(ui) {
  103158. this.ui = ui;
  103159. /**
  103160. * The name of the behavior
  103161. */
  103162. this.name = "AttachToBoxBehavior";
  103163. /**
  103164. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  103165. */
  103166. this.distanceAwayFromFace = 0.15;
  103167. /**
  103168. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  103169. */
  103170. this.distanceAwayFromBottomOfFace = 0.15;
  103171. 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))];
  103172. this._tmpMatrix = new BABYLON.Matrix();
  103173. this._tmpVector = new BABYLON.Vector3();
  103174. this._zeroVector = BABYLON.Vector3.Zero();
  103175. this._lookAtTmpMatrix = new BABYLON.Matrix();
  103176. /* Does nothing */
  103177. }
  103178. /**
  103179. * Initializes the behavior
  103180. */
  103181. AttachToBoxBehavior.prototype.init = function () {
  103182. /* Does nothing */
  103183. };
  103184. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  103185. var _this = this;
  103186. // Go over each face and calculate the angle between the face's normal and targetDirection
  103187. this._faceVectors.forEach(function (v) {
  103188. if (!_this._target.rotationQuaternion) {
  103189. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  103190. }
  103191. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  103192. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  103193. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  103194. });
  103195. // Return the face information of the one with the normal closeset to target direction
  103196. return this._faceVectors.reduce(function (min, p) {
  103197. if (min.ignore) {
  103198. return p;
  103199. }
  103200. else if (p.ignore) {
  103201. return min;
  103202. }
  103203. else {
  103204. return min.diff < p.diff ? min : p;
  103205. }
  103206. }, this._faceVectors[0]);
  103207. };
  103208. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  103209. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  103210. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  103211. this._lookAtTmpMatrix.invert();
  103212. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  103213. };
  103214. /**
  103215. * Attaches the AttachToBoxBehavior to the passed in mesh
  103216. * @param target The mesh that the specified node will be attached to
  103217. */
  103218. AttachToBoxBehavior.prototype.attach = function (target) {
  103219. var _this = this;
  103220. this._target = target;
  103221. this._scene = this._target.getScene();
  103222. // Every frame, update the app bars position
  103223. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  103224. if (!_this._scene.activeCamera) {
  103225. return;
  103226. }
  103227. // Find the face closest to the cameras position
  103228. var cameraPos = _this._scene.activeCamera.position;
  103229. if (_this._scene.activeCamera.devicePosition) {
  103230. cameraPos = _this._scene.activeCamera.devicePosition;
  103231. }
  103232. var facing = _this._closestFace(cameraPos.subtract(target.position));
  103233. if (_this._scene.activeCamera.leftCamera) {
  103234. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103235. }
  103236. else {
  103237. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103238. }
  103239. // Get camera up direction
  103240. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  103241. // Ignore faces to not select a parrelel face for the up vector of the UI
  103242. _this._faceVectors.forEach(function (v) {
  103243. if (facing.direction.x && v.direction.x) {
  103244. v.ignore = true;
  103245. }
  103246. if (facing.direction.y && v.direction.y) {
  103247. v.ignore = true;
  103248. }
  103249. if (facing.direction.z && v.direction.z) {
  103250. v.ignore = true;
  103251. }
  103252. });
  103253. var facingUp = _this._closestFace(_this._tmpVector);
  103254. // Unignore faces
  103255. _this._faceVectors.forEach(function (v) {
  103256. v.ignore = false;
  103257. });
  103258. // Position the app bar on that face
  103259. _this.ui.position.copyFrom(target.position);
  103260. if (facing.direction.x) {
  103261. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103262. _this.ui.position.addInPlace(_this._tmpVector);
  103263. }
  103264. if (facing.direction.y) {
  103265. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103266. _this.ui.position.addInPlace(_this._tmpVector);
  103267. }
  103268. if (facing.direction.z) {
  103269. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103270. _this.ui.position.addInPlace(_this._tmpVector);
  103271. }
  103272. // Rotate to be oriented properly to the camera
  103273. if (!_this.ui.rotationQuaternion) {
  103274. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  103275. }
  103276. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  103277. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  103278. // Place ui the correct distance from the bottom of the mesh
  103279. if (facingUp.direction.x) {
  103280. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  103281. }
  103282. if (facingUp.direction.y) {
  103283. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  103284. }
  103285. if (facingUp.direction.z) {
  103286. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  103287. }
  103288. _this.ui.position.addInPlace(_this._tmpVector);
  103289. });
  103290. };
  103291. /**
  103292. * Detaches the behavior from the mesh
  103293. */
  103294. AttachToBoxBehavior.prototype.detach = function () {
  103295. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  103296. };
  103297. return AttachToBoxBehavior;
  103298. }());
  103299. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  103300. })(BABYLON || (BABYLON = {}));
  103301. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  103302. var BABYLON;
  103303. (function (BABYLON) {
  103304. /**
  103305. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  103306. */
  103307. var FadeInOutBehavior = /** @class */ (function () {
  103308. /**
  103309. * Instatiates the FadeInOutBehavior
  103310. */
  103311. function FadeInOutBehavior() {
  103312. var _this = this;
  103313. /**
  103314. * Time in milliseconds to delay before fading in (Default: 0)
  103315. */
  103316. this.delay = 0;
  103317. /**
  103318. * Time in milliseconds for the mesh to fade in (Default: 300)
  103319. */
  103320. this.fadeInTime = 300;
  103321. this._millisecondsPerFrame = 1000 / 60;
  103322. this._hovered = false;
  103323. this._hoverValue = 0;
  103324. this._ownerNode = null;
  103325. this._update = function () {
  103326. if (_this._ownerNode) {
  103327. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  103328. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  103329. if (_this._ownerNode.visibility > 1) {
  103330. _this._setAllVisibility(_this._ownerNode, 1);
  103331. _this._hoverValue = _this.fadeInTime + _this.delay;
  103332. return;
  103333. }
  103334. else if (_this._ownerNode.visibility < 0) {
  103335. _this._setAllVisibility(_this._ownerNode, 0);
  103336. if (_this._hoverValue < 0) {
  103337. _this._hoverValue = 0;
  103338. return;
  103339. }
  103340. }
  103341. setTimeout(_this._update, _this._millisecondsPerFrame);
  103342. }
  103343. };
  103344. }
  103345. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  103346. /**
  103347. * The name of the behavior
  103348. */
  103349. get: function () {
  103350. return "FadeInOut";
  103351. },
  103352. enumerable: true,
  103353. configurable: true
  103354. });
  103355. /**
  103356. * Initializes the behavior
  103357. */
  103358. FadeInOutBehavior.prototype.init = function () {
  103359. };
  103360. /**
  103361. * Attaches the fade behavior on the passed in mesh
  103362. * @param ownerNode The mesh that will be faded in/out once attached
  103363. */
  103364. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  103365. this._ownerNode = ownerNode;
  103366. this._setAllVisibility(this._ownerNode, 0);
  103367. };
  103368. /**
  103369. * Detaches the behavior from the mesh
  103370. */
  103371. FadeInOutBehavior.prototype.detach = function () {
  103372. this._ownerNode = null;
  103373. };
  103374. /**
  103375. * Triggers the mesh to begin fading in or out
  103376. * @param value if the object should fade in or out (true to fade in)
  103377. */
  103378. FadeInOutBehavior.prototype.fadeIn = function (value) {
  103379. this._hovered = value;
  103380. this._update();
  103381. };
  103382. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  103383. var _this = this;
  103384. mesh.visibility = value;
  103385. mesh.getChildMeshes().forEach(function (c) {
  103386. _this._setAllVisibility(c, value);
  103387. });
  103388. };
  103389. return FadeInOutBehavior;
  103390. }());
  103391. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  103392. })(BABYLON || (BABYLON = {}));
  103393. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  103394. var BABYLON;
  103395. (function (BABYLON) {
  103396. /**
  103397. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  103398. */
  103399. var Gizmo = /** @class */ (function () {
  103400. /**
  103401. * Creates a gizmo
  103402. * @param gizmoLayer The utility layer the gizmo will be added to
  103403. */
  103404. function Gizmo(
  103405. /** The utility layer the gizmo will be added to */
  103406. gizmoLayer) {
  103407. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103408. var _this = this;
  103409. this.gizmoLayer = gizmoLayer;
  103410. /**
  103411. * Ratio for the scale of the gizmo (Default: 1)
  103412. */
  103413. this.scaleRatio = 1;
  103414. this._tmpMatrix = new BABYLON.Matrix();
  103415. /**
  103416. * If a custom mesh has been set (Default: false)
  103417. */
  103418. this._customMeshSet = false;
  103419. /**
  103420. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  103421. */
  103422. this.updateGizmoRotationToMatchAttachedMesh = true;
  103423. /**
  103424. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  103425. */
  103426. this.updateGizmoPositionToMatchAttachedMesh = true;
  103427. /**
  103428. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  103429. */
  103430. this._updateScale = true;
  103431. this._interactionsEnabled = true;
  103432. this._tempVector = new BABYLON.Vector3();
  103433. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  103434. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  103435. _this._update();
  103436. });
  103437. this.attachedMesh = null;
  103438. }
  103439. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  103440. /**
  103441. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  103442. * * When set, interactions will be enabled
  103443. */
  103444. get: function () {
  103445. return this._attachedMesh;
  103446. },
  103447. set: function (value) {
  103448. this._attachedMesh = value;
  103449. this._rootMesh.setEnabled(value ? true : false);
  103450. this._attachedMeshChanged(value);
  103451. },
  103452. enumerable: true,
  103453. configurable: true
  103454. });
  103455. /**
  103456. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103457. * @param mesh The mesh to replace the default mesh of the gizmo
  103458. */
  103459. Gizmo.prototype.setCustomMesh = function (mesh) {
  103460. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  103461. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  103462. }
  103463. this._rootMesh.getChildMeshes().forEach(function (c) {
  103464. c.dispose();
  103465. });
  103466. mesh.parent = this._rootMesh;
  103467. this._customMeshSet = true;
  103468. };
  103469. Gizmo.prototype._attachedMeshChanged = function (value) {
  103470. };
  103471. /**
  103472. * @hidden
  103473. * Updates the gizmo to match the attached mesh's position/rotation
  103474. */
  103475. Gizmo.prototype._update = function () {
  103476. if (this.attachedMesh) {
  103477. if (this.updateGizmoRotationToMatchAttachedMesh) {
  103478. if (!this._rootMesh.rotationQuaternion) {
  103479. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  103480. }
  103481. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  103482. this._tempVector.copyFrom(this.attachedMesh.scaling);
  103483. if (this.attachedMesh.scaling.x < 0) {
  103484. this.attachedMesh.scaling.x *= -1;
  103485. }
  103486. if (this.attachedMesh.scaling.y < 0) {
  103487. this.attachedMesh.scaling.y *= -1;
  103488. }
  103489. if (this.attachedMesh.scaling.z < 0) {
  103490. this.attachedMesh.scaling.z *= -1;
  103491. }
  103492. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  103493. this.attachedMesh.scaling.copyFrom(this._tempVector);
  103494. this.attachedMesh.computeWorldMatrix();
  103495. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  103496. }
  103497. else if (this._rootMesh.rotationQuaternion) {
  103498. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  103499. }
  103500. if (this.updateGizmoPositionToMatchAttachedMesh) {
  103501. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  103502. }
  103503. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  103504. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  103505. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  103506. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  103507. }
  103508. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  103509. var dist = this._tempVector.length() * this.scaleRatio;
  103510. this._rootMesh.scaling.set(dist, dist, dist);
  103511. }
  103512. }
  103513. };
  103514. /**
  103515. * Disposes of the gizmo
  103516. */
  103517. Gizmo.prototype.dispose = function () {
  103518. this._rootMesh.dispose();
  103519. if (this._beforeRenderObserver) {
  103520. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  103521. }
  103522. };
  103523. return Gizmo;
  103524. }());
  103525. BABYLON.Gizmo = Gizmo;
  103526. })(BABYLON || (BABYLON = {}));
  103527. //# sourceMappingURL=babylon.gizmo.js.map
  103528. var BABYLON;
  103529. (function (BABYLON) {
  103530. /**
  103531. * Single axis drag gizmo
  103532. */
  103533. var AxisDragGizmo = /** @class */ (function (_super) {
  103534. __extends(AxisDragGizmo, _super);
  103535. /**
  103536. * Creates an AxisDragGizmo
  103537. * @param gizmoLayer The utility layer the gizmo will be added to
  103538. * @param dragAxis The axis which the gizmo will be able to drag on
  103539. * @param color The color of the gizmo
  103540. */
  103541. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  103542. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103543. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103544. var _this = _super.call(this, gizmoLayer) || this;
  103545. _this._pointerObserver = null;
  103546. /**
  103547. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103548. */
  103549. _this.snapDistance = 0;
  103550. /**
  103551. * Event that fires each time the gizmo snaps to a new location.
  103552. * * snapDistance is the the change in distance
  103553. */
  103554. _this.onSnapObservable = new BABYLON.Observable();
  103555. // Create Material
  103556. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103557. coloredMaterial.disableLighting = true;
  103558. coloredMaterial.emissiveColor = color;
  103559. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103560. hoverMaterial.disableLighting = true;
  103561. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103562. // Build mesh on root node
  103563. var arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, coloredMaterial);
  103564. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  103565. arrow.scaling.scaleInPlace(1 / 3);
  103566. arrow.parent = _this._rootMesh;
  103567. var currentSnapDragDistance = 0;
  103568. var tmpVector = new BABYLON.Vector3();
  103569. var tmpSnapEvent = { snapDistance: 0 };
  103570. // Add drag behavior to handle events when the gizmo is dragged
  103571. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103572. _this.dragBehavior.moveAttached = false;
  103573. _this._rootMesh.addBehavior(_this.dragBehavior);
  103574. var localDelta = new BABYLON.Vector3();
  103575. var tmpMatrix = new BABYLON.Matrix();
  103576. _this.dragBehavior.onDragObservable.add(function (event) {
  103577. if (_this.attachedMesh) {
  103578. // Convert delta to local translation if it has a parent
  103579. if (_this.attachedMesh.parent) {
  103580. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103581. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  103582. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  103583. }
  103584. else {
  103585. localDelta.copyFrom(event.delta);
  103586. }
  103587. // Snapping logic
  103588. if (_this.snapDistance == 0) {
  103589. _this.attachedMesh.position.addInPlace(localDelta);
  103590. }
  103591. else {
  103592. currentSnapDragDistance += event.dragDistance;
  103593. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103594. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  103595. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103596. localDelta.normalizeToRef(tmpVector);
  103597. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  103598. _this.attachedMesh.position.addInPlace(tmpVector);
  103599. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103600. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103601. }
  103602. }
  103603. }
  103604. });
  103605. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103606. if (_this._customMeshSet) {
  103607. return;
  103608. }
  103609. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103610. var material = isHovered ? hoverMaterial : coloredMaterial;
  103611. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103612. m.material = material;
  103613. if (m.color) {
  103614. m.color = material.emissiveColor;
  103615. }
  103616. });
  103617. });
  103618. return _this;
  103619. }
  103620. /** @hidden */
  103621. AxisDragGizmo._CreateArrow = function (scene, material) {
  103622. var arrow = new BABYLON.TransformNode("arrow", scene);
  103623. var cylinder = BABYLON.MeshBuilder.CreateCylinder("cylinder", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, scene);
  103624. var line = BABYLON.MeshBuilder.CreateLines("line", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, scene);
  103625. line.color = material.emissiveColor;
  103626. cylinder.parent = arrow;
  103627. line.parent = arrow;
  103628. // Position arrow pointing in its drag axis
  103629. cylinder.scaling.scaleInPlace(0.05);
  103630. cylinder.material = material;
  103631. cylinder.rotation.x = Math.PI / 2;
  103632. cylinder.position.z += 0.3;
  103633. line.scaling.scaleInPlace(0.26);
  103634. line.rotation.x = Math.PI / 2;
  103635. line.material = material;
  103636. return arrow;
  103637. };
  103638. /** @hidden */
  103639. AxisDragGizmo._CreateArrowInstance = function (scene, arrow) {
  103640. var instance = new BABYLON.TransformNode("arrow", scene);
  103641. for (var _i = 0, _a = arrow.getChildMeshes(); _i < _a.length; _i++) {
  103642. var mesh = _a[_i];
  103643. var childInstance = mesh.createInstance(mesh.name);
  103644. childInstance.parent = instance;
  103645. }
  103646. return instance;
  103647. };
  103648. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  103649. if (this.dragBehavior) {
  103650. this.dragBehavior.enabled = value ? true : false;
  103651. }
  103652. };
  103653. /**
  103654. * Disposes of the gizmo
  103655. */
  103656. AxisDragGizmo.prototype.dispose = function () {
  103657. this.onSnapObservable.clear();
  103658. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103659. this.dragBehavior.detach();
  103660. _super.prototype.dispose.call(this);
  103661. };
  103662. return AxisDragGizmo;
  103663. }(BABYLON.Gizmo));
  103664. BABYLON.AxisDragGizmo = AxisDragGizmo;
  103665. })(BABYLON || (BABYLON = {}));
  103666. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  103667. var BABYLON;
  103668. (function (BABYLON) {
  103669. /**
  103670. * Single axis scale gizmo
  103671. */
  103672. var AxisScaleGizmo = /** @class */ (function (_super) {
  103673. __extends(AxisScaleGizmo, _super);
  103674. /**
  103675. * Creates an AxisScaleGizmo
  103676. * @param gizmoLayer The utility layer the gizmo will be added to
  103677. * @param dragAxis The axis which the gizmo will be able to scale on
  103678. * @param color The color of the gizmo
  103679. */
  103680. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  103681. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103682. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103683. var _this = _super.call(this, gizmoLayer) || this;
  103684. _this._pointerObserver = null;
  103685. /**
  103686. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103687. */
  103688. _this.snapDistance = 0;
  103689. /**
  103690. * Event that fires each time the gizmo snaps to a new location.
  103691. * * snapDistance is the the change in distance
  103692. */
  103693. _this.onSnapObservable = new BABYLON.Observable();
  103694. /**
  103695. * If the scaling operation should be done on all axis (default: false)
  103696. */
  103697. _this.uniformScaling = false;
  103698. // Create Material
  103699. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103700. _this._coloredMaterial.disableLighting = true;
  103701. _this._coloredMaterial.emissiveColor = color;
  103702. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103703. hoverMaterial.disableLighting = true;
  103704. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103705. // Build mesh on root node
  103706. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103707. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  103708. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  103709. arrowTail.color = _this._coloredMaterial.emissiveColor;
  103710. arrow.addChild(arrowMesh);
  103711. arrow.addChild(arrowTail);
  103712. // Position arrow pointing in its drag axis
  103713. arrowMesh.scaling.scaleInPlace(0.1);
  103714. arrowMesh.material = _this._coloredMaterial;
  103715. arrowMesh.rotation.x = Math.PI / 2;
  103716. arrowMesh.position.z += 0.3;
  103717. arrowTail.scaling.scaleInPlace(0.26);
  103718. arrowTail.rotation.x = Math.PI / 2;
  103719. arrowTail.material = _this._coloredMaterial;
  103720. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  103721. _this._rootMesh.addChild(arrow);
  103722. arrow.scaling.scaleInPlace(1 / 3);
  103723. // Add drag behavior to handle events when the gizmo is dragged
  103724. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103725. _this.dragBehavior.moveAttached = false;
  103726. _this._rootMesh.addBehavior(_this.dragBehavior);
  103727. var currentSnapDragDistance = 0;
  103728. var tmpVector = new BABYLON.Vector3();
  103729. var tmpSnapEvent = { snapDistance: 0 };
  103730. _this.dragBehavior.onDragObservable.add(function (event) {
  103731. if (_this.attachedMesh) {
  103732. // Snapping logic
  103733. var snapped = false;
  103734. var dragSteps = 0;
  103735. if (_this.uniformScaling) {
  103736. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  103737. if (tmpVector.y < 0) {
  103738. tmpVector.scaleInPlace(-1);
  103739. }
  103740. }
  103741. else {
  103742. tmpVector.copyFrom(dragAxis);
  103743. }
  103744. if (_this.snapDistance == 0) {
  103745. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  103746. }
  103747. else {
  103748. currentSnapDragDistance += event.dragDistance;
  103749. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103750. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103751. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103752. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  103753. snapped = true;
  103754. }
  103755. else {
  103756. tmpVector.scaleInPlace(0);
  103757. }
  103758. }
  103759. _this.attachedMesh.scaling.addInPlace(tmpVector);
  103760. if (snapped) {
  103761. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103762. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103763. }
  103764. }
  103765. });
  103766. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103767. if (_this._customMeshSet) {
  103768. return;
  103769. }
  103770. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103771. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  103772. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103773. m.material = material;
  103774. if (m.color) {
  103775. m.color = material.emissiveColor;
  103776. }
  103777. });
  103778. });
  103779. return _this;
  103780. }
  103781. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  103782. if (this.dragBehavior) {
  103783. this.dragBehavior.enabled = value ? true : false;
  103784. }
  103785. };
  103786. /**
  103787. * Disposes of the gizmo
  103788. */
  103789. AxisScaleGizmo.prototype.dispose = function () {
  103790. this.onSnapObservable.clear();
  103791. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103792. this.dragBehavior.detach();
  103793. _super.prototype.dispose.call(this);
  103794. };
  103795. /**
  103796. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103797. * @param mesh The mesh to replace the default mesh of the gizmo
  103798. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  103799. */
  103800. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  103801. var _this = this;
  103802. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  103803. _super.prototype.setCustomMesh.call(this, mesh);
  103804. if (useGizmoMaterial) {
  103805. this._rootMesh.getChildMeshes().forEach(function (m) {
  103806. m.material = _this._coloredMaterial;
  103807. if (m.color) {
  103808. m.color = _this._coloredMaterial.emissiveColor;
  103809. }
  103810. });
  103811. this._customMeshSet = false;
  103812. }
  103813. };
  103814. return AxisScaleGizmo;
  103815. }(BABYLON.Gizmo));
  103816. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  103817. })(BABYLON || (BABYLON = {}));
  103818. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  103819. var BABYLON;
  103820. (function (BABYLON) {
  103821. /**
  103822. * Single plane rotation gizmo
  103823. */
  103824. var PlaneRotationGizmo = /** @class */ (function (_super) {
  103825. __extends(PlaneRotationGizmo, _super);
  103826. /**
  103827. * Creates a PlaneRotationGizmo
  103828. * @param gizmoLayer The utility layer the gizmo will be added to
  103829. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  103830. * @param color The color of the gizmo
  103831. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103832. */
  103833. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  103834. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103835. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103836. if (tessellation === void 0) { tessellation = 32; }
  103837. var _this = _super.call(this, gizmoLayer) || this;
  103838. _this._pointerObserver = null;
  103839. /**
  103840. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  103841. */
  103842. _this.snapDistance = 0;
  103843. /**
  103844. * Event that fires each time the gizmo snaps to a new location.
  103845. * * snapDistance is the the change in distance
  103846. */
  103847. _this.onSnapObservable = new BABYLON.Observable();
  103848. // Create Material
  103849. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103850. coloredMaterial.disableLighting = true;
  103851. coloredMaterial.emissiveColor = color;
  103852. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103853. hoverMaterial.disableLighting = true;
  103854. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103855. // Build mesh on root node
  103856. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103857. // Create circle out of lines
  103858. var radius = 0.8;
  103859. var points = new Array();
  103860. for (var i = 0; i < tessellation; i++) {
  103861. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  103862. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  103863. }
  103864. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  103865. rotationMesh.color = coloredMaterial.emissiveColor;
  103866. // Position arrow pointing in its drag axis
  103867. rotationMesh.scaling.scaleInPlace(0.26);
  103868. rotationMesh.material = coloredMaterial;
  103869. rotationMesh.rotation.x = Math.PI / 2;
  103870. parentMesh.addChild(rotationMesh);
  103871. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  103872. _this._rootMesh.addChild(parentMesh);
  103873. parentMesh.scaling.scaleInPlace(1 / 3);
  103874. // Add drag behavior to handle events when the gizmo is dragged
  103875. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  103876. _this.dragBehavior.moveAttached = false;
  103877. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  103878. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  103879. _this._rootMesh.addBehavior(_this.dragBehavior);
  103880. var lastDragPosition = new BABYLON.Vector3();
  103881. _this.dragBehavior.onDragStartObservable.add(function (e) {
  103882. if (_this.attachedMesh) {
  103883. lastDragPosition.copyFrom(e.dragPlanePoint);
  103884. }
  103885. });
  103886. var rotationMatrix = new BABYLON.Matrix();
  103887. var planeNormalTowardsCamera = new BABYLON.Vector3();
  103888. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  103889. var tmpSnapEvent = { snapDistance: 0 };
  103890. var currentSnapDragDistance = 0;
  103891. var tmpMatrix = new BABYLON.Matrix();
  103892. var tmpVector = new BABYLON.Vector3();
  103893. var amountToRotate = new BABYLON.Quaternion();
  103894. _this.dragBehavior.onDragObservable.add(function (event) {
  103895. if (_this.attachedMesh) {
  103896. if (!_this.attachedMesh.rotationQuaternion) {
  103897. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103898. }
  103899. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  103900. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  103901. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  103902. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  103903. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  103904. var angle = Math.atan2(cross.length(), dot);
  103905. planeNormalTowardsCamera.copyFrom(planeNormal);
  103906. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  103907. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103908. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  103909. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  103910. }
  103911. // Flip up vector depending on which side the camera is on
  103912. if (gizmoLayer.utilityLayerScene.activeCamera) {
  103913. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  103914. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  103915. planeNormalTowardsCamera.scaleInPlace(-1);
  103916. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  103917. }
  103918. }
  103919. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  103920. if (halfCircleSide) {
  103921. angle = -angle;
  103922. }
  103923. // Snapping logic
  103924. var snapped = false;
  103925. if (_this.snapDistance != 0) {
  103926. currentSnapDragDistance += angle;
  103927. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103928. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103929. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103930. angle = _this.snapDistance * dragSteps;
  103931. snapped = true;
  103932. }
  103933. else {
  103934. angle = 0;
  103935. }
  103936. }
  103937. // If the mesh has a parent, convert needed world rotation to local rotation
  103938. tmpMatrix.reset();
  103939. if (_this.attachedMesh.parent) {
  103940. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103941. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  103942. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  103943. }
  103944. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  103945. var quaternionCoefficient = Math.sin(angle / 2);
  103946. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  103947. // 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
  103948. if (tmpMatrix.determinant() > 0) {
  103949. amountToRotate.toEulerAnglesToRef(tmpVector);
  103950. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  103951. }
  103952. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103953. // Rotate selected mesh quaternion over fixed axis
  103954. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  103955. }
  103956. else {
  103957. // Rotate selected mesh quaternion over rotated axis
  103958. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  103959. }
  103960. lastDragPosition.copyFrom(event.dragPlanePoint);
  103961. if (snapped) {
  103962. tmpSnapEvent.snapDistance = angle;
  103963. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103964. }
  103965. }
  103966. });
  103967. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103968. if (_this._customMeshSet) {
  103969. return;
  103970. }
  103971. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103972. var material = isHovered ? hoverMaterial : coloredMaterial;
  103973. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103974. m.material = material;
  103975. if (m.color) {
  103976. m.color = material.emissiveColor;
  103977. }
  103978. });
  103979. });
  103980. return _this;
  103981. }
  103982. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  103983. if (this.dragBehavior) {
  103984. this.dragBehavior.enabled = value ? true : false;
  103985. }
  103986. };
  103987. /**
  103988. * Disposes of the gizmo
  103989. */
  103990. PlaneRotationGizmo.prototype.dispose = function () {
  103991. this.onSnapObservable.clear();
  103992. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103993. this.dragBehavior.detach();
  103994. _super.prototype.dispose.call(this);
  103995. };
  103996. return PlaneRotationGizmo;
  103997. }(BABYLON.Gizmo));
  103998. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  103999. })(BABYLON || (BABYLON = {}));
  104000. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  104001. var BABYLON;
  104002. (function (BABYLON) {
  104003. /**
  104004. * Gizmo that enables dragging a mesh along 3 axis
  104005. */
  104006. var PositionGizmo = /** @class */ (function (_super) {
  104007. __extends(PositionGizmo, _super);
  104008. /**
  104009. * Creates a PositionGizmo
  104010. * @param gizmoLayer The utility layer the gizmo will be added to
  104011. */
  104012. function PositionGizmo(gizmoLayer) {
  104013. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104014. var _this = _super.call(this, gizmoLayer) || this;
  104015. /** Fires an event when any of it's sub gizmos are dragged */
  104016. _this.onDragStartObservable = new BABYLON.Observable();
  104017. /** Fires an event when any of it's sub gizmos are released from dragging */
  104018. _this.onDragEndObservable = new BABYLON.Observable();
  104019. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104020. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104021. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104022. // Relay drag events
  104023. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104024. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104025. _this.onDragStartObservable.notifyObservers({});
  104026. });
  104027. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104028. _this.onDragEndObservable.notifyObservers({});
  104029. });
  104030. });
  104031. _this.attachedMesh = null;
  104032. return _this;
  104033. }
  104034. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  104035. set: function (mesh) {
  104036. if (this.xGizmo) {
  104037. this.xGizmo.attachedMesh = mesh;
  104038. this.yGizmo.attachedMesh = mesh;
  104039. this.zGizmo.attachedMesh = mesh;
  104040. }
  104041. },
  104042. enumerable: true,
  104043. configurable: true
  104044. });
  104045. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104046. get: function () {
  104047. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104048. },
  104049. set: function (value) {
  104050. if (this.xGizmo) {
  104051. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104052. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104053. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104054. }
  104055. },
  104056. enumerable: true,
  104057. configurable: true
  104058. });
  104059. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  104060. get: function () {
  104061. return this.xGizmo.snapDistance;
  104062. },
  104063. /**
  104064. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104065. */
  104066. set: function (value) {
  104067. if (this.xGizmo) {
  104068. this.xGizmo.snapDistance = value;
  104069. this.yGizmo.snapDistance = value;
  104070. this.zGizmo.snapDistance = value;
  104071. }
  104072. },
  104073. enumerable: true,
  104074. configurable: true
  104075. });
  104076. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  104077. get: function () {
  104078. return this.xGizmo.scaleRatio;
  104079. },
  104080. /**
  104081. * Ratio for the scale of the gizmo (Default: 1)
  104082. */
  104083. set: function (value) {
  104084. if (this.xGizmo) {
  104085. this.xGizmo.scaleRatio = value;
  104086. this.yGizmo.scaleRatio = value;
  104087. this.zGizmo.scaleRatio = value;
  104088. }
  104089. },
  104090. enumerable: true,
  104091. configurable: true
  104092. });
  104093. /**
  104094. * Disposes of the gizmo
  104095. */
  104096. PositionGizmo.prototype.dispose = function () {
  104097. this.xGizmo.dispose();
  104098. this.yGizmo.dispose();
  104099. this.zGizmo.dispose();
  104100. this.onDragStartObservable.clear();
  104101. this.onDragEndObservable.clear();
  104102. };
  104103. /**
  104104. * CustomMeshes are not supported by this gizmo
  104105. * @param mesh The mesh to replace the default mesh of the gizmo
  104106. */
  104107. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  104108. 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)");
  104109. };
  104110. return PositionGizmo;
  104111. }(BABYLON.Gizmo));
  104112. BABYLON.PositionGizmo = PositionGizmo;
  104113. })(BABYLON || (BABYLON = {}));
  104114. //# sourceMappingURL=babylon.positionGizmo.js.map
  104115. var BABYLON;
  104116. (function (BABYLON) {
  104117. /**
  104118. * Gizmo that enables rotating a mesh along 3 axis
  104119. */
  104120. var RotationGizmo = /** @class */ (function (_super) {
  104121. __extends(RotationGizmo, _super);
  104122. /**
  104123. * Creates a RotationGizmo
  104124. * @param gizmoLayer The utility layer the gizmo will be added to
  104125. * @param tessellation Amount of tessellation to be used when creating rotation circles
  104126. */
  104127. function RotationGizmo(gizmoLayer, tessellation) {
  104128. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104129. if (tessellation === void 0) { tessellation = 32; }
  104130. var _this = _super.call(this, gizmoLayer) || this;
  104131. /** Fires an event when any of it's sub gizmos are dragged */
  104132. _this.onDragStartObservable = new BABYLON.Observable();
  104133. /** Fires an event when any of it's sub gizmos are released from dragging */
  104134. _this.onDragEndObservable = new BABYLON.Observable();
  104135. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  104136. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  104137. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  104138. // Relay drag events
  104139. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104140. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104141. _this.onDragStartObservable.notifyObservers({});
  104142. });
  104143. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104144. _this.onDragEndObservable.notifyObservers({});
  104145. });
  104146. });
  104147. _this.attachedMesh = null;
  104148. return _this;
  104149. }
  104150. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  104151. set: function (mesh) {
  104152. if (this.xGizmo) {
  104153. this.xGizmo.attachedMesh = mesh;
  104154. this.yGizmo.attachedMesh = mesh;
  104155. this.zGizmo.attachedMesh = mesh;
  104156. }
  104157. },
  104158. enumerable: true,
  104159. configurable: true
  104160. });
  104161. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104162. get: function () {
  104163. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104164. },
  104165. set: function (value) {
  104166. if (this.xGizmo) {
  104167. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104168. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104169. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104170. }
  104171. },
  104172. enumerable: true,
  104173. configurable: true
  104174. });
  104175. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  104176. get: function () {
  104177. return this.xGizmo.snapDistance;
  104178. },
  104179. /**
  104180. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104181. */
  104182. set: function (value) {
  104183. if (this.xGizmo) {
  104184. this.xGizmo.snapDistance = value;
  104185. this.yGizmo.snapDistance = value;
  104186. this.zGizmo.snapDistance = value;
  104187. }
  104188. },
  104189. enumerable: true,
  104190. configurable: true
  104191. });
  104192. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  104193. get: function () {
  104194. return this.xGizmo.scaleRatio;
  104195. },
  104196. /**
  104197. * Ratio for the scale of the gizmo (Default: 1)
  104198. */
  104199. set: function (value) {
  104200. if (this.xGizmo) {
  104201. this.xGizmo.scaleRatio = value;
  104202. this.yGizmo.scaleRatio = value;
  104203. this.zGizmo.scaleRatio = value;
  104204. }
  104205. },
  104206. enumerable: true,
  104207. configurable: true
  104208. });
  104209. /**
  104210. * Disposes of the gizmo
  104211. */
  104212. RotationGizmo.prototype.dispose = function () {
  104213. this.xGizmo.dispose();
  104214. this.yGizmo.dispose();
  104215. this.zGizmo.dispose();
  104216. this.onDragStartObservable.clear();
  104217. this.onDragEndObservable.clear();
  104218. };
  104219. /**
  104220. * CustomMeshes are not supported by this gizmo
  104221. * @param mesh The mesh to replace the default mesh of the gizmo
  104222. */
  104223. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  104224. 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)");
  104225. };
  104226. return RotationGizmo;
  104227. }(BABYLON.Gizmo));
  104228. BABYLON.RotationGizmo = RotationGizmo;
  104229. })(BABYLON || (BABYLON = {}));
  104230. //# sourceMappingURL=babylon.rotationGizmo.js.map
  104231. var BABYLON;
  104232. (function (BABYLON) {
  104233. /**
  104234. * Gizmo that enables scaling a mesh along 3 axis
  104235. */
  104236. var ScaleGizmo = /** @class */ (function (_super) {
  104237. __extends(ScaleGizmo, _super);
  104238. /**
  104239. * Creates a ScaleGizmo
  104240. * @param gizmoLayer The utility layer the gizmo will be added to
  104241. */
  104242. function ScaleGizmo(gizmoLayer) {
  104243. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104244. var _this = _super.call(this, gizmoLayer) || this;
  104245. /** Fires an event when any of it's sub gizmos are dragged */
  104246. _this.onDragStartObservable = new BABYLON.Observable();
  104247. /** Fires an event when any of it's sub gizmos are released from dragging */
  104248. _this.onDragEndObservable = new BABYLON.Observable();
  104249. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104250. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104251. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104252. // Create uniform scale gizmo
  104253. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  104254. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  104255. _this.uniformScaleGizmo.uniformScaling = true;
  104256. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104257. uniformScalingMesh.scaling.scaleInPlace(0.02);
  104258. uniformScalingMesh.visibility = 0;
  104259. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104260. octahedron.scaling.scaleInPlace(0.007);
  104261. uniformScalingMesh.addChild(octahedron);
  104262. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  104263. // Relay drag events
  104264. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  104265. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104266. _this.onDragStartObservable.notifyObservers({});
  104267. });
  104268. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104269. _this.onDragEndObservable.notifyObservers({});
  104270. });
  104271. });
  104272. _this.attachedMesh = null;
  104273. return _this;
  104274. }
  104275. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  104276. set: function (mesh) {
  104277. if (this.xGizmo) {
  104278. this.xGizmo.attachedMesh = mesh;
  104279. this.yGizmo.attachedMesh = mesh;
  104280. this.zGizmo.attachedMesh = mesh;
  104281. this.uniformScaleGizmo.attachedMesh = mesh;
  104282. }
  104283. },
  104284. enumerable: true,
  104285. configurable: true
  104286. });
  104287. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104288. get: function () {
  104289. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104290. },
  104291. set: function (value) {
  104292. if (!value) {
  104293. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  104294. }
  104295. if (this.xGizmo) {
  104296. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104297. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104298. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104299. }
  104300. },
  104301. enumerable: true,
  104302. configurable: true
  104303. });
  104304. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  104305. get: function () {
  104306. return this.xGizmo.snapDistance;
  104307. },
  104308. /**
  104309. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104310. */
  104311. set: function (value) {
  104312. if (this.xGizmo) {
  104313. this.xGizmo.snapDistance = value;
  104314. this.yGizmo.snapDistance = value;
  104315. this.zGizmo.snapDistance = value;
  104316. this.uniformScaleGizmo.snapDistance = value;
  104317. }
  104318. },
  104319. enumerable: true,
  104320. configurable: true
  104321. });
  104322. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  104323. get: function () {
  104324. return this.xGizmo.scaleRatio;
  104325. },
  104326. /**
  104327. * Ratio for the scale of the gizmo (Default: 1)
  104328. */
  104329. set: function (value) {
  104330. if (this.xGizmo) {
  104331. this.xGizmo.scaleRatio = value;
  104332. this.yGizmo.scaleRatio = value;
  104333. this.zGizmo.scaleRatio = value;
  104334. this.uniformScaleGizmo.scaleRatio = value;
  104335. }
  104336. },
  104337. enumerable: true,
  104338. configurable: true
  104339. });
  104340. /**
  104341. * Disposes of the gizmo
  104342. */
  104343. ScaleGizmo.prototype.dispose = function () {
  104344. this.xGizmo.dispose();
  104345. this.yGizmo.dispose();
  104346. this.zGizmo.dispose();
  104347. this.uniformScaleGizmo.dispose();
  104348. this.onDragStartObservable.clear();
  104349. this.onDragEndObservable.clear();
  104350. };
  104351. return ScaleGizmo;
  104352. }(BABYLON.Gizmo));
  104353. BABYLON.ScaleGizmo = ScaleGizmo;
  104354. })(BABYLON || (BABYLON = {}));
  104355. //# sourceMappingURL=babylon.scaleGizmo.js.map
  104356. var BABYLON;
  104357. (function (BABYLON) {
  104358. /**
  104359. * Bounding box gizmo
  104360. */
  104361. var BoundingBoxGizmo = /** @class */ (function (_super) {
  104362. __extends(BoundingBoxGizmo, _super);
  104363. /**
  104364. * Creates an BoundingBoxGizmo
  104365. * @param gizmoLayer The utility layer the gizmo will be added to
  104366. * @param color The color of the gizmo
  104367. */
  104368. function BoundingBoxGizmo(color, gizmoLayer) {
  104369. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  104370. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  104371. var _this = _super.call(this, gizmoLayer) || this;
  104372. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  104373. _this._renderObserver = null;
  104374. _this._pointerObserver = null;
  104375. _this._scaleDragSpeed = 0.2;
  104376. _this._tmpQuaternion = new BABYLON.Quaternion();
  104377. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  104378. _this._tmpRotationMatrix = new BABYLON.Matrix();
  104379. /**
  104380. * 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)
  104381. */
  104382. _this.ignoreChildren = false;
  104383. /**
  104384. * 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)
  104385. */
  104386. _this.includeChildPredicate = null;
  104387. /**
  104388. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  104389. */
  104390. _this.rotationSphereSize = 0.1;
  104391. /**
  104392. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  104393. */
  104394. _this.scaleBoxSize = 0.1;
  104395. /**
  104396. * 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)
  104397. */
  104398. _this.fixedDragMeshScreenSize = false;
  104399. /**
  104400. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  104401. */
  104402. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  104403. /**
  104404. * Fired when a rotation sphere or scale box is dragged
  104405. */
  104406. _this.onDragStartObservable = new BABYLON.Observable();
  104407. /**
  104408. * Fired when a scale box is dragged
  104409. */
  104410. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  104411. /**
  104412. * Fired when a scale box drag is ended
  104413. */
  104414. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  104415. /**
  104416. * Fired when a rotation sphere is dragged
  104417. */
  104418. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  104419. /**
  104420. * Fired when a rotation sphere drag is ended
  104421. */
  104422. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  104423. /**
  104424. * 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)
  104425. */
  104426. _this.scalePivot = null;
  104427. _this._existingMeshScale = new BABYLON.Vector3();
  104428. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  104429. _this._updateScale = false;
  104430. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  104431. // Create Materials
  104432. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104433. coloredMaterial.disableLighting = true;
  104434. coloredMaterial.emissiveColor = color;
  104435. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104436. hoverColoredMaterial.disableLighting = true;
  104437. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  104438. // Build bounding box out of lines
  104439. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104440. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  104441. var lines = [];
  104442. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  104443. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104444. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104445. 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));
  104446. 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));
  104447. 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));
  104448. 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));
  104449. 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));
  104450. 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));
  104451. 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));
  104452. 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));
  104453. 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));
  104454. lines.forEach(function (l) {
  104455. l.color = color;
  104456. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  104457. l.isPickable = false;
  104458. _this._lineBoundingBox.addChild(l);
  104459. });
  104460. _this._rootMesh.addChild(_this._lineBoundingBox);
  104461. // Create rotation spheres
  104462. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104463. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  104464. var _loop_1 = function (i_1) {
  104465. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  104466. sphere.rotationQuaternion = new BABYLON.Quaternion();
  104467. sphere.material = coloredMaterial;
  104468. // Drag behavior
  104469. _dragBehavior = new BABYLON.PointerDragBehavior({});
  104470. _dragBehavior.moveAttached = false;
  104471. _dragBehavior.updateDragPlane = false;
  104472. sphere.addBehavior(_dragBehavior);
  104473. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  104474. var totalTurnAmountOfDrag = 0;
  104475. _dragBehavior.onDragStartObservable.add(function (event) {
  104476. startingTurnDirection.copyFrom(sphere.forward);
  104477. totalTurnAmountOfDrag = 0;
  104478. });
  104479. _dragBehavior.onDragObservable.add(function (event) {
  104480. _this.onRotationSphereDragObservable.notifyObservers({});
  104481. if (_this.attachedMesh) {
  104482. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104483. var worldDragDirection = startingTurnDirection;
  104484. // Project the world right on to the drag plane
  104485. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  104486. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  104487. // project drag delta on to the resulting drag axis and rotate based on that
  104488. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  104489. // Make rotation relative to size of mesh.
  104490. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104491. // Rotate based on axis
  104492. if (!_this.attachedMesh.rotationQuaternion) {
  104493. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  104494. }
  104495. if (!_this._anchorMesh.rotationQuaternion) {
  104496. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  104497. }
  104498. // Do not allow the object to turn more than a full circle
  104499. totalTurnAmountOfDrag += projectDist;
  104500. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  104501. if (i_1 >= 8) {
  104502. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  104503. }
  104504. else if (i_1 >= 4) {
  104505. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  104506. }
  104507. else {
  104508. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  104509. }
  104510. // Rotate around center of bounding box
  104511. _this._anchorMesh.addChild(_this.attachedMesh);
  104512. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  104513. _this._anchorMesh.removeChild(_this.attachedMesh);
  104514. }
  104515. _this.updateBoundingBox();
  104516. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104517. }
  104518. });
  104519. // Selection/deselection
  104520. _dragBehavior.onDragStartObservable.add(function () {
  104521. _this.onDragStartObservable.notifyObservers({});
  104522. _this._selectNode(sphere);
  104523. });
  104524. _dragBehavior.onDragEndObservable.add(function () {
  104525. _this.onRotationSphereDragEndObservable.notifyObservers({});
  104526. _this._selectNode(null);
  104527. });
  104528. this_1._rotateSpheresParent.addChild(sphere);
  104529. };
  104530. var this_1 = this, _dragBehavior;
  104531. for (var i_1 = 0; i_1 < 12; i_1++) {
  104532. _loop_1(i_1);
  104533. }
  104534. _this._rootMesh.addChild(_this._rotateSpheresParent);
  104535. // Create scale cubes
  104536. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104537. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  104538. for (var i = 0; i < 2; i++) {
  104539. for (var j = 0; j < 2; j++) {
  104540. var _loop_2 = function () {
  104541. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  104542. box.material = coloredMaterial;
  104543. // Dragging logic
  104544. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  104545. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  104546. _dragBehavior.moveAttached = false;
  104547. box.addBehavior(_dragBehavior);
  104548. _dragBehavior.onDragObservable.add(function (event) {
  104549. _this.onScaleBoxDragObservable.notifyObservers({});
  104550. if (_this.attachedMesh) {
  104551. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104552. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104553. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  104554. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  104555. _this.updateBoundingBox();
  104556. if (_this.scalePivot) {
  104557. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  104558. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  104559. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  104560. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104561. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104562. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  104563. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104564. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  104565. }
  104566. else {
  104567. // Scale from the position of the opposite corner
  104568. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  104569. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104570. }
  104571. _this._anchorMesh.addChild(_this.attachedMesh);
  104572. _this._anchorMesh.scaling.addInPlace(deltaScale);
  104573. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  104574. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  104575. }
  104576. _this._anchorMesh.removeChild(_this.attachedMesh);
  104577. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104578. }
  104579. });
  104580. // Selection/deselection
  104581. _dragBehavior.onDragStartObservable.add(function () {
  104582. _this.onDragStartObservable.notifyObservers({});
  104583. _this._selectNode(box);
  104584. });
  104585. _dragBehavior.onDragEndObservable.add(function () {
  104586. _this.onScaleBoxDragEndObservable.notifyObservers({});
  104587. _this._selectNode(null);
  104588. });
  104589. this_2._scaleBoxesParent.addChild(box);
  104590. };
  104591. var this_2 = this, _dragBehavior;
  104592. for (var k = 0; k < 2; k++) {
  104593. _loop_2();
  104594. }
  104595. }
  104596. }
  104597. _this._rootMesh.addChild(_this._scaleBoxesParent);
  104598. // Hover color change
  104599. var pointerIds = new Array();
  104600. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  104601. if (!pointerIds[pointerInfo.event.pointerId]) {
  104602. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  104603. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  104604. pointerIds[pointerInfo.event.pointerId] = mesh;
  104605. mesh.material = hoverColoredMaterial;
  104606. }
  104607. });
  104608. }
  104609. else {
  104610. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  104611. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  104612. delete pointerIds[pointerInfo.event.pointerId];
  104613. }
  104614. }
  104615. });
  104616. // Update bounding box positions
  104617. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  104618. // Only update the bouding box if scaling has changed
  104619. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  104620. _this.updateBoundingBox();
  104621. }
  104622. else if (_this.fixedDragMeshScreenSize) {
  104623. _this._updateRotationSpheres();
  104624. _this._updateScaleBoxes();
  104625. }
  104626. });
  104627. _this.updateBoundingBox();
  104628. return _this;
  104629. }
  104630. /** @hidden */
  104631. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  104632. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  104633. // Save old pivot and set pivot to 0,0,0
  104634. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  104635. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  104636. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  104637. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  104638. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104639. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104640. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104641. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  104642. }
  104643. }
  104644. BoundingBoxGizmo._PivotCached++;
  104645. };
  104646. /** @hidden */
  104647. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  104648. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  104649. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  104650. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104651. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104652. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104653. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  104654. }
  104655. this._PivotCached--;
  104656. };
  104657. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  104658. if (value) {
  104659. // Reset anchor mesh to match attached mesh's scale
  104660. // This is needed to avoid invalid box/sphere position on first drag
  104661. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  104662. this._anchorMesh.addChild(value);
  104663. this._anchorMesh.removeChild(value);
  104664. BoundingBoxGizmo._RestorePivotPoint(value);
  104665. this.updateBoundingBox();
  104666. }
  104667. };
  104668. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  104669. this._rotateSpheresParent.getChildMeshes()
  104670. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  104671. m.isVisible = (!selectedMesh || m == selectedMesh);
  104672. });
  104673. };
  104674. /**
  104675. * Updates the bounding box information for the Gizmo
  104676. */
  104677. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  104678. if (this.attachedMesh) {
  104679. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  104680. this._update();
  104681. // Rotate based on axis
  104682. if (!this.attachedMesh.rotationQuaternion) {
  104683. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  104684. }
  104685. if (!this._anchorMesh.rotationQuaternion) {
  104686. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  104687. }
  104688. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104689. // Store original position and reset mesh to origin before computing the bounding box
  104690. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104691. this._tmpVector.copyFrom(this.attachedMesh.position);
  104692. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  104693. this.attachedMesh.position.set(0, 0, 0);
  104694. // Update bounding dimensions/positions
  104695. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  104696. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  104697. // Update gizmo to match bounding box scaling and rotation
  104698. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  104699. 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);
  104700. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  104701. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  104702. this._lineBoundingBox.computeWorldMatrix();
  104703. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  104704. // restore position/rotation values
  104705. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  104706. this.attachedMesh.position.copyFrom(this._tmpVector);
  104707. }
  104708. this._updateRotationSpheres();
  104709. this._updateScaleBoxes();
  104710. if (this.attachedMesh) {
  104711. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  104712. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  104713. }
  104714. };
  104715. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  104716. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  104717. for (var i = 0; i < 3; i++) {
  104718. for (var j = 0; j < 2; j++) {
  104719. for (var k = 0; k < 2; k++) {
  104720. var index = ((i * 4) + (j * 2)) + k;
  104721. if (i == 0) {
  104722. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104723. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104724. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  104725. }
  104726. if (i == 1) {
  104727. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  104728. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104729. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  104730. }
  104731. if (i == 2) {
  104732. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  104733. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104734. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  104735. }
  104736. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104737. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104738. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104739. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104740. }
  104741. else {
  104742. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  104743. }
  104744. }
  104745. }
  104746. }
  104747. };
  104748. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  104749. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  104750. for (var i = 0; i < 2; i++) {
  104751. for (var j = 0; j < 2; j++) {
  104752. for (var k = 0; k < 2; k++) {
  104753. var index = ((i * 4) + (j * 2)) + k;
  104754. if (scaleBoxes[index]) {
  104755. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104756. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104757. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104758. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104759. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104760. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104761. }
  104762. else {
  104763. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  104764. }
  104765. }
  104766. }
  104767. }
  104768. }
  104769. };
  104770. /**
  104771. * Enables rotation on the specified axis and disables rotation on the others
  104772. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  104773. */
  104774. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  104775. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  104776. if (i < 4) {
  104777. m.setEnabled(axis.indexOf("x") != -1);
  104778. }
  104779. else if (i < 8) {
  104780. m.setEnabled(axis.indexOf("y") != -1);
  104781. }
  104782. else {
  104783. m.setEnabled(axis.indexOf("z") != -1);
  104784. }
  104785. });
  104786. };
  104787. /**
  104788. * Disposes of the gizmo
  104789. */
  104790. BoundingBoxGizmo.prototype.dispose = function () {
  104791. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104792. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  104793. this._lineBoundingBox.dispose();
  104794. this._rotateSpheresParent.dispose();
  104795. this._scaleBoxesParent.dispose();
  104796. _super.prototype.dispose.call(this);
  104797. };
  104798. /**
  104799. * 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)
  104800. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  104801. * @returns the bounding box mesh with the passed in mesh as a child
  104802. */
  104803. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  104804. var makeNotPickable = function (root) {
  104805. root.isPickable = false;
  104806. root.getChildMeshes().forEach(function (c) {
  104807. makeNotPickable(c);
  104808. });
  104809. };
  104810. makeNotPickable(mesh);
  104811. // Reset position to get boudning box from origin with no rotation
  104812. if (!mesh.rotationQuaternion) {
  104813. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  104814. }
  104815. var oldPos = mesh.position.clone();
  104816. var oldRot = mesh.rotationQuaternion.clone();
  104817. mesh.rotationQuaternion.set(0, 0, 0, 1);
  104818. mesh.position.set(0, 0, 0);
  104819. // Update bounding dimensions/positions
  104820. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  104821. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  104822. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  104823. // Adjust scale to avoid undefined behavior when adding child
  104824. if (box.scaling.y === 0) {
  104825. box.scaling.y = BABYLON.Epsilon;
  104826. }
  104827. if (box.scaling.x === 0) {
  104828. box.scaling.x = BABYLON.Epsilon;
  104829. }
  104830. if (box.scaling.z === 0) {
  104831. box.scaling.z = BABYLON.Epsilon;
  104832. }
  104833. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  104834. // Restore original positions
  104835. mesh.addChild(box);
  104836. mesh.rotationQuaternion.copyFrom(oldRot);
  104837. mesh.position.copyFrom(oldPos);
  104838. // Reverse parenting
  104839. mesh.removeChild(box);
  104840. box.addChild(mesh);
  104841. box.visibility = 0;
  104842. return box;
  104843. };
  104844. /**
  104845. * CustomMeshes are not supported by this gizmo
  104846. * @param mesh The mesh to replace the default mesh of the gizmo
  104847. */
  104848. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  104849. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  104850. };
  104851. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  104852. // store/remove pivot point should only be applied during their outermost calls
  104853. BoundingBoxGizmo._PivotCached = 0;
  104854. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  104855. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  104856. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  104857. return BoundingBoxGizmo;
  104858. }(BABYLON.Gizmo));
  104859. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  104860. })(BABYLON || (BABYLON = {}));
  104861. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  104862. var BABYLON;
  104863. (function (BABYLON) {
  104864. /**
  104865. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  104866. */
  104867. var GizmoManager = /** @class */ (function () {
  104868. /**
  104869. * Instatiates a gizmo manager
  104870. * @param scene the scene to overlay the gizmos on top of
  104871. */
  104872. function GizmoManager(scene) {
  104873. var _this = this;
  104874. this.scene = scene;
  104875. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  104876. this.clearGizmoOnEmptyPointerEvent = false;
  104877. /** Fires an event when the manager is attached to a mesh */
  104878. this.onAttachedToMeshObservable = new BABYLON.Observable();
  104879. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  104880. this._pointerObserver = null;
  104881. this._attachedMesh = null;
  104882. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  104883. /**
  104884. * When bounding box gizmo is enabled, this can be used to track drag/end events
  104885. */
  104886. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  104887. /**
  104888. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  104889. */
  104890. this.attachableMeshes = null;
  104891. /**
  104892. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  104893. */
  104894. this.usePointerToAttachGizmos = true;
  104895. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104896. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  104897. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104898. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  104899. // Instatiate/dispose gizmos based on pointer actions
  104900. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  104901. if (!_this.usePointerToAttachGizmos) {
  104902. return;
  104903. }
  104904. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  104905. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  104906. var node = pointerInfo.pickInfo.pickedMesh;
  104907. if (_this.attachableMeshes == null) {
  104908. // Attach to the most parent node
  104909. while (node && node.parent != null) {
  104910. node = node.parent;
  104911. }
  104912. }
  104913. else {
  104914. // Attach to the parent node that is an attachableMesh
  104915. var found = false;
  104916. _this.attachableMeshes.forEach(function (mesh) {
  104917. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  104918. node = mesh;
  104919. found = true;
  104920. }
  104921. });
  104922. if (!found) {
  104923. node = null;
  104924. }
  104925. }
  104926. if (node instanceof BABYLON.AbstractMesh) {
  104927. if (_this._attachedMesh != node) {
  104928. _this.attachToMesh(node);
  104929. }
  104930. }
  104931. else {
  104932. if (_this.clearGizmoOnEmptyPointerEvent) {
  104933. _this.attachToMesh(null);
  104934. }
  104935. }
  104936. }
  104937. else {
  104938. if (_this.clearGizmoOnEmptyPointerEvent) {
  104939. _this.attachToMesh(null);
  104940. }
  104941. }
  104942. }
  104943. });
  104944. }
  104945. /**
  104946. * Attaches a set of gizmos to the specified mesh
  104947. * @param mesh The mesh the gizmo's should be attached to
  104948. */
  104949. GizmoManager.prototype.attachToMesh = function (mesh) {
  104950. if (this._attachedMesh) {
  104951. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104952. }
  104953. this._attachedMesh = mesh;
  104954. for (var key in this.gizmos) {
  104955. var gizmo = (this.gizmos[key]);
  104956. if (gizmo && this._gizmosEnabled[key]) {
  104957. gizmo.attachedMesh = mesh;
  104958. }
  104959. }
  104960. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  104961. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104962. }
  104963. this.onAttachedToMeshObservable.notifyObservers(mesh);
  104964. };
  104965. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  104966. get: function () {
  104967. return this._gizmosEnabled.positionGizmo;
  104968. },
  104969. /**
  104970. * If the position gizmo is enabled
  104971. */
  104972. set: function (value) {
  104973. if (value) {
  104974. if (!this.gizmos.positionGizmo) {
  104975. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  104976. }
  104977. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  104978. }
  104979. else if (this.gizmos.positionGizmo) {
  104980. this.gizmos.positionGizmo.attachedMesh = null;
  104981. }
  104982. this._gizmosEnabled.positionGizmo = value;
  104983. },
  104984. enumerable: true,
  104985. configurable: true
  104986. });
  104987. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  104988. get: function () {
  104989. return this._gizmosEnabled.rotationGizmo;
  104990. },
  104991. /**
  104992. * If the rotation gizmo is enabled
  104993. */
  104994. set: function (value) {
  104995. if (value) {
  104996. if (!this.gizmos.rotationGizmo) {
  104997. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  104998. }
  104999. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  105000. }
  105001. else if (this.gizmos.rotationGizmo) {
  105002. this.gizmos.rotationGizmo.attachedMesh = null;
  105003. }
  105004. this._gizmosEnabled.rotationGizmo = value;
  105005. },
  105006. enumerable: true,
  105007. configurable: true
  105008. });
  105009. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  105010. get: function () {
  105011. return this._gizmosEnabled.scaleGizmo;
  105012. },
  105013. /**
  105014. * If the scale gizmo is enabled
  105015. */
  105016. set: function (value) {
  105017. if (value) {
  105018. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  105019. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  105020. }
  105021. else if (this.gizmos.scaleGizmo) {
  105022. this.gizmos.scaleGizmo.attachedMesh = null;
  105023. }
  105024. this._gizmosEnabled.scaleGizmo = value;
  105025. },
  105026. enumerable: true,
  105027. configurable: true
  105028. });
  105029. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  105030. get: function () {
  105031. return this._gizmosEnabled.boundingBoxGizmo;
  105032. },
  105033. /**
  105034. * If the boundingBox gizmo is enabled
  105035. */
  105036. set: function (value) {
  105037. if (value) {
  105038. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  105039. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  105040. if (this._attachedMesh) {
  105041. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  105042. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  105043. }
  105044. }
  105045. else if (this.gizmos.boundingBoxGizmo) {
  105046. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  105047. }
  105048. this._gizmosEnabled.boundingBoxGizmo = value;
  105049. },
  105050. enumerable: true,
  105051. configurable: true
  105052. });
  105053. /**
  105054. * Disposes of the gizmo manager
  105055. */
  105056. GizmoManager.prototype.dispose = function () {
  105057. this.scene.onPointerObservable.remove(this._pointerObserver);
  105058. for (var key in this.gizmos) {
  105059. var gizmo = (this.gizmos[key]);
  105060. if (gizmo) {
  105061. gizmo.dispose();
  105062. }
  105063. }
  105064. this._defaultKeepDepthUtilityLayer.dispose();
  105065. this._defaultUtilityLayer.dispose();
  105066. this.boundingBoxDragBehavior.detach();
  105067. this.onAttachedToMeshObservable.clear();
  105068. };
  105069. return GizmoManager;
  105070. }());
  105071. BABYLON.GizmoManager = GizmoManager;
  105072. })(BABYLON || (BABYLON = {}));
  105073. //# sourceMappingURL=babylon.gizmoManager.js.map
  105074. var BABYLON;
  105075. (function (BABYLON) {
  105076. /**
  105077. * Defines a target to use with MorphTargetManager
  105078. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105079. */
  105080. var MorphTarget = /** @class */ (function () {
  105081. /**
  105082. * Creates a new MorphTarget
  105083. * @param name defines the name of the target
  105084. * @param influence defines the influence to use
  105085. */
  105086. function MorphTarget(
  105087. /** defines the name of the target */
  105088. name, influence, scene) {
  105089. if (influence === void 0) { influence = 0; }
  105090. if (scene === void 0) { scene = null; }
  105091. this.name = name;
  105092. /**
  105093. * Gets or sets the list of animations
  105094. */
  105095. this.animations = new Array();
  105096. this._positions = null;
  105097. this._normals = null;
  105098. this._tangents = null;
  105099. /**
  105100. * Observable raised when the influence changes
  105101. */
  105102. this.onInfluenceChanged = new BABYLON.Observable();
  105103. /** @hidden */
  105104. this._onDataLayoutChanged = new BABYLON.Observable();
  105105. this._animationPropertiesOverride = null;
  105106. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  105107. this.influence = influence;
  105108. }
  105109. Object.defineProperty(MorphTarget.prototype, "influence", {
  105110. /**
  105111. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  105112. */
  105113. get: function () {
  105114. return this._influence;
  105115. },
  105116. set: function (influence) {
  105117. if (this._influence === influence) {
  105118. return;
  105119. }
  105120. var previous = this._influence;
  105121. this._influence = influence;
  105122. if (this.onInfluenceChanged.hasObservers) {
  105123. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  105124. }
  105125. },
  105126. enumerable: true,
  105127. configurable: true
  105128. });
  105129. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  105130. /**
  105131. * Gets or sets the animation properties override
  105132. */
  105133. get: function () {
  105134. if (!this._animationPropertiesOverride && this._scene) {
  105135. return this._scene.animationPropertiesOverride;
  105136. }
  105137. return this._animationPropertiesOverride;
  105138. },
  105139. set: function (value) {
  105140. this._animationPropertiesOverride = value;
  105141. },
  105142. enumerable: true,
  105143. configurable: true
  105144. });
  105145. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  105146. /**
  105147. * Gets a boolean defining if the target contains position data
  105148. */
  105149. get: function () {
  105150. return !!this._positions;
  105151. },
  105152. enumerable: true,
  105153. configurable: true
  105154. });
  105155. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  105156. /**
  105157. * Gets a boolean defining if the target contains normal data
  105158. */
  105159. get: function () {
  105160. return !!this._normals;
  105161. },
  105162. enumerable: true,
  105163. configurable: true
  105164. });
  105165. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  105166. /**
  105167. * Gets a boolean defining if the target contains tangent data
  105168. */
  105169. get: function () {
  105170. return !!this._tangents;
  105171. },
  105172. enumerable: true,
  105173. configurable: true
  105174. });
  105175. /**
  105176. * Affects position data to this target
  105177. * @param data defines the position data to use
  105178. */
  105179. MorphTarget.prototype.setPositions = function (data) {
  105180. var hadPositions = this.hasPositions;
  105181. this._positions = data;
  105182. if (hadPositions !== this.hasPositions) {
  105183. this._onDataLayoutChanged.notifyObservers(undefined);
  105184. }
  105185. };
  105186. /**
  105187. * Gets the position data stored in this target
  105188. * @returns a FloatArray containing the position data (or null if not present)
  105189. */
  105190. MorphTarget.prototype.getPositions = function () {
  105191. return this._positions;
  105192. };
  105193. /**
  105194. * Affects normal data to this target
  105195. * @param data defines the normal data to use
  105196. */
  105197. MorphTarget.prototype.setNormals = function (data) {
  105198. var hadNormals = this.hasNormals;
  105199. this._normals = data;
  105200. if (hadNormals !== this.hasNormals) {
  105201. this._onDataLayoutChanged.notifyObservers(undefined);
  105202. }
  105203. };
  105204. /**
  105205. * Gets the normal data stored in this target
  105206. * @returns a FloatArray containing the normal data (or null if not present)
  105207. */
  105208. MorphTarget.prototype.getNormals = function () {
  105209. return this._normals;
  105210. };
  105211. /**
  105212. * Affects tangent data to this target
  105213. * @param data defines the tangent data to use
  105214. */
  105215. MorphTarget.prototype.setTangents = function (data) {
  105216. var hadTangents = this.hasTangents;
  105217. this._tangents = data;
  105218. if (hadTangents !== this.hasTangents) {
  105219. this._onDataLayoutChanged.notifyObservers(undefined);
  105220. }
  105221. };
  105222. /**
  105223. * Gets the tangent data stored in this target
  105224. * @returns a FloatArray containing the tangent data (or null if not present)
  105225. */
  105226. MorphTarget.prototype.getTangents = function () {
  105227. return this._tangents;
  105228. };
  105229. /**
  105230. * Serializes the current target into a Serialization object
  105231. * @returns the serialized object
  105232. */
  105233. MorphTarget.prototype.serialize = function () {
  105234. var serializationObject = {};
  105235. serializationObject.name = this.name;
  105236. serializationObject.influence = this.influence;
  105237. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  105238. if (this.id != null) {
  105239. serializationObject.id = this.id;
  105240. }
  105241. if (this.hasNormals) {
  105242. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  105243. }
  105244. if (this.hasTangents) {
  105245. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  105246. }
  105247. // Animations
  105248. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  105249. return serializationObject;
  105250. };
  105251. /**
  105252. * Returns the string "MorphTarget"
  105253. * @returns "MorphTarget"
  105254. */
  105255. MorphTarget.prototype.getClassName = function () {
  105256. return "MorphTarget";
  105257. };
  105258. // Statics
  105259. /**
  105260. * Creates a new target from serialized data
  105261. * @param serializationObject defines the serialized data to use
  105262. * @returns a new MorphTarget
  105263. */
  105264. MorphTarget.Parse = function (serializationObject) {
  105265. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  105266. result.setPositions(serializationObject.positions);
  105267. if (serializationObject.id != null) {
  105268. result.id = serializationObject.id;
  105269. }
  105270. if (serializationObject.normals) {
  105271. result.setNormals(serializationObject.normals);
  105272. }
  105273. if (serializationObject.tangents) {
  105274. result.setTangents(serializationObject.tangents);
  105275. }
  105276. // Animations
  105277. if (serializationObject.animations) {
  105278. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  105279. var parsedAnimation = serializationObject.animations[animationIndex];
  105280. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  105281. }
  105282. }
  105283. return result;
  105284. };
  105285. /**
  105286. * Creates a MorphTarget from mesh data
  105287. * @param mesh defines the source mesh
  105288. * @param name defines the name to use for the new target
  105289. * @param influence defines the influence to attach to the target
  105290. * @returns a new MorphTarget
  105291. */
  105292. MorphTarget.FromMesh = function (mesh, name, influence) {
  105293. if (!name) {
  105294. name = mesh.name;
  105295. }
  105296. var result = new MorphTarget(name, influence, mesh.getScene());
  105297. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  105298. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  105299. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  105300. }
  105301. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  105302. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  105303. }
  105304. return result;
  105305. };
  105306. __decorate([
  105307. BABYLON.serialize()
  105308. ], MorphTarget.prototype, "id", void 0);
  105309. return MorphTarget;
  105310. }());
  105311. BABYLON.MorphTarget = MorphTarget;
  105312. })(BABYLON || (BABYLON = {}));
  105313. //# sourceMappingURL=babylon.morphTarget.js.map
  105314. var BABYLON;
  105315. (function (BABYLON) {
  105316. /**
  105317. * This class is used to deform meshes using morphing between different targets
  105318. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105319. */
  105320. var MorphTargetManager = /** @class */ (function () {
  105321. /**
  105322. * Creates a new MorphTargetManager
  105323. * @param scene defines the current scene
  105324. */
  105325. function MorphTargetManager(scene) {
  105326. if (scene === void 0) { scene = null; }
  105327. this._targets = new Array();
  105328. this._targetInfluenceChangedObservers = new Array();
  105329. this._targetDataLayoutChangedObservers = new Array();
  105330. this._activeTargets = new BABYLON.SmartArray(16);
  105331. this._supportsNormals = false;
  105332. this._supportsTangents = false;
  105333. this._vertexCount = 0;
  105334. this._uniqueId = 0;
  105335. this._tempInfluences = new Array();
  105336. if (!scene) {
  105337. scene = BABYLON.Engine.LastCreatedScene;
  105338. }
  105339. this._scene = scene;
  105340. if (this._scene) {
  105341. this._scene.morphTargetManagers.push(this);
  105342. this._uniqueId = this._scene.getUniqueId();
  105343. }
  105344. }
  105345. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  105346. /**
  105347. * Gets the unique ID of this manager
  105348. */
  105349. get: function () {
  105350. return this._uniqueId;
  105351. },
  105352. enumerable: true,
  105353. configurable: true
  105354. });
  105355. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  105356. /**
  105357. * Gets the number of vertices handled by this manager
  105358. */
  105359. get: function () {
  105360. return this._vertexCount;
  105361. },
  105362. enumerable: true,
  105363. configurable: true
  105364. });
  105365. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  105366. /**
  105367. * Gets a boolean indicating if this manager supports morphing of normals
  105368. */
  105369. get: function () {
  105370. return this._supportsNormals;
  105371. },
  105372. enumerable: true,
  105373. configurable: true
  105374. });
  105375. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  105376. /**
  105377. * Gets a boolean indicating if this manager supports morphing of tangents
  105378. */
  105379. get: function () {
  105380. return this._supportsTangents;
  105381. },
  105382. enumerable: true,
  105383. configurable: true
  105384. });
  105385. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  105386. /**
  105387. * Gets the number of targets stored in this manager
  105388. */
  105389. get: function () {
  105390. return this._targets.length;
  105391. },
  105392. enumerable: true,
  105393. configurable: true
  105394. });
  105395. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  105396. /**
  105397. * Gets the number of influencers (ie. the number of targets with influences > 0)
  105398. */
  105399. get: function () {
  105400. return this._activeTargets.length;
  105401. },
  105402. enumerable: true,
  105403. configurable: true
  105404. });
  105405. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  105406. /**
  105407. * Gets the list of influences (one per target)
  105408. */
  105409. get: function () {
  105410. return this._influences;
  105411. },
  105412. enumerable: true,
  105413. configurable: true
  105414. });
  105415. /**
  105416. * Gets the active target at specified index. An active target is a target with an influence > 0
  105417. * @param index defines the index to check
  105418. * @returns the requested target
  105419. */
  105420. MorphTargetManager.prototype.getActiveTarget = function (index) {
  105421. return this._activeTargets.data[index];
  105422. };
  105423. /**
  105424. * Gets the target at specified index
  105425. * @param index defines the index to check
  105426. * @returns the requested target
  105427. */
  105428. MorphTargetManager.prototype.getTarget = function (index) {
  105429. return this._targets[index];
  105430. };
  105431. /**
  105432. * Add a new target to this manager
  105433. * @param target defines the target to add
  105434. */
  105435. MorphTargetManager.prototype.addTarget = function (target) {
  105436. var _this = this;
  105437. this._targets.push(target);
  105438. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  105439. _this._syncActiveTargets(needUpdate);
  105440. }));
  105441. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  105442. _this._syncActiveTargets(true);
  105443. }));
  105444. this._syncActiveTargets(true);
  105445. };
  105446. /**
  105447. * Removes a target from the manager
  105448. * @param target defines the target to remove
  105449. */
  105450. MorphTargetManager.prototype.removeTarget = function (target) {
  105451. var index = this._targets.indexOf(target);
  105452. if (index >= 0) {
  105453. this._targets.splice(index, 1);
  105454. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  105455. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  105456. this._syncActiveTargets(true);
  105457. }
  105458. };
  105459. /**
  105460. * Serializes the current manager into a Serialization object
  105461. * @returns the serialized object
  105462. */
  105463. MorphTargetManager.prototype.serialize = function () {
  105464. var serializationObject = {};
  105465. serializationObject.id = this.uniqueId;
  105466. serializationObject.targets = [];
  105467. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105468. var target = _a[_i];
  105469. serializationObject.targets.push(target.serialize());
  105470. }
  105471. return serializationObject;
  105472. };
  105473. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  105474. var influenceCount = 0;
  105475. this._activeTargets.reset();
  105476. this._supportsNormals = true;
  105477. this._supportsTangents = true;
  105478. this._vertexCount = 0;
  105479. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105480. var target = _a[_i];
  105481. if (target.influence === 0) {
  105482. continue;
  105483. }
  105484. this._activeTargets.push(target);
  105485. this._tempInfluences[influenceCount++] = target.influence;
  105486. this._supportsNormals = this._supportsNormals && target.hasNormals;
  105487. this._supportsTangents = this._supportsTangents && target.hasTangents;
  105488. var positions = target.getPositions();
  105489. if (positions) {
  105490. var vertexCount = positions.length / 3;
  105491. if (this._vertexCount === 0) {
  105492. this._vertexCount = vertexCount;
  105493. }
  105494. else if (this._vertexCount !== vertexCount) {
  105495. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  105496. return;
  105497. }
  105498. }
  105499. }
  105500. if (!this._influences || this._influences.length !== influenceCount) {
  105501. this._influences = new Float32Array(influenceCount);
  105502. }
  105503. for (var index = 0; index < influenceCount; index++) {
  105504. this._influences[index] = this._tempInfluences[index];
  105505. }
  105506. if (needUpdate) {
  105507. this.synchronize();
  105508. }
  105509. };
  105510. /**
  105511. * Syncrhonize the targets with all the meshes using this morph target manager
  105512. */
  105513. MorphTargetManager.prototype.synchronize = function () {
  105514. if (!this._scene) {
  105515. return;
  105516. }
  105517. // Flag meshes as dirty to resync with the active targets
  105518. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  105519. var mesh = _a[_i];
  105520. if (mesh.morphTargetManager === this) {
  105521. mesh._syncGeometryWithMorphTargetManager();
  105522. }
  105523. }
  105524. };
  105525. // Statics
  105526. /**
  105527. * Creates a new MorphTargetManager from serialized data
  105528. * @param serializationObject defines the serialized data
  105529. * @param scene defines the hosting scene
  105530. * @returns the new MorphTargetManager
  105531. */
  105532. MorphTargetManager.Parse = function (serializationObject, scene) {
  105533. var result = new MorphTargetManager(scene);
  105534. result._uniqueId = serializationObject.id;
  105535. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  105536. var targetData = _a[_i];
  105537. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  105538. }
  105539. return result;
  105540. };
  105541. return MorphTargetManager;
  105542. }());
  105543. BABYLON.MorphTargetManager = MorphTargetManager;
  105544. })(BABYLON || (BABYLON = {}));
  105545. //# sourceMappingURL=babylon.morphTargetManager.js.map
  105546. var BABYLON;
  105547. (function (BABYLON) {
  105548. /**
  105549. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105550. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105551. */
  105552. var Octree = /** @class */ (function () {
  105553. /**
  105554. * Creates a octree
  105555. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105556. * @param creationFunc function to be used to instatiate the octree
  105557. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105558. * @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.)
  105559. */
  105560. function Octree(creationFunc, maxBlockCapacity,
  105561. /** 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.) */
  105562. maxDepth) {
  105563. if (maxDepth === void 0) { maxDepth = 2; }
  105564. this.maxDepth = maxDepth;
  105565. /**
  105566. * Content stored in the octree
  105567. */
  105568. this.dynamicContent = new Array();
  105569. this._maxBlockCapacity = maxBlockCapacity || 64;
  105570. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  105571. this._creationFunc = creationFunc;
  105572. }
  105573. // Methods
  105574. /**
  105575. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105576. * @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);
  105577. * @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);
  105578. * @param entries meshes to be added to the octree blocks
  105579. */
  105580. Octree.prototype.update = function (worldMin, worldMax, entries) {
  105581. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  105582. };
  105583. /**
  105584. * Adds a mesh to the octree
  105585. * @param entry Mesh to add to the octree
  105586. */
  105587. Octree.prototype.addMesh = function (entry) {
  105588. for (var index = 0; index < this.blocks.length; index++) {
  105589. var block = this.blocks[index];
  105590. block.addEntry(entry);
  105591. }
  105592. };
  105593. /**
  105594. * Selects an array of meshes within the frustum
  105595. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105596. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105597. * @returns array of meshes within the frustum
  105598. */
  105599. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  105600. this._selectionContent.reset();
  105601. for (var index = 0; index < this.blocks.length; index++) {
  105602. var block = this.blocks[index];
  105603. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  105604. }
  105605. if (allowDuplicate) {
  105606. this._selectionContent.concat(this.dynamicContent);
  105607. }
  105608. else {
  105609. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105610. }
  105611. return this._selectionContent;
  105612. };
  105613. /**
  105614. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105615. * @param sphereCenter defines the bounding sphere center
  105616. * @param sphereRadius defines the bounding sphere radius
  105617. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105618. * @returns an array of objects that intersect the sphere
  105619. */
  105620. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  105621. this._selectionContent.reset();
  105622. for (var index = 0; index < this.blocks.length; index++) {
  105623. var block = this.blocks[index];
  105624. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  105625. }
  105626. if (allowDuplicate) {
  105627. this._selectionContent.concat(this.dynamicContent);
  105628. }
  105629. else {
  105630. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105631. }
  105632. return this._selectionContent;
  105633. };
  105634. /**
  105635. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105636. * @param ray defines the ray to test with
  105637. * @returns array of intersected objects
  105638. */
  105639. Octree.prototype.intersectsRay = function (ray) {
  105640. this._selectionContent.reset();
  105641. for (var index = 0; index < this.blocks.length; index++) {
  105642. var block = this.blocks[index];
  105643. block.intersectsRay(ray, this._selectionContent);
  105644. }
  105645. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105646. return this._selectionContent;
  105647. };
  105648. /**
  105649. * @hidden
  105650. */
  105651. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  105652. target.blocks = new Array();
  105653. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105654. // Segmenting space
  105655. for (var x = 0; x < 2; x++) {
  105656. for (var y = 0; y < 2; y++) {
  105657. for (var z = 0; z < 2; z++) {
  105658. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  105659. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  105660. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  105661. block.addEntries(entries);
  105662. target.blocks.push(block);
  105663. }
  105664. }
  105665. }
  105666. };
  105667. /**
  105668. * Adds a mesh into the octree block if it intersects the block
  105669. */
  105670. Octree.CreationFuncForMeshes = function (entry, block) {
  105671. var boundingInfo = entry.getBoundingInfo();
  105672. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105673. block.entries.push(entry);
  105674. }
  105675. };
  105676. /**
  105677. * Adds a submesh into the octree block if it intersects the block
  105678. */
  105679. Octree.CreationFuncForSubMeshes = function (entry, block) {
  105680. var boundingInfo = entry.getBoundingInfo();
  105681. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105682. block.entries.push(entry);
  105683. }
  105684. };
  105685. return Octree;
  105686. }());
  105687. BABYLON.Octree = Octree;
  105688. })(BABYLON || (BABYLON = {}));
  105689. //# sourceMappingURL=babylon.octree.js.map
  105690. var BABYLON;
  105691. (function (BABYLON) {
  105692. /**
  105693. * Class used to store a cell in an octree
  105694. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105695. */
  105696. var OctreeBlock = /** @class */ (function () {
  105697. /**
  105698. * Creates a new block
  105699. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105700. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105701. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105702. * @param depth defines the current depth of this block in the octree
  105703. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105704. * @param creationFunc defines a callback to call when an element is added to the block
  105705. */
  105706. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  105707. /**
  105708. * Gets the content of the current block
  105709. */
  105710. this.entries = new Array();
  105711. this._boundingVectors = new Array();
  105712. this._capacity = capacity;
  105713. this._depth = depth;
  105714. this._maxDepth = maxDepth;
  105715. this._creationFunc = creationFunc;
  105716. this._minPoint = minPoint;
  105717. this._maxPoint = maxPoint;
  105718. this._boundingVectors.push(minPoint.clone());
  105719. this._boundingVectors.push(maxPoint.clone());
  105720. this._boundingVectors.push(minPoint.clone());
  105721. this._boundingVectors[2].x = maxPoint.x;
  105722. this._boundingVectors.push(minPoint.clone());
  105723. this._boundingVectors[3].y = maxPoint.y;
  105724. this._boundingVectors.push(minPoint.clone());
  105725. this._boundingVectors[4].z = maxPoint.z;
  105726. this._boundingVectors.push(maxPoint.clone());
  105727. this._boundingVectors[5].z = minPoint.z;
  105728. this._boundingVectors.push(maxPoint.clone());
  105729. this._boundingVectors[6].x = minPoint.x;
  105730. this._boundingVectors.push(maxPoint.clone());
  105731. this._boundingVectors[7].y = minPoint.y;
  105732. }
  105733. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  105734. // Property
  105735. /**
  105736. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105737. */
  105738. get: function () {
  105739. return this._capacity;
  105740. },
  105741. enumerable: true,
  105742. configurable: true
  105743. });
  105744. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  105745. /**
  105746. * Gets the minimum vector (in world space) of the block's bounding box
  105747. */
  105748. get: function () {
  105749. return this._minPoint;
  105750. },
  105751. enumerable: true,
  105752. configurable: true
  105753. });
  105754. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  105755. /**
  105756. * Gets the maximum vector (in world space) of the block's bounding box
  105757. */
  105758. get: function () {
  105759. return this._maxPoint;
  105760. },
  105761. enumerable: true,
  105762. configurable: true
  105763. });
  105764. // Methods
  105765. /**
  105766. * Add a new element to this block
  105767. * @param entry defines the element to add
  105768. */
  105769. OctreeBlock.prototype.addEntry = function (entry) {
  105770. if (this.blocks) {
  105771. for (var index = 0; index < this.blocks.length; index++) {
  105772. var block = this.blocks[index];
  105773. block.addEntry(entry);
  105774. }
  105775. return;
  105776. }
  105777. this._creationFunc(entry, this);
  105778. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  105779. this.createInnerBlocks();
  105780. }
  105781. };
  105782. /**
  105783. * Add an array of elements to this block
  105784. * @param entries defines the array of elements to add
  105785. */
  105786. OctreeBlock.prototype.addEntries = function (entries) {
  105787. for (var index = 0; index < entries.length; index++) {
  105788. var mesh = entries[index];
  105789. this.addEntry(mesh);
  105790. }
  105791. };
  105792. /**
  105793. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105794. * @param frustumPlanes defines the frustum planes to test
  105795. * @param selection defines the array to store current content if selection is positive
  105796. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105797. */
  105798. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  105799. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  105800. if (this.blocks) {
  105801. for (var index = 0; index < this.blocks.length; index++) {
  105802. var block = this.blocks[index];
  105803. block.select(frustumPlanes, selection, allowDuplicate);
  105804. }
  105805. return;
  105806. }
  105807. if (allowDuplicate) {
  105808. selection.concat(this.entries);
  105809. }
  105810. else {
  105811. selection.concatWithNoDuplicate(this.entries);
  105812. }
  105813. }
  105814. };
  105815. /**
  105816. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105817. * @param sphereCenter defines the bounding sphere center
  105818. * @param sphereRadius defines the bounding sphere radius
  105819. * @param selection defines the array to store current content if selection is positive
  105820. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105821. */
  105822. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  105823. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  105824. if (this.blocks) {
  105825. for (var index = 0; index < this.blocks.length; index++) {
  105826. var block = this.blocks[index];
  105827. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  105828. }
  105829. return;
  105830. }
  105831. if (allowDuplicate) {
  105832. selection.concat(this.entries);
  105833. }
  105834. else {
  105835. selection.concatWithNoDuplicate(this.entries);
  105836. }
  105837. }
  105838. };
  105839. /**
  105840. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105841. * @param ray defines the ray to test with
  105842. * @param selection defines the array to store current content if selection is positive
  105843. */
  105844. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  105845. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  105846. if (this.blocks) {
  105847. for (var index = 0; index < this.blocks.length; index++) {
  105848. var block = this.blocks[index];
  105849. block.intersectsRay(ray, selection);
  105850. }
  105851. return;
  105852. }
  105853. selection.concatWithNoDuplicate(this.entries);
  105854. }
  105855. };
  105856. /**
  105857. * Subdivide the content into child blocks (this block will then be empty)
  105858. */
  105859. OctreeBlock.prototype.createInnerBlocks = function () {
  105860. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  105861. };
  105862. return OctreeBlock;
  105863. }());
  105864. BABYLON.OctreeBlock = OctreeBlock;
  105865. })(BABYLON || (BABYLON = {}));
  105866. //# sourceMappingURL=babylon.octreeBlock.js.map
  105867. var BABYLON;
  105868. (function (BABYLON) {
  105869. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  105870. if (maxCapacity === void 0) { maxCapacity = 64; }
  105871. if (maxDepth === void 0) { maxDepth = 2; }
  105872. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105873. if (!component) {
  105874. component = new OctreeSceneComponent(this);
  105875. this._addComponent(component);
  105876. }
  105877. if (!this._selectionOctree) {
  105878. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  105879. }
  105880. var worldExtends = this.getWorldExtends();
  105881. // Update octree
  105882. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  105883. return this._selectionOctree;
  105884. };
  105885. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  105886. get: function () {
  105887. return this._selectionOctree;
  105888. },
  105889. enumerable: true,
  105890. configurable: true
  105891. });
  105892. /**
  105893. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105894. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105895. * @param maxCapacity defines the maximum size of each block (64 by default)
  105896. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105897. * @returns the new octree
  105898. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105899. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105900. */
  105901. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  105902. if (maxCapacity === void 0) { maxCapacity = 64; }
  105903. if (maxDepth === void 0) { maxDepth = 2; }
  105904. var scene = this.getScene();
  105905. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105906. if (!component) {
  105907. component = new OctreeSceneComponent(scene);
  105908. scene._addComponent(component);
  105909. }
  105910. if (!this._submeshesOctree) {
  105911. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  105912. }
  105913. this.computeWorldMatrix(true);
  105914. var boundingInfo = this.getBoundingInfo();
  105915. // Update octree
  105916. var bbox = boundingInfo.boundingBox;
  105917. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  105918. return this._submeshesOctree;
  105919. };
  105920. /**
  105921. * Defines the octree scene component responsible to manage any octrees
  105922. * in a given scene.
  105923. */
  105924. var OctreeSceneComponent = /** @class */ (function () {
  105925. /**
  105926. * Creates a new instance of the component for the given scene
  105927. * @param scene Defines the scene to register the component in
  105928. */
  105929. function OctreeSceneComponent(scene) {
  105930. /**
  105931. * The component name helpfull to identify the component in the list of scene components.
  105932. */
  105933. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  105934. /**
  105935. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105936. */
  105937. this.checksIsEnabled = true;
  105938. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  105939. this.scene = scene;
  105940. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  105941. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  105942. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  105943. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  105944. }
  105945. /**
  105946. * Registers the component in a given scene
  105947. */
  105948. OctreeSceneComponent.prototype.register = function () {
  105949. var _this = this;
  105950. this.scene.onMeshRemovedObservable.add(function (mesh) {
  105951. var sceneOctree = _this.scene.selectionOctree;
  105952. if (sceneOctree !== undefined && sceneOctree !== null) {
  105953. var index = sceneOctree.dynamicContent.indexOf(mesh);
  105954. if (index !== -1) {
  105955. sceneOctree.dynamicContent.splice(index, 1);
  105956. }
  105957. }
  105958. });
  105959. this.scene.onMeshImportedObservable.add(function (mesh) {
  105960. var sceneOctree = _this.scene.selectionOctree;
  105961. if (sceneOctree !== undefined && sceneOctree !== null) {
  105962. sceneOctree.addMesh(mesh);
  105963. }
  105964. });
  105965. };
  105966. /**
  105967. * Return the list of active meshes
  105968. * @returns the list of active meshes
  105969. */
  105970. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  105971. if (this.scene._selectionOctree) {
  105972. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  105973. return selection;
  105974. }
  105975. return this.scene._getDefaultMeshCandidates();
  105976. };
  105977. /**
  105978. * Return the list of active sub meshes
  105979. * @param mesh The mesh to get the candidates sub meshes from
  105980. * @returns the list of active sub meshes
  105981. */
  105982. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  105983. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  105984. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  105985. return intersections;
  105986. }
  105987. return this.scene._getDefaultSubMeshCandidates(mesh);
  105988. };
  105989. /**
  105990. * Return the list of sub meshes intersecting with a given local ray
  105991. * @param mesh defines the mesh to find the submesh for
  105992. * @param localRay defines the ray in local space
  105993. * @returns the list of intersecting sub meshes
  105994. */
  105995. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  105996. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  105997. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  105998. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  105999. return intersections;
  106000. }
  106001. return this.scene._getDefaultSubMeshCandidates(mesh);
  106002. };
  106003. /**
  106004. * Return the list of sub meshes colliding with a collider
  106005. * @param mesh defines the mesh to find the submesh for
  106006. * @param collider defines the collider to evaluate the collision against
  106007. * @returns the list of colliding sub meshes
  106008. */
  106009. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  106010. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  106011. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  106012. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  106013. return intersections;
  106014. }
  106015. return this.scene._getDefaultSubMeshCandidates(mesh);
  106016. };
  106017. /**
  106018. * Rebuilds the elements related to this component in case of
  106019. * context lost for instance.
  106020. */
  106021. OctreeSceneComponent.prototype.rebuild = function () {
  106022. // Nothing to do here.
  106023. };
  106024. /**
  106025. * Disposes the component and the associated ressources.
  106026. */
  106027. OctreeSceneComponent.prototype.dispose = function () {
  106028. // Nothing to do here.
  106029. };
  106030. return OctreeSceneComponent;
  106031. }());
  106032. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  106033. })(BABYLON || (BABYLON = {}));
  106034. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  106035. var BABYLON;
  106036. (function (BABYLON) {
  106037. /**
  106038. * Postprocess used to generate anaglyphic rendering
  106039. */
  106040. var AnaglyphPostProcess = /** @class */ (function (_super) {
  106041. __extends(AnaglyphPostProcess, _super);
  106042. /**
  106043. * Creates a new AnaglyphPostProcess
  106044. * @param name defines postprocess name
  106045. * @param options defines creation options or target ratio scale
  106046. * @param rigCameras defines cameras using this postprocess
  106047. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  106048. * @param engine defines hosting engine
  106049. * @param reusable defines if the postprocess will be reused multiple times per frame
  106050. */
  106051. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  106052. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  106053. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106054. _this.onApplyObservable.add(function (effect) {
  106055. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  106056. });
  106057. return _this;
  106058. }
  106059. return AnaglyphPostProcess;
  106060. }(BABYLON.PostProcess));
  106061. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  106062. })(BABYLON || (BABYLON = {}));
  106063. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  106064. var BABYLON;
  106065. (function (BABYLON) {
  106066. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  106067. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106068. });
  106069. /**
  106070. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  106071. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106072. */
  106073. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  106074. __extends(AnaglyphArcRotateCamera, _super);
  106075. /**
  106076. * Creates a new AnaglyphArcRotateCamera
  106077. * @param name defines camera name
  106078. * @param alpha defines alpha angle (in radians)
  106079. * @param beta defines beta angle (in radians)
  106080. * @param radius defines radius
  106081. * @param target defines camera target
  106082. * @param interaxialDistance defines distance between each color axis
  106083. * @param scene defines the hosting scene
  106084. */
  106085. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  106086. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106087. _this.interaxialDistance = interaxialDistance;
  106088. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106089. return _this;
  106090. }
  106091. /**
  106092. * Gets camera class name
  106093. * @returns AnaglyphArcRotateCamera
  106094. */
  106095. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  106096. return "AnaglyphArcRotateCamera";
  106097. };
  106098. return AnaglyphArcRotateCamera;
  106099. }(BABYLON.ArcRotateCamera));
  106100. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  106101. })(BABYLON || (BABYLON = {}));
  106102. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  106103. var BABYLON;
  106104. (function (BABYLON) {
  106105. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  106106. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106107. });
  106108. /**
  106109. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  106110. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106111. */
  106112. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  106113. __extends(AnaglyphFreeCamera, _super);
  106114. /**
  106115. * Creates a new AnaglyphFreeCamera
  106116. * @param name defines camera name
  106117. * @param position defines initial position
  106118. * @param interaxialDistance defines distance between each color axis
  106119. * @param scene defines the hosting scene
  106120. */
  106121. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  106122. var _this = _super.call(this, name, position, scene) || this;
  106123. _this.interaxialDistance = interaxialDistance;
  106124. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106125. return _this;
  106126. }
  106127. /**
  106128. * Gets camera class name
  106129. * @returns AnaglyphFreeCamera
  106130. */
  106131. AnaglyphFreeCamera.prototype.getClassName = function () {
  106132. return "AnaglyphFreeCamera";
  106133. };
  106134. return AnaglyphFreeCamera;
  106135. }(BABYLON.FreeCamera));
  106136. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  106137. })(BABYLON || (BABYLON = {}));
  106138. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  106139. var BABYLON;
  106140. (function (BABYLON) {
  106141. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  106142. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106143. });
  106144. /**
  106145. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  106146. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106147. */
  106148. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  106149. __extends(AnaglyphGamepadCamera, _super);
  106150. /**
  106151. * Creates a new AnaglyphGamepadCamera
  106152. * @param name defines camera name
  106153. * @param position defines initial position
  106154. * @param interaxialDistance defines distance between each color axis
  106155. * @param scene defines the hosting scene
  106156. */
  106157. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  106158. var _this = _super.call(this, name, position, scene) || this;
  106159. _this.interaxialDistance = interaxialDistance;
  106160. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106161. return _this;
  106162. }
  106163. /**
  106164. * Gets camera class name
  106165. * @returns AnaglyphGamepadCamera
  106166. */
  106167. AnaglyphGamepadCamera.prototype.getClassName = function () {
  106168. return "AnaglyphGamepadCamera";
  106169. };
  106170. return AnaglyphGamepadCamera;
  106171. }(BABYLON.GamepadCamera));
  106172. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  106173. })(BABYLON || (BABYLON = {}));
  106174. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  106175. var BABYLON;
  106176. (function (BABYLON) {
  106177. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  106178. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106179. });
  106180. /**
  106181. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  106182. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106183. */
  106184. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  106185. __extends(AnaglyphUniversalCamera, _super);
  106186. /**
  106187. * Creates a new AnaglyphUniversalCamera
  106188. * @param name defines camera name
  106189. * @param position defines initial position
  106190. * @param interaxialDistance defines distance between each color axis
  106191. * @param scene defines the hosting scene
  106192. */
  106193. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  106194. var _this = _super.call(this, name, position, scene) || this;
  106195. _this.interaxialDistance = interaxialDistance;
  106196. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106197. return _this;
  106198. }
  106199. /**
  106200. * Gets camera class name
  106201. * @returns AnaglyphUniversalCamera
  106202. */
  106203. AnaglyphUniversalCamera.prototype.getClassName = function () {
  106204. return "AnaglyphUniversalCamera";
  106205. };
  106206. return AnaglyphUniversalCamera;
  106207. }(BABYLON.UniversalCamera));
  106208. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  106209. })(BABYLON || (BABYLON = {}));
  106210. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  106211. var BABYLON;
  106212. (function (BABYLON) {
  106213. /**
  106214. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  106215. */
  106216. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  106217. __extends(StereoscopicInterlacePostProcess, _super);
  106218. /**
  106219. * Initializes a StereoscopicInterlacePostProcess
  106220. * @param name The name of the effect.
  106221. * @param rigCameras The rig cameras to be appled to the post process
  106222. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  106223. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106224. * @param engine The engine which the post process will be applied. (default: current engine)
  106225. * @param reusable If the post process can be reused on the same frame. (default: false)
  106226. */
  106227. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  106228. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  106229. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106230. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106231. _this.onSizeChangedObservable.add(function () {
  106232. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106233. });
  106234. _this.onApplyObservable.add(function (effect) {
  106235. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  106236. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  106237. });
  106238. return _this;
  106239. }
  106240. return StereoscopicInterlacePostProcess;
  106241. }(BABYLON.PostProcess));
  106242. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  106243. })(BABYLON || (BABYLON = {}));
  106244. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  106245. var BABYLON;
  106246. (function (BABYLON) {
  106247. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  106248. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106249. });
  106250. /**
  106251. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  106252. * @see http://doc.babylonjs.com/features/cameras
  106253. */
  106254. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  106255. __extends(StereoscopicArcRotateCamera, _super);
  106256. /**
  106257. * Creates a new StereoscopicArcRotateCamera
  106258. * @param name defines camera name
  106259. * @param alpha defines alpha angle (in radians)
  106260. * @param beta defines beta angle (in radians)
  106261. * @param radius defines radius
  106262. * @param target defines camera target
  106263. * @param interaxialDistance defines distance between each color axis
  106264. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106265. * @param scene defines the hosting scene
  106266. */
  106267. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  106268. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106269. _this.interaxialDistance = interaxialDistance;
  106270. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106271. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106272. return _this;
  106273. }
  106274. /**
  106275. * Gets camera class name
  106276. * @returns StereoscopicArcRotateCamera
  106277. */
  106278. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  106279. return "StereoscopicArcRotateCamera";
  106280. };
  106281. return StereoscopicArcRotateCamera;
  106282. }(BABYLON.ArcRotateCamera));
  106283. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  106284. })(BABYLON || (BABYLON = {}));
  106285. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  106286. var BABYLON;
  106287. (function (BABYLON) {
  106288. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106289. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106290. });
  106291. /**
  106292. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  106293. * @see http://doc.babylonjs.com/features/cameras
  106294. */
  106295. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  106296. __extends(StereoscopicFreeCamera, _super);
  106297. /**
  106298. * Creates a new StereoscopicFreeCamera
  106299. * @param name defines camera name
  106300. * @param position defines initial position
  106301. * @param interaxialDistance defines distance between each color axis
  106302. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106303. * @param scene defines the hosting scene
  106304. */
  106305. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106306. var _this = _super.call(this, name, position, scene) || this;
  106307. _this.interaxialDistance = interaxialDistance;
  106308. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106309. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106310. return _this;
  106311. }
  106312. /**
  106313. * Gets camera class name
  106314. * @returns StereoscopicFreeCamera
  106315. */
  106316. StereoscopicFreeCamera.prototype.getClassName = function () {
  106317. return "StereoscopicFreeCamera";
  106318. };
  106319. return StereoscopicFreeCamera;
  106320. }(BABYLON.FreeCamera));
  106321. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  106322. })(BABYLON || (BABYLON = {}));
  106323. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  106324. var BABYLON;
  106325. (function (BABYLON) {
  106326. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  106327. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106328. });
  106329. /**
  106330. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  106331. * @see http://doc.babylonjs.com/features/cameras
  106332. */
  106333. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  106334. __extends(StereoscopicGamepadCamera, _super);
  106335. /**
  106336. * Creates a new StereoscopicGamepadCamera
  106337. * @param name defines camera name
  106338. * @param position defines initial position
  106339. * @param interaxialDistance defines distance between each color axis
  106340. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106341. * @param scene defines the hosting scene
  106342. */
  106343. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106344. var _this = _super.call(this, name, position, scene) || this;
  106345. _this.interaxialDistance = interaxialDistance;
  106346. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106347. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106348. return _this;
  106349. }
  106350. /**
  106351. * Gets camera class name
  106352. * @returns StereoscopicGamepadCamera
  106353. */
  106354. StereoscopicGamepadCamera.prototype.getClassName = function () {
  106355. return "StereoscopicGamepadCamera";
  106356. };
  106357. return StereoscopicGamepadCamera;
  106358. }(BABYLON.GamepadCamera));
  106359. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  106360. })(BABYLON || (BABYLON = {}));
  106361. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  106362. var BABYLON;
  106363. (function (BABYLON) {
  106364. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106365. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106366. });
  106367. /**
  106368. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  106369. * @see http://doc.babylonjs.com/features/cameras
  106370. */
  106371. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  106372. __extends(StereoscopicUniversalCamera, _super);
  106373. /**
  106374. * Creates a new StereoscopicUniversalCamera
  106375. * @param name defines camera name
  106376. * @param position defines initial position
  106377. * @param interaxialDistance defines distance between each color axis
  106378. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106379. * @param scene defines the hosting scene
  106380. */
  106381. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106382. var _this = _super.call(this, name, position, scene) || this;
  106383. _this.interaxialDistance = interaxialDistance;
  106384. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106385. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106386. return _this;
  106387. }
  106388. /**
  106389. * Gets camera class name
  106390. * @returns StereoscopicUniversalCamera
  106391. */
  106392. StereoscopicUniversalCamera.prototype.getClassName = function () {
  106393. return "StereoscopicUniversalCamera";
  106394. };
  106395. return StereoscopicUniversalCamera;
  106396. }(BABYLON.UniversalCamera));
  106397. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  106398. })(BABYLON || (BABYLON = {}));
  106399. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  106400. var BABYLON;
  106401. (function (BABYLON) {
  106402. /**
  106403. * VRDistortionCorrectionPostProcess used for mobile VR
  106404. */
  106405. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  106406. __extends(VRDistortionCorrectionPostProcess, _super);
  106407. /**
  106408. * Initializes the VRDistortionCorrectionPostProcess
  106409. * @param name The name of the effect.
  106410. * @param camera The camera to apply the render pass to.
  106411. * @param isRightEye If this is for the right eye distortion
  106412. * @param vrMetrics All the required metrics for the VR camera
  106413. */
  106414. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  106415. var _this = _super.call(this, name, "vrDistortionCorrection", [
  106416. 'LensCenter',
  106417. 'Scale',
  106418. 'ScaleIn',
  106419. 'HmdWarpParam'
  106420. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  106421. _this._isRightEye = isRightEye;
  106422. _this._distortionFactors = vrMetrics.distortionK;
  106423. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  106424. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  106425. _this.adaptScaleToCurrentViewport = true;
  106426. _this.onSizeChangedObservable.add(function () {
  106427. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  106428. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  106429. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  106430. });
  106431. _this.onApplyObservable.add(function (effect) {
  106432. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  106433. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  106434. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  106435. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  106436. });
  106437. return _this;
  106438. }
  106439. return VRDistortionCorrectionPostProcess;
  106440. }(BABYLON.PostProcess));
  106441. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  106442. })(BABYLON || (BABYLON = {}));
  106443. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  106444. var BABYLON;
  106445. (function (BABYLON) {
  106446. /**
  106447. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106448. * Screen rotation is taken into account.
  106449. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106450. */
  106451. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  106452. /**
  106453. * Instantiates a new input
  106454. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106455. */
  106456. function FreeCameraDeviceOrientationInput() {
  106457. var _this = this;
  106458. this._screenOrientationAngle = 0;
  106459. this._screenQuaternion = new BABYLON.Quaternion();
  106460. this._alpha = 0;
  106461. this._beta = 0;
  106462. this._gamma = 0;
  106463. this._orientationChanged = function () {
  106464. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  106465. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  106466. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  106467. };
  106468. this._deviceOrientation = function (evt) {
  106469. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  106470. _this._beta = evt.beta !== null ? evt.beta : 0;
  106471. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  106472. };
  106473. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  106474. this._orientationChanged();
  106475. }
  106476. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  106477. /**
  106478. * Define the camera controlled by the input.
  106479. */
  106480. get: function () {
  106481. return this._camera;
  106482. },
  106483. set: function (camera) {
  106484. this._camera = camera;
  106485. if (this._camera != null && !this._camera.rotationQuaternion) {
  106486. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  106487. }
  106488. },
  106489. enumerable: true,
  106490. configurable: true
  106491. });
  106492. /**
  106493. * Attach the input controls to a specific dom element to get the input from.
  106494. * @param element Defines the element the controls should be listened from
  106495. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106496. */
  106497. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106498. window.addEventListener("orientationchange", this._orientationChanged);
  106499. window.addEventListener("deviceorientation", this._deviceOrientation);
  106500. //In certain cases, the attach control is called AFTER orientation was changed,
  106501. //So this is needed.
  106502. this._orientationChanged();
  106503. };
  106504. /**
  106505. * Detach the current controls from the specified dom element.
  106506. * @param element Defines the element to stop listening the inputs from
  106507. */
  106508. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  106509. window.removeEventListener("orientationchange", this._orientationChanged);
  106510. window.removeEventListener("deviceorientation", this._deviceOrientation);
  106511. };
  106512. /**
  106513. * Update the current camera state depending on the inputs that have been used this frame.
  106514. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106515. */
  106516. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  106517. //if no device orientation provided, don't update the rotation.
  106518. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  106519. if (!this._alpha) {
  106520. return;
  106521. }
  106522. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  106523. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  106524. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  106525. //Mirror on XY Plane
  106526. this._camera.rotationQuaternion.z *= -1;
  106527. this._camera.rotationQuaternion.w *= -1;
  106528. };
  106529. /**
  106530. * Gets the class name of the current intput.
  106531. * @returns the class name
  106532. */
  106533. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  106534. return "FreeCameraDeviceOrientationInput";
  106535. };
  106536. /**
  106537. * Get the friendly name associated with the input class.
  106538. * @returns the input friendly name
  106539. */
  106540. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  106541. return "deviceOrientation";
  106542. };
  106543. return FreeCameraDeviceOrientationInput;
  106544. }());
  106545. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  106546. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  106547. })(BABYLON || (BABYLON = {}));
  106548. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  106549. var BABYLON;
  106550. (function (BABYLON) {
  106551. /**
  106552. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106553. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106554. */
  106555. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  106556. /**
  106557. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106558. */
  106559. function ArcRotateCameraVRDeviceOrientationInput() {
  106560. /**
  106561. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106562. */
  106563. this.alphaCorrection = 1;
  106564. /**
  106565. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106566. */
  106567. this.gammaCorrection = 1;
  106568. this._alpha = 0;
  106569. this._gamma = 0;
  106570. this._dirty = false;
  106571. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  106572. }
  106573. /**
  106574. * Attach the input controls to a specific dom element to get the input from.
  106575. * @param element Defines the element the controls should be listened from
  106576. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106577. */
  106578. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106579. this.camera.attachControl(element, noPreventDefault);
  106580. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  106581. };
  106582. /** @hidden */
  106583. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  106584. if (evt.alpha !== null) {
  106585. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  106586. }
  106587. if (evt.gamma !== null) {
  106588. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  106589. }
  106590. this._dirty = true;
  106591. };
  106592. /**
  106593. * Update the current camera state depending on the inputs that have been used this frame.
  106594. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106595. */
  106596. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  106597. if (this._dirty) {
  106598. this._dirty = false;
  106599. if (this._gamma < 0) {
  106600. this._gamma = 180 + this._gamma;
  106601. }
  106602. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  106603. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  106604. }
  106605. };
  106606. /**
  106607. * Detach the current controls from the specified dom element.
  106608. * @param element Defines the element to stop listening the inputs from
  106609. */
  106610. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  106611. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  106612. };
  106613. /**
  106614. * Gets the class name of the current intput.
  106615. * @returns the class name
  106616. */
  106617. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  106618. return "ArcRotateCameraVRDeviceOrientationInput";
  106619. };
  106620. /**
  106621. * Get the friendly name associated with the input class.
  106622. * @returns the input friendly name
  106623. */
  106624. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  106625. return "VRDeviceOrientation";
  106626. };
  106627. return ArcRotateCameraVRDeviceOrientationInput;
  106628. }());
  106629. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  106630. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  106631. })(BABYLON || (BABYLON = {}));
  106632. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  106633. var BABYLON;
  106634. (function (BABYLON) {
  106635. /**
  106636. * This represents all the required metrics to create a VR camera.
  106637. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  106638. */
  106639. var VRCameraMetrics = /** @class */ (function () {
  106640. function VRCameraMetrics() {
  106641. /**
  106642. * Define if the current vr camera should compensate the distortion of the lense or not.
  106643. */
  106644. this.compensateDistortion = true;
  106645. }
  106646. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  106647. /**
  106648. * Gets the rendering aspect ratio based on the provided resolutions.
  106649. */
  106650. get: function () {
  106651. return this.hResolution / (2 * this.vResolution);
  106652. },
  106653. enumerable: true,
  106654. configurable: true
  106655. });
  106656. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  106657. /**
  106658. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  106659. */
  106660. get: function () {
  106661. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  106662. },
  106663. enumerable: true,
  106664. configurable: true
  106665. });
  106666. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  106667. /**
  106668. * @hidden
  106669. */
  106670. get: function () {
  106671. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106672. var h = (4 * meters) / this.hScreenSize;
  106673. return BABYLON.Matrix.Translation(h, 0, 0);
  106674. },
  106675. enumerable: true,
  106676. configurable: true
  106677. });
  106678. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  106679. /**
  106680. * @hidden
  106681. */
  106682. get: function () {
  106683. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106684. var h = (4 * meters) / this.hScreenSize;
  106685. return BABYLON.Matrix.Translation(-h, 0, 0);
  106686. },
  106687. enumerable: true,
  106688. configurable: true
  106689. });
  106690. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  106691. /**
  106692. * @hidden
  106693. */
  106694. get: function () {
  106695. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  106696. },
  106697. enumerable: true,
  106698. configurable: true
  106699. });
  106700. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  106701. /**
  106702. * @hidden
  106703. */
  106704. get: function () {
  106705. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  106706. },
  106707. enumerable: true,
  106708. configurable: true
  106709. });
  106710. /**
  106711. * Get the default VRMetrics based on the most generic setup.
  106712. * @returns the default vr metrics
  106713. */
  106714. VRCameraMetrics.GetDefault = function () {
  106715. var result = new VRCameraMetrics();
  106716. result.hResolution = 1280;
  106717. result.vResolution = 800;
  106718. result.hScreenSize = 0.149759993;
  106719. result.vScreenSize = 0.0935999975;
  106720. result.vScreenCenter = 0.0467999987;
  106721. result.eyeToScreenDistance = 0.0410000011;
  106722. result.lensSeparationDistance = 0.0635000020;
  106723. result.interpupillaryDistance = 0.0640000030;
  106724. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  106725. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  106726. result.postProcessScaleFactor = 1.714605507808412;
  106727. result.lensCenterOffset = 0.151976421;
  106728. return result;
  106729. };
  106730. return VRCameraMetrics;
  106731. }());
  106732. BABYLON.VRCameraMetrics = VRCameraMetrics;
  106733. })(BABYLON || (BABYLON = {}));
  106734. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  106735. var BABYLON;
  106736. (function (BABYLON) {
  106737. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  106738. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106739. });
  106740. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  106741. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106742. });
  106743. /**
  106744. * This represents a WebVR camera.
  106745. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  106746. * @example http://doc.babylonjs.com/how_to/webvr_camera
  106747. */
  106748. var WebVRFreeCamera = /** @class */ (function (_super) {
  106749. __extends(WebVRFreeCamera, _super);
  106750. /**
  106751. * Instantiates a WebVRFreeCamera.
  106752. * @param name The name of the WebVRFreeCamera
  106753. * @param position The starting anchor position for the camera
  106754. * @param scene The scene the camera belongs to
  106755. * @param webVROptions a set of customizable options for the webVRCamera
  106756. */
  106757. function WebVRFreeCamera(name, position, scene, webVROptions) {
  106758. if (webVROptions === void 0) { webVROptions = {}; }
  106759. var _this = _super.call(this, name, position, scene) || this;
  106760. _this.webVROptions = webVROptions;
  106761. /**
  106762. * @hidden
  106763. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  106764. */
  106765. _this._vrDevice = null;
  106766. /**
  106767. * The rawPose of the vrDevice.
  106768. */
  106769. _this.rawPose = null;
  106770. _this._specsVersion = "1.1";
  106771. _this._attached = false;
  106772. _this._descendants = [];
  106773. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  106774. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  106775. /** @hidden */
  106776. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  106777. _this._standingMatrix = null;
  106778. /**
  106779. * Represents device position in babylon space.
  106780. */
  106781. _this.devicePosition = BABYLON.Vector3.Zero();
  106782. /**
  106783. * Represents device rotation in babylon space.
  106784. */
  106785. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  106786. /**
  106787. * The scale of the device to be used when translating from device space to babylon space.
  106788. */
  106789. _this.deviceScaleFactor = 1;
  106790. _this._deviceToWorld = BABYLON.Matrix.Identity();
  106791. _this._worldToDevice = BABYLON.Matrix.Identity();
  106792. /**
  106793. * References to the webVR controllers for the vrDevice.
  106794. */
  106795. _this.controllers = [];
  106796. /**
  106797. * Emits an event when a controller is attached.
  106798. */
  106799. _this.onControllersAttachedObservable = new BABYLON.Observable();
  106800. /**
  106801. * Emits an event when a controller's mesh has been loaded;
  106802. */
  106803. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106804. /**
  106805. * Emits an event when the HMD's pose has been updated.
  106806. */
  106807. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  106808. _this._poseSet = false;
  106809. /**
  106810. * If the rig cameras be used as parent instead of this camera.
  106811. */
  106812. _this.rigParenting = true;
  106813. _this._defaultHeight = undefined;
  106814. _this._htmlElementAttached = null;
  106815. _this._detachIfAttached = function () {
  106816. var vrDisplay = _this.getEngine().getVRDevice();
  106817. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  106818. _this.detachControl(_this._htmlElementAttached);
  106819. }
  106820. };
  106821. _this._workingVector = BABYLON.Vector3.Zero();
  106822. _this._oneVector = BABYLON.Vector3.One();
  106823. _this._workingMatrix = BABYLON.Matrix.Identity();
  106824. _this._tmpMatrix = new BABYLON.Matrix();
  106825. _this._cache.position = BABYLON.Vector3.Zero();
  106826. if (webVROptions.defaultHeight) {
  106827. _this._defaultHeight = webVROptions.defaultHeight;
  106828. _this.position.y = _this._defaultHeight;
  106829. }
  106830. _this.minZ = 0.1;
  106831. //legacy support - the compensation boolean was removed.
  106832. if (arguments.length === 5) {
  106833. _this.webVROptions = arguments[4];
  106834. }
  106835. // default webVR options
  106836. if (_this.webVROptions.trackPosition == undefined) {
  106837. _this.webVROptions.trackPosition = true;
  106838. }
  106839. if (_this.webVROptions.controllerMeshes == undefined) {
  106840. _this.webVROptions.controllerMeshes = true;
  106841. }
  106842. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  106843. _this.webVROptions.defaultLightingOnControllers = true;
  106844. }
  106845. _this.rotationQuaternion = new BABYLON.Quaternion();
  106846. if (_this.webVROptions && _this.webVROptions.positionScale) {
  106847. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  106848. }
  106849. //enable VR
  106850. var engine = _this.getEngine();
  106851. _this._onVREnabled = function (success) { if (success) {
  106852. _this.initControllers();
  106853. } };
  106854. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  106855. engine.initWebVR().add(function (event) {
  106856. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  106857. return;
  106858. }
  106859. _this._vrDevice = event.vrDisplay;
  106860. //reset the rig parameters.
  106861. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  106862. if (_this._attached) {
  106863. _this.getEngine().enableVR();
  106864. }
  106865. });
  106866. if (typeof (VRFrameData) !== "undefined") {
  106867. _this._frameData = new VRFrameData();
  106868. }
  106869. /**
  106870. * The idea behind the following lines:
  106871. * objects that have the camera as parent should actually have the rig cameras as a parent.
  106872. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  106873. * the second will not show it correctly.
  106874. *
  106875. * To solve this - each object that has the camera as parent will be added to a protected array.
  106876. * When the rig camera renders, it will take this array and set all of those to be its children.
  106877. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  106878. * Amazing!
  106879. */
  106880. scene.onBeforeCameraRenderObservable.add(function (camera) {
  106881. if (camera.parent === _this && _this.rigParenting) {
  106882. _this._descendants = _this.getDescendants(true, function (n) {
  106883. // don't take the cameras or the controllers!
  106884. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  106885. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  106886. return !isController && !isRigCamera;
  106887. });
  106888. _this._descendants.forEach(function (node) {
  106889. node.parent = camera;
  106890. });
  106891. }
  106892. });
  106893. scene.onAfterCameraRenderObservable.add(function (camera) {
  106894. if (camera.parent === _this && _this.rigParenting) {
  106895. _this._descendants.forEach(function (node) {
  106896. node.parent = _this;
  106897. });
  106898. }
  106899. });
  106900. return _this;
  106901. }
  106902. /**
  106903. * Gets the device distance from the ground in meters.
  106904. * @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.
  106905. */
  106906. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  106907. if (this._standingMatrix) {
  106908. // Add standing matrix offset to get real offset from ground in room
  106909. this._standingMatrix.getTranslationToRef(this._workingVector);
  106910. return this._deviceRoomPosition.y + this._workingVector.y;
  106911. }
  106912. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  106913. return this._defaultHeight || 0;
  106914. };
  106915. /**
  106916. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106917. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  106918. */
  106919. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  106920. var _this = this;
  106921. if (callback === void 0) { callback = function (bool) { }; }
  106922. // Use standing matrix if available
  106923. this.getEngine().initWebVRAsync().then(function (result) {
  106924. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  106925. callback(false);
  106926. }
  106927. else {
  106928. _this._standingMatrix = new BABYLON.Matrix();
  106929. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  106930. if (!_this.getScene().useRightHandedSystem) {
  106931. if (_this._standingMatrix) {
  106932. _this._standingMatrix.toggleModelMatrixHandInPlace();
  106933. }
  106934. }
  106935. callback(true);
  106936. }
  106937. });
  106938. };
  106939. /**
  106940. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106941. * @returns A promise with a boolean set to if the standing matrix is supported.
  106942. */
  106943. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  106944. var _this = this;
  106945. return new Promise(function (res, rej) {
  106946. _this.useStandingMatrix(function (supported) {
  106947. res(supported);
  106948. });
  106949. });
  106950. };
  106951. /**
  106952. * Disposes the camera
  106953. */
  106954. WebVRFreeCamera.prototype.dispose = function () {
  106955. this._detachIfAttached();
  106956. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  106957. if (this._updateCacheWhenTrackingDisabledObserver) {
  106958. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  106959. }
  106960. _super.prototype.dispose.call(this);
  106961. };
  106962. /**
  106963. * Gets a vrController by name.
  106964. * @param name The name of the controller to retreive
  106965. * @returns the controller matching the name specified or null if not found
  106966. */
  106967. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  106968. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  106969. var gp = _a[_i];
  106970. if (gp.hand === name) {
  106971. return gp;
  106972. }
  106973. }
  106974. return null;
  106975. };
  106976. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  106977. /**
  106978. * The controller corrisponding to the users left hand.
  106979. */
  106980. get: function () {
  106981. if (!this._leftController) {
  106982. this._leftController = this.getControllerByName("left");
  106983. }
  106984. return this._leftController;
  106985. },
  106986. enumerable: true,
  106987. configurable: true
  106988. });
  106989. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  106990. /**
  106991. * The controller corrisponding to the users right hand.
  106992. */
  106993. get: function () {
  106994. if (!this._rightController) {
  106995. this._rightController = this.getControllerByName("right");
  106996. }
  106997. return this._rightController;
  106998. },
  106999. enumerable: true,
  107000. configurable: true
  107001. });
  107002. /**
  107003. * Casts a ray forward from the vrCamera's gaze.
  107004. * @param length Length of the ray (default: 100)
  107005. * @returns the ray corrisponding to the gaze
  107006. */
  107007. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  107008. if (length === void 0) { length = 100; }
  107009. if (this.leftCamera) {
  107010. // Use left eye to avoid computation to compute center on every call
  107011. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  107012. }
  107013. else {
  107014. return _super.prototype.getForwardRay.call(this, length);
  107015. }
  107016. };
  107017. /**
  107018. * @hidden
  107019. * Updates the camera based on device's frame data
  107020. */
  107021. WebVRFreeCamera.prototype._checkInputs = function () {
  107022. if (this._vrDevice && this._vrDevice.isPresenting) {
  107023. this._vrDevice.getFrameData(this._frameData);
  107024. this.updateFromDevice(this._frameData.pose);
  107025. }
  107026. _super.prototype._checkInputs.call(this);
  107027. };
  107028. /**
  107029. * Updates the poseControlled values based on the input device pose.
  107030. * @param poseData Pose coming from the device
  107031. */
  107032. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  107033. if (poseData && poseData.orientation) {
  107034. this.rawPose = poseData;
  107035. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  107036. if (this.getScene().useRightHandedSystem) {
  107037. this._deviceRoomRotationQuaternion.z *= -1;
  107038. this._deviceRoomRotationQuaternion.w *= -1;
  107039. }
  107040. if (this.webVROptions.trackPosition && this.rawPose.position) {
  107041. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  107042. if (this.getScene().useRightHandedSystem) {
  107043. this._deviceRoomPosition.z *= -1;
  107044. }
  107045. }
  107046. this._poseSet = true;
  107047. }
  107048. };
  107049. /**
  107050. * WebVR's attach control will start broadcasting frames to the device.
  107051. * Note that in certain browsers (chrome for example) this function must be called
  107052. * within a user-interaction callback. Example:
  107053. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  107054. *
  107055. * @param element html element to attach the vrDevice to
  107056. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  107057. */
  107058. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  107059. _super.prototype.attachControl.call(this, element, noPreventDefault);
  107060. this._attached = true;
  107061. this._htmlElementAttached = element;
  107062. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  107063. if (this._vrDevice) {
  107064. this.getEngine().enableVR();
  107065. }
  107066. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107067. };
  107068. /**
  107069. * Detaches the camera from the html element and disables VR
  107070. *
  107071. * @param element html element to detach from
  107072. */
  107073. WebVRFreeCamera.prototype.detachControl = function (element) {
  107074. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  107075. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  107076. _super.prototype.detachControl.call(this, element);
  107077. this._attached = false;
  107078. this.getEngine().disableVR();
  107079. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107080. };
  107081. /**
  107082. * @returns the name of this class
  107083. */
  107084. WebVRFreeCamera.prototype.getClassName = function () {
  107085. return "WebVRFreeCamera";
  107086. };
  107087. /**
  107088. * Calls resetPose on the vrDisplay
  107089. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  107090. */
  107091. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  107092. //uses the vrDisplay's "resetPose()".
  107093. //pitch and roll won't be affected.
  107094. this._vrDevice.resetPose();
  107095. };
  107096. /**
  107097. * @hidden
  107098. * Updates the rig cameras (left and right eye)
  107099. */
  107100. WebVRFreeCamera.prototype._updateRigCameras = function () {
  107101. var camLeft = this._rigCameras[0];
  107102. var camRight = this._rigCameras[1];
  107103. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107104. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107105. camLeft.position.copyFrom(this._deviceRoomPosition);
  107106. camRight.position.copyFrom(this._deviceRoomPosition);
  107107. };
  107108. // Remove translation from 6dof headset if trackposition is set to false
  107109. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  107110. if (isViewMatrix === void 0) { isViewMatrix = false; }
  107111. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  107112. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  107113. if (!isViewMatrix) {
  107114. this._tmpMatrix.invert();
  107115. }
  107116. this._tmpMatrix.multiplyToRef(matrix, matrix);
  107117. }
  107118. };
  107119. /**
  107120. * @hidden
  107121. * Updates the cached values of the camera
  107122. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  107123. */
  107124. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  107125. var _this = this;
  107126. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  107127. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  107128. if (!this.updateCacheCalled) {
  107129. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  107130. this.updateCacheCalled = true;
  107131. this.update();
  107132. }
  107133. // Set working vector to the device position in room space rotated by the new rotation
  107134. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  107135. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  107136. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  107137. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  107138. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  107139. // Add translation from anchor position
  107140. this._deviceToWorld.getTranslationToRef(this._workingVector);
  107141. this._workingVector.addInPlace(this.position);
  107142. this._workingVector.subtractInPlace(this._cache.position);
  107143. this._deviceToWorld.setTranslation(this._workingVector);
  107144. // Set an inverted matrix to be used when updating the camera
  107145. this._deviceToWorld.invertToRef(this._worldToDevice);
  107146. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  107147. this.controllers.forEach(function (controller) {
  107148. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  107149. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  107150. controller.update();
  107151. });
  107152. }
  107153. if (!ignoreParentClass) {
  107154. _super.prototype._updateCache.call(this);
  107155. }
  107156. this.updateCacheCalled = false;
  107157. };
  107158. /**
  107159. * @hidden
  107160. * Get current device position in babylon world
  107161. */
  107162. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  107163. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  107164. };
  107165. /**
  107166. * Updates the current device position and rotation in the babylon world
  107167. */
  107168. WebVRFreeCamera.prototype.update = function () {
  107169. this._computeDevicePosition();
  107170. // Get current device rotation in babylon world
  107171. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  107172. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  107173. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  107174. if (this._poseSet) {
  107175. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  107176. }
  107177. _super.prototype.update.call(this);
  107178. };
  107179. /**
  107180. * @hidden
  107181. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  107182. * @returns an identity matrix
  107183. */
  107184. WebVRFreeCamera.prototype._getViewMatrix = function () {
  107185. return BABYLON.Matrix.Identity();
  107186. };
  107187. /**
  107188. * This function is called by the two RIG cameras.
  107189. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  107190. */
  107191. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  107192. // Update the parent camera prior to using a child camera to avoid desynchronization
  107193. var parentCamera = this._cameraRigParams["parentCamera"];
  107194. parentCamera._updateCache();
  107195. //WebVR 1.1
  107196. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  107197. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  107198. if (!this.getScene().useRightHandedSystem) {
  107199. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  107200. }
  107201. // update the camera rotation matrix
  107202. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  107203. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  107204. // Computing target and final matrix
  107205. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  107206. // should the view matrix be updated with scale and position offset?
  107207. if (parentCamera.deviceScaleFactor !== 1) {
  107208. this._webvrViewMatrix.invert();
  107209. // scale the position, if set
  107210. if (parentCamera.deviceScaleFactor) {
  107211. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  107212. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  107213. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  107214. }
  107215. this._webvrViewMatrix.invert();
  107216. }
  107217. // Remove translation from 6dof headset if trackposition is set to false
  107218. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  107219. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  107220. // Compute global position
  107221. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  107222. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  107223. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  107224. this._workingMatrix.getTranslationToRef(this._globalPosition);
  107225. this._markSyncedWithParent();
  107226. return this._webvrViewMatrix;
  107227. };
  107228. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  107229. var parentCamera = this.parent;
  107230. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  107231. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  107232. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  107233. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  107234. //babylon compatible matrix
  107235. if (!this.getScene().useRightHandedSystem) {
  107236. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107237. }
  107238. return this._projectionMatrix;
  107239. };
  107240. /**
  107241. * Initializes the controllers and their meshes
  107242. */
  107243. WebVRFreeCamera.prototype.initControllers = function () {
  107244. var _this = this;
  107245. this.controllers = [];
  107246. var manager = this.getScene().gamepadManager;
  107247. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  107248. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107249. var webVrController = gamepad;
  107250. if (webVrController.defaultModel) {
  107251. webVrController.defaultModel.setEnabled(false);
  107252. }
  107253. if (webVrController.hand === "right") {
  107254. _this._rightController = null;
  107255. }
  107256. if (webVrController.hand === "left") {
  107257. _this._leftController = null;
  107258. }
  107259. var controllerIndex = _this.controllers.indexOf(webVrController);
  107260. if (controllerIndex !== -1) {
  107261. _this.controllers.splice(controllerIndex, 1);
  107262. }
  107263. }
  107264. });
  107265. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  107266. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107267. var webVrController_1 = gamepad;
  107268. if (!_this.webVROptions.trackPosition) {
  107269. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  107270. // Cache must be updated before rendering controllers to avoid them being one frame behind
  107271. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  107272. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  107273. _this._updateCache();
  107274. });
  107275. }
  107276. }
  107277. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  107278. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  107279. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  107280. if (_this.webVROptions.controllerMeshes) {
  107281. if (webVrController_1.defaultModel) {
  107282. webVrController_1.defaultModel.setEnabled(true);
  107283. }
  107284. else {
  107285. // Load the meshes
  107286. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  107287. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  107288. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  107289. if (_this.webVROptions.defaultLightingOnControllers) {
  107290. if (!_this._lightOnControllers) {
  107291. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  107292. }
  107293. var activateLightOnSubMeshes_1 = function (mesh, light) {
  107294. var children = mesh.getChildren();
  107295. if (children && children.length !== 0) {
  107296. children.forEach(function (mesh) {
  107297. light.includedOnlyMeshes.push(mesh);
  107298. activateLightOnSubMeshes_1(mesh, light);
  107299. });
  107300. }
  107301. };
  107302. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  107303. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  107304. }
  107305. });
  107306. }
  107307. }
  107308. webVrController_1.attachToPoseControlledCamera(_this);
  107309. // since this is async - sanity check. Is the controller already stored?
  107310. if (_this.controllers.indexOf(webVrController_1) === -1) {
  107311. //add to the controllers array
  107312. _this.controllers.push(webVrController_1);
  107313. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  107314. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  107315. // So we're overriding setting left & right manually to be sure
  107316. var firstViveWandDetected = false;
  107317. for (var i = 0; i < _this.controllers.length; i++) {
  107318. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107319. if (!firstViveWandDetected) {
  107320. firstViveWandDetected = true;
  107321. _this.controllers[i].hand = "left";
  107322. }
  107323. else {
  107324. _this.controllers[i].hand = "right";
  107325. }
  107326. }
  107327. }
  107328. //did we find enough controllers? Great! let the developer know.
  107329. if (_this.controllers.length >= 2) {
  107330. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  107331. }
  107332. }
  107333. }
  107334. });
  107335. };
  107336. return WebVRFreeCamera;
  107337. }(BABYLON.FreeCamera));
  107338. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  107339. })(BABYLON || (BABYLON = {}));
  107340. //# sourceMappingURL=babylon.webVRCamera.js.map
  107341. var BABYLON;
  107342. (function (BABYLON) {
  107343. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  107344. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  107345. });
  107346. // We're mainly based on the logic defined into the FreeCamera code
  107347. /**
  107348. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107349. * being tilted forward or back and left or right.
  107350. */
  107351. var DeviceOrientationCamera = /** @class */ (function (_super) {
  107352. __extends(DeviceOrientationCamera, _super);
  107353. /**
  107354. * Creates a new device orientation camera
  107355. * @param name The name of the camera
  107356. * @param position The start position camera
  107357. * @param scene The scene the camera belongs to
  107358. */
  107359. function DeviceOrientationCamera(name, position, scene) {
  107360. var _this = _super.call(this, name, position, scene) || this;
  107361. _this._quaternionCache = new BABYLON.Quaternion();
  107362. _this.inputs.addDeviceOrientation();
  107363. return _this;
  107364. }
  107365. /**
  107366. * Gets the current instance class name ("DeviceOrientationCamera").
  107367. * This helps avoiding instanceof at run time.
  107368. * @returns the class name
  107369. */
  107370. DeviceOrientationCamera.prototype.getClassName = function () {
  107371. return "DeviceOrientationCamera";
  107372. };
  107373. /**
  107374. * @hidden
  107375. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107376. */
  107377. DeviceOrientationCamera.prototype._checkInputs = function () {
  107378. _super.prototype._checkInputs.call(this);
  107379. this._quaternionCache.copyFrom(this.rotationQuaternion);
  107380. if (this._initialQuaternion) {
  107381. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107382. }
  107383. };
  107384. /**
  107385. * Reset the camera to its default orientation on the specified axis only.
  107386. * @param axis The axis to reset
  107387. */
  107388. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  107389. var _this = this;
  107390. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  107391. //can only work if this camera has a rotation quaternion already.
  107392. if (!this.rotationQuaternion) {
  107393. return;
  107394. }
  107395. if (!this._initialQuaternion) {
  107396. this._initialQuaternion = new BABYLON.Quaternion();
  107397. }
  107398. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  107399. ['x', 'y', 'z'].forEach(function (axisName) {
  107400. if (!axis[axisName]) {
  107401. _this._initialQuaternion[axisName] = 0;
  107402. }
  107403. else {
  107404. _this._initialQuaternion[axisName] *= -1;
  107405. }
  107406. });
  107407. this._initialQuaternion.normalize();
  107408. //force rotation update
  107409. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107410. };
  107411. return DeviceOrientationCamera;
  107412. }(BABYLON.FreeCamera));
  107413. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  107414. })(BABYLON || (BABYLON = {}));
  107415. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  107416. var BABYLON;
  107417. (function (BABYLON) {
  107418. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107419. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  107420. });
  107421. /**
  107422. * Camera used to simulate VR rendering (based on FreeCamera)
  107423. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107424. */
  107425. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  107426. __extends(VRDeviceOrientationFreeCamera, _super);
  107427. /**
  107428. * Creates a new VRDeviceOrientationFreeCamera
  107429. * @param name defines camera name
  107430. * @param position defines the start position of the camera
  107431. * @param scene defines the scene the camera belongs to
  107432. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107433. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107434. */
  107435. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107436. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107437. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107438. var _this = _super.call(this, name, position, scene) || this;
  107439. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107440. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107441. return _this;
  107442. }
  107443. /**
  107444. * Gets camera class name
  107445. * @returns VRDeviceOrientationFreeCamera
  107446. */
  107447. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  107448. return "VRDeviceOrientationFreeCamera";
  107449. };
  107450. return VRDeviceOrientationFreeCamera;
  107451. }(BABYLON.DeviceOrientationCamera));
  107452. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  107453. })(BABYLON || (BABYLON = {}));
  107454. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  107455. var BABYLON;
  107456. (function (BABYLON) {
  107457. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107458. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  107459. });
  107460. /**
  107461. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107462. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107463. */
  107464. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  107465. __extends(VRDeviceOrientationArcRotateCamera, _super);
  107466. /**
  107467. * Creates a new VRDeviceOrientationArcRotateCamera
  107468. * @param name defines camera name
  107469. * @param alpha defines the camera rotation along the logitudinal axis
  107470. * @param beta defines the camera rotation along the latitudinal axis
  107471. * @param radius defines the camera distance from its target
  107472. * @param target defines the camera target
  107473. * @param scene defines the scene the camera belongs to
  107474. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107475. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107476. */
  107477. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  107478. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107479. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107480. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  107481. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107482. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107483. _this.inputs.addVRDeviceOrientation();
  107484. return _this;
  107485. }
  107486. /**
  107487. * Gets camera class name
  107488. * @returns VRDeviceOrientationArcRotateCamera
  107489. */
  107490. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  107491. return "VRDeviceOrientationArcRotateCamera";
  107492. };
  107493. return VRDeviceOrientationArcRotateCamera;
  107494. }(BABYLON.ArcRotateCamera));
  107495. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  107496. })(BABYLON || (BABYLON = {}));
  107497. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  107498. var BABYLON;
  107499. (function (BABYLON) {
  107500. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  107501. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  107502. });
  107503. /**
  107504. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107505. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107506. */
  107507. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  107508. __extends(VRDeviceOrientationGamepadCamera, _super);
  107509. /**
  107510. * Creates a new VRDeviceOrientationGamepadCamera
  107511. * @param name defines camera name
  107512. * @param position defines the start position of the camera
  107513. * @param scene defines the scene the camera belongs to
  107514. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107515. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107516. */
  107517. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107518. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107519. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107520. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  107521. _this.inputs.addGamepad();
  107522. return _this;
  107523. }
  107524. /**
  107525. * Gets camera class name
  107526. * @returns VRDeviceOrientationGamepadCamera
  107527. */
  107528. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  107529. return "VRDeviceOrientationGamepadCamera";
  107530. };
  107531. return VRDeviceOrientationGamepadCamera;
  107532. }(BABYLON.VRDeviceOrientationFreeCamera));
  107533. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  107534. })(BABYLON || (BABYLON = {}));
  107535. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  107536. var BABYLON;
  107537. (function (BABYLON) {
  107538. var VRExperienceHelperGazer = /** @class */ (function () {
  107539. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  107540. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  107541. this.scene = scene;
  107542. /** @hidden */
  107543. this._pointerDownOnMeshAsked = false;
  107544. /** @hidden */
  107545. this._isActionableMesh = false;
  107546. /** @hidden */
  107547. this._teleportationRequestInitiated = false;
  107548. /** @hidden */
  107549. this._teleportationBackRequestInitiated = false;
  107550. /** @hidden */
  107551. this._rotationRightAsked = false;
  107552. /** @hidden */
  107553. this._rotationLeftAsked = false;
  107554. /** @hidden */
  107555. this._dpadPressed = true;
  107556. /** @hidden */
  107557. this._activePointer = false;
  107558. this._id = VRExperienceHelperGazer._idCounter++;
  107559. // Gaze tracker
  107560. if (!gazeTrackerToClone) {
  107561. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  107562. this._gazeTracker.bakeCurrentTransformIntoVertices();
  107563. this._gazeTracker.isPickable = false;
  107564. this._gazeTracker.isVisible = false;
  107565. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  107566. targetMat.specularColor = BABYLON.Color3.Black();
  107567. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107568. targetMat.backFaceCulling = false;
  107569. this._gazeTracker.material = targetMat;
  107570. }
  107571. else {
  107572. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  107573. }
  107574. }
  107575. /** @hidden */
  107576. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  107577. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  107578. };
  107579. /** @hidden */
  107580. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  107581. this._pointerDownOnMeshAsked = true;
  107582. if (this._currentHit) {
  107583. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  107584. }
  107585. };
  107586. /** @hidden */
  107587. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  107588. if (this._currentHit) {
  107589. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  107590. }
  107591. this._pointerDownOnMeshAsked = false;
  107592. };
  107593. /** @hidden */
  107594. VRExperienceHelperGazer.prototype._activatePointer = function () {
  107595. this._activePointer = true;
  107596. };
  107597. /** @hidden */
  107598. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  107599. this._activePointer = false;
  107600. };
  107601. /** @hidden */
  107602. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  107603. if (distance === void 0) { distance = 100; }
  107604. };
  107605. VRExperienceHelperGazer.prototype.dispose = function () {
  107606. this._interactionsEnabled = false;
  107607. this._teleportationEnabled = false;
  107608. if (this._gazeTracker) {
  107609. this._gazeTracker.dispose();
  107610. }
  107611. };
  107612. VRExperienceHelperGazer._idCounter = 0;
  107613. return VRExperienceHelperGazer;
  107614. }());
  107615. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  107616. __extends(VRExperienceHelperControllerGazer, _super);
  107617. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  107618. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  107619. _this.webVRController = webVRController;
  107620. // Laser pointer
  107621. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  107622. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  107623. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107624. laserPointerMaterial.alpha = 0.6;
  107625. _this._laserPointer.material = laserPointerMaterial;
  107626. _this._laserPointer.rotation.x = Math.PI / 2;
  107627. _this._laserPointer.position.z = -0.5;
  107628. _this._laserPointer.isVisible = false;
  107629. _this._laserPointer.isPickable = false;
  107630. if (!webVRController.mesh) {
  107631. // Create an empty mesh that is used prior to loading the high quality model
  107632. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  107633. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  107634. preloadPointerPose.rotation.x = -0.7;
  107635. preloadMesh.addChild(preloadPointerPose);
  107636. webVRController.attachToMesh(preloadMesh);
  107637. }
  107638. _this._setLaserPointerParent(webVRController.mesh);
  107639. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  107640. _this._setLaserPointerParent(mesh);
  107641. });
  107642. return _this;
  107643. }
  107644. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  107645. return this.webVRController.getForwardRay(length);
  107646. };
  107647. /** @hidden */
  107648. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  107649. _super.prototype._activatePointer.call(this);
  107650. this._laserPointer.isVisible = true;
  107651. };
  107652. /** @hidden */
  107653. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  107654. _super.prototype._deactivatePointer.call(this);
  107655. this._laserPointer.isVisible = false;
  107656. };
  107657. /** @hidden */
  107658. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  107659. this._laserPointer.material.emissiveColor = color;
  107660. };
  107661. /** @hidden */
  107662. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  107663. var makeNotPick = function (root) {
  107664. root.isPickable = false;
  107665. root.getChildMeshes().forEach(function (c) {
  107666. makeNotPick(c);
  107667. });
  107668. };
  107669. makeNotPick(mesh);
  107670. var meshChildren = mesh.getChildren(undefined, false);
  107671. var laserParent = mesh;
  107672. this.webVRController._pointingPoseNode = null;
  107673. for (var i = 0; i < meshChildren.length; i++) {
  107674. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  107675. laserParent = meshChildren[i];
  107676. this.webVRController._pointingPoseNode = laserParent;
  107677. break;
  107678. }
  107679. }
  107680. this._laserPointer.parent = laserParent;
  107681. };
  107682. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  107683. if (distance === void 0) { distance = 100; }
  107684. this._laserPointer.scaling.y = distance;
  107685. this._laserPointer.position.z = -distance / 2;
  107686. };
  107687. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  107688. _super.prototype.dispose.call(this);
  107689. this._laserPointer.dispose();
  107690. if (this._meshAttachedObserver) {
  107691. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  107692. }
  107693. };
  107694. return VRExperienceHelperControllerGazer;
  107695. }(VRExperienceHelperGazer));
  107696. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  107697. __extends(VRExperienceHelperCameraGazer, _super);
  107698. function VRExperienceHelperCameraGazer(getCamera, scene) {
  107699. var _this = _super.call(this, scene) || this;
  107700. _this.getCamera = getCamera;
  107701. return _this;
  107702. }
  107703. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  107704. var camera = this.getCamera();
  107705. if (camera) {
  107706. return camera.getForwardRay(length);
  107707. }
  107708. else {
  107709. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  107710. }
  107711. };
  107712. return VRExperienceHelperCameraGazer;
  107713. }(VRExperienceHelperGazer));
  107714. /**
  107715. * Helps to quickly add VR support to an existing scene.
  107716. * See http://doc.babylonjs.com/how_to/webvr_helper
  107717. */
  107718. var VRExperienceHelper = /** @class */ (function () {
  107719. /**
  107720. * Instantiates a VRExperienceHelper.
  107721. * Helps to quickly add VR support to an existing scene.
  107722. * @param scene The scene the VRExperienceHelper belongs to.
  107723. * @param webVROptions Options to modify the vr experience helper's behavior.
  107724. */
  107725. function VRExperienceHelper(scene,
  107726. /** Options to modify the vr experience helper's behavior. */
  107727. webVROptions) {
  107728. if (webVROptions === void 0) { webVROptions = {}; }
  107729. var _this = this;
  107730. this.webVROptions = webVROptions;
  107731. // Can the system support WebVR, even if a headset isn't plugged in?
  107732. this._webVRsupported = false;
  107733. // If WebVR is supported, is a headset plugged in and are we ready to present?
  107734. this._webVRready = false;
  107735. // Are we waiting for the requestPresent callback to complete?
  107736. this._webVRrequesting = false;
  107737. // Are we presenting to the headset right now? (this is the vrDevice state)
  107738. this._webVRpresenting = false;
  107739. // Are we presenting in the fullscreen fallback?
  107740. this._fullscreenVRpresenting = false;
  107741. /**
  107742. * Observable raised when entering VR.
  107743. */
  107744. this.onEnteringVRObservable = new BABYLON.Observable();
  107745. /**
  107746. * Observable raised when exiting VR.
  107747. */
  107748. this.onExitingVRObservable = new BABYLON.Observable();
  107749. /**
  107750. * Observable raised when controller mesh is loaded.
  107751. */
  107752. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  107753. this._useCustomVRButton = false;
  107754. this._teleportationRequested = false;
  107755. this._teleportActive = false;
  107756. this._floorMeshesCollection = [];
  107757. this._rotationAllowed = true;
  107758. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  107759. this._isDefaultTeleportationTarget = true;
  107760. this._teleportationFillColor = "#444444";
  107761. this._teleportationBorderColor = "#FFFFFF";
  107762. this._rotationAngle = 0;
  107763. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  107764. this._padSensibilityUp = 0.65;
  107765. this._padSensibilityDown = 0.35;
  107766. this._leftController = null;
  107767. this._rightController = null;
  107768. /**
  107769. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  107770. */
  107771. this.onNewMeshSelected = new BABYLON.Observable();
  107772. /**
  107773. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  107774. */
  107775. this.onNewMeshPicked = new BABYLON.Observable();
  107776. /**
  107777. * Observable raised before camera teleportation
  107778. */
  107779. this.onBeforeCameraTeleport = new BABYLON.Observable();
  107780. /**
  107781. * Observable raised after camera teleportation
  107782. */
  107783. this.onAfterCameraTeleport = new BABYLON.Observable();
  107784. /**
  107785. * Observable raised when current selected mesh gets unselected
  107786. */
  107787. this.onSelectedMeshUnselected = new BABYLON.Observable();
  107788. /**
  107789. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  107790. */
  107791. this.teleportationEnabled = true;
  107792. this._teleportationInitialized = false;
  107793. this._interactionsEnabled = false;
  107794. this._interactionsRequested = false;
  107795. this._displayGaze = true;
  107796. this._displayLaserPointer = true;
  107797. /**
  107798. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  107799. */
  107800. this.updateGazeTrackerScale = true;
  107801. this._onResize = function () {
  107802. _this.moveButtonToBottomRight();
  107803. if (_this._fullscreenVRpresenting && _this._webVRready) {
  107804. _this.exitVR();
  107805. }
  107806. };
  107807. this._onFullscreenChange = function () {
  107808. if (document.fullscreen !== undefined) {
  107809. _this._fullscreenVRpresenting = document.fullscreen;
  107810. }
  107811. else if (document.mozFullScreen !== undefined) {
  107812. _this._fullscreenVRpresenting = document.mozFullScreen;
  107813. }
  107814. else if (document.webkitIsFullScreen !== undefined) {
  107815. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  107816. }
  107817. else if (document.msIsFullScreen !== undefined) {
  107818. _this._fullscreenVRpresenting = document.msIsFullScreen;
  107819. }
  107820. else if (document.msFullscreenElement !== undefined) {
  107821. _this._fullscreenVRpresenting = document.msFullscreenElement;
  107822. }
  107823. if (!_this._fullscreenVRpresenting && _this._canvas) {
  107824. _this.exitVR();
  107825. if (!_this._useCustomVRButton) {
  107826. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  107827. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  107828. }
  107829. }
  107830. };
  107831. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  107832. this.beforeRender = function () {
  107833. if (_this._leftController && _this._leftController._activePointer) {
  107834. _this._castRayAndSelectObject(_this._leftController);
  107835. }
  107836. if (_this._rightController && _this._rightController._activePointer) {
  107837. _this._castRayAndSelectObject(_this._rightController);
  107838. }
  107839. if (_this._noControllerIsActive) {
  107840. _this._castRayAndSelectObject(_this._cameraGazer);
  107841. }
  107842. else {
  107843. _this._cameraGazer._gazeTracker.isVisible = false;
  107844. }
  107845. };
  107846. this._onNewGamepadConnected = function (gamepad) {
  107847. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  107848. if (gamepad.leftStick) {
  107849. gamepad.onleftstickchanged(function (stickValues) {
  107850. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  107851. // Listening to classic/xbox gamepad only if no VR controller is active
  107852. if ((!_this._leftController && !_this._rightController) ||
  107853. ((_this._leftController && !_this._leftController._activePointer) &&
  107854. (_this._rightController && !_this._rightController._activePointer))) {
  107855. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  107856. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  107857. }
  107858. }
  107859. });
  107860. }
  107861. if (gamepad.rightStick) {
  107862. gamepad.onrightstickchanged(function (stickValues) {
  107863. if (_this._teleportationInitialized) {
  107864. _this._checkRotate(stickValues, _this._cameraGazer);
  107865. }
  107866. });
  107867. }
  107868. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  107869. gamepad.onbuttondown(function (buttonPressed) {
  107870. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107871. _this._cameraGazer._selectionPointerDown();
  107872. }
  107873. });
  107874. gamepad.onbuttonup(function (buttonPressed) {
  107875. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107876. _this._cameraGazer._selectionPointerUp();
  107877. }
  107878. });
  107879. }
  107880. }
  107881. else {
  107882. var webVRController = gamepad;
  107883. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  107884. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  107885. _this._rightController = controller;
  107886. }
  107887. else {
  107888. _this._leftController = controller;
  107889. }
  107890. _this._tryEnableInteractionOnController(controller);
  107891. }
  107892. };
  107893. // 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
  107894. this._tryEnableInteractionOnController = function (controller) {
  107895. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  107896. _this._enableInteractionOnController(controller);
  107897. }
  107898. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  107899. _this._enableTeleportationOnController(controller);
  107900. }
  107901. };
  107902. this._onNewGamepadDisconnected = function (gamepad) {
  107903. if (gamepad instanceof BABYLON.WebVRController) {
  107904. if (gamepad.hand === "left" && _this._leftController != null) {
  107905. _this._leftController.dispose();
  107906. _this._leftController = null;
  107907. }
  107908. if (gamepad.hand === "right" && _this._rightController != null) {
  107909. _this._rightController.dispose();
  107910. _this._rightController = null;
  107911. }
  107912. }
  107913. };
  107914. this._workingVector = BABYLON.Vector3.Zero();
  107915. this._workingQuaternion = BABYLON.Quaternion.Identity();
  107916. this._workingMatrix = BABYLON.Matrix.Identity();
  107917. this._scene = scene;
  107918. this._canvas = scene.getEngine().getRenderingCanvas();
  107919. // Parse options
  107920. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  107921. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  107922. }
  107923. if (webVROptions.createDeviceOrientationCamera === undefined) {
  107924. webVROptions.createDeviceOrientationCamera = true;
  107925. }
  107926. if (webVROptions.laserToggle === undefined) {
  107927. webVROptions.laserToggle = true;
  107928. }
  107929. if (webVROptions.defaultHeight === undefined) {
  107930. webVROptions.defaultHeight = 1.7;
  107931. }
  107932. if (webVROptions.useCustomVRButton) {
  107933. this._useCustomVRButton = true;
  107934. if (webVROptions.customVRButton) {
  107935. this._btnVR = webVROptions.customVRButton;
  107936. }
  107937. }
  107938. if (webVROptions.rayLength) {
  107939. this._rayLength = webVROptions.rayLength;
  107940. }
  107941. this._defaultHeight = webVROptions.defaultHeight;
  107942. if (webVROptions.positionScale) {
  107943. this._rayLength *= webVROptions.positionScale;
  107944. this._defaultHeight *= webVROptions.positionScale;
  107945. }
  107946. this._hasEnteredVR = false;
  107947. // Set position
  107948. if (this._scene.activeCamera) {
  107949. this._position = this._scene.activeCamera.position.clone();
  107950. }
  107951. else {
  107952. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  107953. }
  107954. // Set non-vr camera
  107955. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  107956. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  107957. // Copy data from existing camera
  107958. if (this._scene.activeCamera) {
  107959. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107960. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  107961. // Set rotation from previous camera
  107962. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  107963. var targetCamera = this._scene.activeCamera;
  107964. if (targetCamera.rotationQuaternion) {
  107965. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  107966. }
  107967. else {
  107968. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  107969. }
  107970. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  107971. }
  107972. }
  107973. this._scene.activeCamera = this._deviceOrientationCamera;
  107974. if (this._canvas) {
  107975. this._scene.activeCamera.attachControl(this._canvas);
  107976. }
  107977. }
  107978. else {
  107979. this._existingCamera = this._scene.activeCamera;
  107980. }
  107981. // Create VR cameras
  107982. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  107983. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  107984. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107985. }
  107986. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  107987. this._webVRCamera.useStandingMatrix();
  107988. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  107989. // Create default button
  107990. if (!this._useCustomVRButton) {
  107991. this._btnVR = document.createElement("BUTTON");
  107992. this._btnVR.className = "babylonVRicon";
  107993. this._btnVR.id = "babylonVRiconbtn";
  107994. this._btnVR.title = "Click to switch to VR";
  107995. 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) }";
  107996. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  107997. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  107998. // css += ".babylonVRicon.vrdisplaysupported { }";
  107999. // css += ".babylonVRicon.vrdisplayready { }";
  108000. // css += ".babylonVRicon.vrdisplayrequesting { }";
  108001. var style = document.createElement('style');
  108002. style.appendChild(document.createTextNode(css));
  108003. document.getElementsByTagName('head')[0].appendChild(style);
  108004. this.moveButtonToBottomRight();
  108005. }
  108006. // VR button click event
  108007. if (this._btnVR) {
  108008. this._btnVR.addEventListener("click", function () {
  108009. if (!_this.isInVRMode) {
  108010. _this.enterVR();
  108011. }
  108012. else {
  108013. _this.exitVR();
  108014. }
  108015. });
  108016. }
  108017. // Window events
  108018. window.addEventListener("resize", this._onResize);
  108019. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  108020. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  108021. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  108022. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  108023. document.onmsfullscreenchange = this._onFullscreenChange;
  108024. // Display vr button when headset is connected
  108025. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  108026. this.displayVRButton();
  108027. }
  108028. else {
  108029. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  108030. if (e.vrDisplay) {
  108031. _this.displayVRButton();
  108032. }
  108033. });
  108034. }
  108035. // Exiting VR mode using 'ESC' key on desktop
  108036. this._onKeyDown = function (event) {
  108037. if (event.keyCode === 27 && _this.isInVRMode) {
  108038. _this.exitVR();
  108039. }
  108040. };
  108041. document.addEventListener("keydown", this._onKeyDown);
  108042. // Exiting VR mode double tapping the touch screen
  108043. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  108044. if (_this.isInVRMode) {
  108045. _this.exitVR();
  108046. if (_this._fullscreenVRpresenting) {
  108047. _this._scene.getEngine().switchFullscreen(true);
  108048. }
  108049. }
  108050. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  108051. // Listen for WebVR display changes
  108052. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  108053. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  108054. this._onVRRequestPresentStart = function () {
  108055. _this._webVRrequesting = true;
  108056. _this.updateButtonVisibility();
  108057. };
  108058. this._onVRRequestPresentComplete = function (success) {
  108059. _this._webVRrequesting = false;
  108060. _this.updateButtonVisibility();
  108061. };
  108062. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  108063. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  108064. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  108065. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108066. scene.onDisposeObservable.add(function () {
  108067. _this.dispose();
  108068. });
  108069. // Gamepad connection events
  108070. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  108071. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  108072. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  108073. this.updateButtonVisibility();
  108074. //create easing functions
  108075. this._circleEase = new BABYLON.CircleEase();
  108076. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108077. if (this.webVROptions.floorMeshes) {
  108078. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  108079. }
  108080. }
  108081. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  108082. /** Return this.onEnteringVRObservable
  108083. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108084. */
  108085. get: function () {
  108086. return this.onEnteringVRObservable;
  108087. },
  108088. enumerable: true,
  108089. configurable: true
  108090. });
  108091. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  108092. /** Return this.onExitingVRObservable
  108093. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108094. */
  108095. get: function () {
  108096. return this.onExitingVRObservable;
  108097. },
  108098. enumerable: true,
  108099. configurable: true
  108100. });
  108101. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  108102. /** Return this.onControllerMeshLoadedObservable
  108103. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108104. */
  108105. get: function () {
  108106. return this.onControllerMeshLoadedObservable;
  108107. },
  108108. enumerable: true,
  108109. configurable: true
  108110. });
  108111. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  108112. /**
  108113. * The mesh used to display where the user is going to teleport.
  108114. */
  108115. get: function () {
  108116. return this._teleportationTarget;
  108117. },
  108118. /**
  108119. * Sets the mesh to be used to display where the user is going to teleport.
  108120. */
  108121. set: function (value) {
  108122. if (value) {
  108123. value.name = "teleportationTarget";
  108124. this._isDefaultTeleportationTarget = false;
  108125. this._teleportationTarget = value;
  108126. }
  108127. },
  108128. enumerable: true,
  108129. configurable: true
  108130. });
  108131. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  108132. /**
  108133. * 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
  108134. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  108135. * See http://doc.babylonjs.com/resources/baking_transformations
  108136. */
  108137. get: function () {
  108138. return this._cameraGazer._gazeTracker;
  108139. },
  108140. set: function (value) {
  108141. if (value) {
  108142. // Dispose of existing meshes
  108143. if (this._cameraGazer._gazeTracker) {
  108144. this._cameraGazer._gazeTracker.dispose();
  108145. }
  108146. if (this._leftController && this._leftController._gazeTracker) {
  108147. this._leftController._gazeTracker.dispose();
  108148. }
  108149. if (this._rightController && this._rightController._gazeTracker) {
  108150. this._rightController._gazeTracker.dispose();
  108151. }
  108152. // Set and create gaze trackers on head and controllers
  108153. this._cameraGazer._gazeTracker = value;
  108154. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  108155. this._cameraGazer._gazeTracker.isPickable = false;
  108156. this._cameraGazer._gazeTracker.isVisible = false;
  108157. this._cameraGazer._gazeTracker.name = "gazeTracker";
  108158. if (this._leftController) {
  108159. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108160. }
  108161. if (this._rightController) {
  108162. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108163. }
  108164. }
  108165. },
  108166. enumerable: true,
  108167. configurable: true
  108168. });
  108169. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  108170. /**
  108171. * The gaze tracking mesh corresponding to the left controller
  108172. */
  108173. get: function () {
  108174. if (this._leftController) {
  108175. return this._leftController._gazeTracker;
  108176. }
  108177. return null;
  108178. },
  108179. enumerable: true,
  108180. configurable: true
  108181. });
  108182. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  108183. /**
  108184. * The gaze tracking mesh corresponding to the right controller
  108185. */
  108186. get: function () {
  108187. if (this._rightController) {
  108188. return this._rightController._gazeTracker;
  108189. }
  108190. return null;
  108191. },
  108192. enumerable: true,
  108193. configurable: true
  108194. });
  108195. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  108196. /**
  108197. * If the ray of the gaze should be displayed.
  108198. */
  108199. get: function () {
  108200. return this._displayGaze;
  108201. },
  108202. /**
  108203. * Sets if the ray of the gaze should be displayed.
  108204. */
  108205. set: function (value) {
  108206. this._displayGaze = value;
  108207. if (!value) {
  108208. this._cameraGazer._gazeTracker.isVisible = false;
  108209. if (this._leftController) {
  108210. this._leftController._gazeTracker.isVisible = false;
  108211. }
  108212. if (this._rightController) {
  108213. this._rightController._gazeTracker.isVisible = false;
  108214. }
  108215. }
  108216. },
  108217. enumerable: true,
  108218. configurable: true
  108219. });
  108220. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  108221. /**
  108222. * If the ray of the LaserPointer should be displayed.
  108223. */
  108224. get: function () {
  108225. return this._displayLaserPointer;
  108226. },
  108227. /**
  108228. * Sets if the ray of the LaserPointer should be displayed.
  108229. */
  108230. set: function (value) {
  108231. this._displayLaserPointer = value;
  108232. if (!value) {
  108233. if (this._rightController) {
  108234. this._rightController._deactivatePointer();
  108235. this._rightController._gazeTracker.isVisible = false;
  108236. }
  108237. if (this._leftController) {
  108238. this._leftController._deactivatePointer();
  108239. this._leftController._gazeTracker.isVisible = false;
  108240. }
  108241. }
  108242. else {
  108243. if (this._rightController) {
  108244. this._rightController._activatePointer();
  108245. }
  108246. if (this._leftController) {
  108247. this._leftController._activatePointer();
  108248. }
  108249. }
  108250. },
  108251. enumerable: true,
  108252. configurable: true
  108253. });
  108254. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  108255. /**
  108256. * The deviceOrientationCamera used as the camera when not in VR.
  108257. */
  108258. get: function () {
  108259. return this._deviceOrientationCamera;
  108260. },
  108261. enumerable: true,
  108262. configurable: true
  108263. });
  108264. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  108265. /**
  108266. * Based on the current WebVR support, returns the current VR camera used.
  108267. */
  108268. get: function () {
  108269. if (this._webVRready) {
  108270. return this._webVRCamera;
  108271. }
  108272. else {
  108273. return this._scene.activeCamera;
  108274. }
  108275. },
  108276. enumerable: true,
  108277. configurable: true
  108278. });
  108279. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  108280. /**
  108281. * The webVRCamera which is used when in VR.
  108282. */
  108283. get: function () {
  108284. return this._webVRCamera;
  108285. },
  108286. enumerable: true,
  108287. configurable: true
  108288. });
  108289. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  108290. /**
  108291. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  108292. */
  108293. get: function () {
  108294. return this._vrDeviceOrientationCamera;
  108295. },
  108296. enumerable: true,
  108297. configurable: true
  108298. });
  108299. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  108300. get: function () {
  108301. var result = this._cameraGazer._teleportationRequestInitiated
  108302. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  108303. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  108304. return result;
  108305. },
  108306. enumerable: true,
  108307. configurable: true
  108308. });
  108309. // Raised when one of the controller has loaded successfully its associated default mesh
  108310. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  108311. if (this._leftController && this._leftController.webVRController == webVRController) {
  108312. if (webVRController.mesh) {
  108313. this._leftController._setLaserPointerParent(webVRController.mesh);
  108314. }
  108315. }
  108316. if (this._rightController && this._rightController.webVRController == webVRController) {
  108317. if (webVRController.mesh) {
  108318. this._rightController._setLaserPointerParent(webVRController.mesh);
  108319. }
  108320. }
  108321. try {
  108322. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  108323. }
  108324. catch (err) {
  108325. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  108326. }
  108327. };
  108328. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  108329. /**
  108330. * Gets a value indicating if we are currently in VR mode.
  108331. */
  108332. get: function () {
  108333. return this._webVRpresenting || this._fullscreenVRpresenting;
  108334. },
  108335. enumerable: true,
  108336. configurable: true
  108337. });
  108338. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  108339. var vrDisplay = this._scene.getEngine().getVRDevice();
  108340. if (vrDisplay) {
  108341. var wasPresenting = this._webVRpresenting;
  108342. this._webVRpresenting = vrDisplay.isPresenting;
  108343. if (wasPresenting && !this._webVRpresenting) {
  108344. this.exitVR();
  108345. }
  108346. }
  108347. else {
  108348. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  108349. }
  108350. this.updateButtonVisibility();
  108351. };
  108352. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  108353. this._webVRsupported = eventArgs.vrSupported;
  108354. this._webVRready = !!eventArgs.vrDisplay;
  108355. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  108356. this.updateButtonVisibility();
  108357. };
  108358. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  108359. if (this._canvas && !this._useCustomVRButton) {
  108360. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  108361. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  108362. }
  108363. };
  108364. VRExperienceHelper.prototype.displayVRButton = function () {
  108365. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  108366. document.body.appendChild(this._btnVR);
  108367. this._btnVRDisplayed = true;
  108368. }
  108369. };
  108370. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  108371. if (!this._btnVR || this._useCustomVRButton) {
  108372. return;
  108373. }
  108374. this._btnVR.className = "babylonVRicon";
  108375. if (this.isInVRMode) {
  108376. this._btnVR.className += " vrdisplaypresenting";
  108377. }
  108378. else {
  108379. if (this._webVRready) {
  108380. this._btnVR.className += " vrdisplayready";
  108381. }
  108382. if (this._webVRsupported) {
  108383. this._btnVR.className += " vrdisplaysupported";
  108384. }
  108385. if (this._webVRrequesting) {
  108386. this._btnVR.className += " vrdisplayrequesting";
  108387. }
  108388. }
  108389. };
  108390. /**
  108391. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  108392. * Otherwise, will use the fullscreen API.
  108393. */
  108394. VRExperienceHelper.prototype.enterVR = function () {
  108395. if (this.onEnteringVRObservable) {
  108396. try {
  108397. this.onEnteringVRObservable.notifyObservers(this);
  108398. }
  108399. catch (err) {
  108400. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  108401. }
  108402. }
  108403. if (this._scene.activeCamera) {
  108404. this._position = this._scene.activeCamera.position.clone();
  108405. if (this.vrDeviceOrientationCamera) {
  108406. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  108407. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  108408. }
  108409. if (this.webVRCamera) {
  108410. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  108411. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  108412. var delta = desiredYRotation - currentYRotation;
  108413. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  108414. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  108415. }
  108416. // make sure that we return to the last active camera
  108417. this._existingCamera = this._scene.activeCamera;
  108418. // Remove and cache angular sensability to avoid camera rotation when in VR
  108419. if (this._existingCamera.angularSensibilityX) {
  108420. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  108421. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  108422. }
  108423. if (this._existingCamera.angularSensibilityY) {
  108424. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  108425. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  108426. }
  108427. if (this._existingCamera.angularSensibility) {
  108428. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  108429. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  108430. }
  108431. }
  108432. if (this._webVRrequesting) {
  108433. return;
  108434. }
  108435. // If WebVR is supported and a headset is connected
  108436. if (this._webVRready) {
  108437. if (!this._webVRpresenting) {
  108438. this._webVRCamera.position = this._position;
  108439. this._scene.activeCamera = this._webVRCamera;
  108440. }
  108441. }
  108442. else if (this._vrDeviceOrientationCamera) {
  108443. this._vrDeviceOrientationCamera.position = this._position;
  108444. if (this._scene.activeCamera) {
  108445. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  108446. }
  108447. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  108448. this._scene.getEngine().switchFullscreen(true);
  108449. this.updateButtonVisibility();
  108450. }
  108451. if (this._scene.activeCamera && this._canvas) {
  108452. this._scene.activeCamera.attachControl(this._canvas);
  108453. }
  108454. if (this._interactionsEnabled) {
  108455. this._scene.registerBeforeRender(this.beforeRender);
  108456. }
  108457. this._hasEnteredVR = true;
  108458. };
  108459. /**
  108460. * Attempt to exit VR, or fullscreen.
  108461. */
  108462. VRExperienceHelper.prototype.exitVR = function () {
  108463. if (this._hasEnteredVR) {
  108464. if (this.onExitingVRObservable) {
  108465. try {
  108466. this.onExitingVRObservable.notifyObservers(this);
  108467. }
  108468. catch (err) {
  108469. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  108470. }
  108471. }
  108472. if (this._webVRpresenting) {
  108473. this._scene.getEngine().disableVR();
  108474. }
  108475. if (this._scene.activeCamera) {
  108476. this._position = this._scene.activeCamera.position.clone();
  108477. }
  108478. if (this.vrDeviceOrientationCamera) {
  108479. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108480. }
  108481. if (this._deviceOrientationCamera) {
  108482. this._deviceOrientationCamera.position = this._position;
  108483. this._scene.activeCamera = this._deviceOrientationCamera;
  108484. if (this._canvas) {
  108485. this._scene.activeCamera.attachControl(this._canvas);
  108486. }
  108487. // Restore angular sensibility
  108488. if (this._cachedAngularSensibility.angularSensibilityX) {
  108489. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108490. this._cachedAngularSensibility.angularSensibilityX = null;
  108491. }
  108492. if (this._cachedAngularSensibility.angularSensibilityY) {
  108493. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108494. this._cachedAngularSensibility.angularSensibilityY = null;
  108495. }
  108496. if (this._cachedAngularSensibility.angularSensibility) {
  108497. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108498. this._cachedAngularSensibility.angularSensibility = null;
  108499. }
  108500. }
  108501. else if (this._existingCamera) {
  108502. this._existingCamera.position = this._position;
  108503. this._scene.activeCamera = this._existingCamera;
  108504. // Restore angular sensibility
  108505. if (this._cachedAngularSensibility.angularSensibilityX) {
  108506. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108507. this._cachedAngularSensibility.angularSensibilityX = null;
  108508. }
  108509. if (this._cachedAngularSensibility.angularSensibilityY) {
  108510. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108511. this._cachedAngularSensibility.angularSensibilityY = null;
  108512. }
  108513. if (this._cachedAngularSensibility.angularSensibility) {
  108514. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108515. this._cachedAngularSensibility.angularSensibility = null;
  108516. }
  108517. }
  108518. this.updateButtonVisibility();
  108519. if (this._interactionsEnabled) {
  108520. this._scene.unregisterBeforeRender(this.beforeRender);
  108521. this._cameraGazer._gazeTracker.isVisible = false;
  108522. if (this._leftController) {
  108523. this._leftController._gazeTracker.isVisible = false;
  108524. }
  108525. if (this._rightController) {
  108526. this._rightController._gazeTracker.isVisible = false;
  108527. }
  108528. }
  108529. // resize to update width and height when exiting vr exits fullscreen
  108530. this._scene.getEngine().resize();
  108531. this._hasEnteredVR = false;
  108532. }
  108533. };
  108534. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  108535. /**
  108536. * The position of the vr experience helper.
  108537. */
  108538. get: function () {
  108539. return this._position;
  108540. },
  108541. /**
  108542. * Sets the position of the vr experience helper.
  108543. */
  108544. set: function (value) {
  108545. this._position = value;
  108546. if (this._scene.activeCamera) {
  108547. this._scene.activeCamera.position = value;
  108548. }
  108549. },
  108550. enumerable: true,
  108551. configurable: true
  108552. });
  108553. /**
  108554. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  108555. */
  108556. VRExperienceHelper.prototype.enableInteractions = function () {
  108557. var _this = this;
  108558. if (!this._interactionsEnabled) {
  108559. this._interactionsRequested = true;
  108560. if (this._leftController) {
  108561. this._enableInteractionOnController(this._leftController);
  108562. }
  108563. if (this._rightController) {
  108564. this._enableInteractionOnController(this._rightController);
  108565. }
  108566. this.raySelectionPredicate = function (mesh) {
  108567. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  108568. };
  108569. this.meshSelectionPredicate = function (mesh) {
  108570. return true;
  108571. };
  108572. this._raySelectionPredicate = function (mesh) {
  108573. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  108574. && mesh.name.indexOf("teleportationTarget") === -1
  108575. && mesh.name.indexOf("torusTeleportation") === -1)) {
  108576. return _this.raySelectionPredicate(mesh);
  108577. }
  108578. return false;
  108579. };
  108580. this._interactionsEnabled = true;
  108581. }
  108582. };
  108583. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  108584. get: function () {
  108585. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  108586. },
  108587. enumerable: true,
  108588. configurable: true
  108589. });
  108590. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  108591. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  108592. if (this._floorMeshesCollection[i].id === mesh.id) {
  108593. return true;
  108594. }
  108595. }
  108596. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  108597. return true;
  108598. }
  108599. return false;
  108600. };
  108601. /**
  108602. * Adds a floor mesh to be used for teleportation.
  108603. * @param floorMesh the mesh to be used for teleportation.
  108604. */
  108605. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  108606. if (!this._floorMeshesCollection) {
  108607. return;
  108608. }
  108609. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  108610. return;
  108611. }
  108612. this._floorMeshesCollection.push(floorMesh);
  108613. };
  108614. /**
  108615. * Removes a floor mesh from being used for teleportation.
  108616. * @param floorMesh the mesh to be removed.
  108617. */
  108618. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  108619. if (!this._floorMeshesCollection) {
  108620. return;
  108621. }
  108622. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  108623. if (meshIndex !== -1) {
  108624. this._floorMeshesCollection.splice(meshIndex, 1);
  108625. }
  108626. };
  108627. /**
  108628. * Enables interactions and teleportation using the VR controllers and gaze.
  108629. * @param vrTeleportationOptions options to modify teleportation behavior.
  108630. */
  108631. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  108632. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  108633. if (!this._teleportationInitialized) {
  108634. this._teleportationRequested = true;
  108635. this.enableInteractions();
  108636. if (vrTeleportationOptions.floorMeshName) {
  108637. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  108638. }
  108639. if (vrTeleportationOptions.floorMeshes) {
  108640. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  108641. }
  108642. if (this._leftController != null) {
  108643. this._enableTeleportationOnController(this._leftController);
  108644. }
  108645. if (this._rightController != null) {
  108646. this._enableTeleportationOnController(this._rightController);
  108647. }
  108648. // Creates an image processing post process for the vignette not relying
  108649. // on the main scene configuration for image processing to reduce setup and spaces
  108650. // (gamma/linear) conflicts.
  108651. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  108652. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  108653. imageProcessingConfiguration.vignetteEnabled = true;
  108654. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  108655. this._webVRCamera.detachPostProcess(this._postProcessMove);
  108656. this._teleportationInitialized = true;
  108657. if (this._isDefaultTeleportationTarget) {
  108658. this._createTeleportationCircles();
  108659. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  108660. }
  108661. }
  108662. };
  108663. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  108664. var _this = this;
  108665. var controllerMesh = controller.webVRController.mesh;
  108666. if (controllerMesh) {
  108667. controller._interactionsEnabled = true;
  108668. controller._activatePointer();
  108669. if (this.webVROptions.laserToggle) {
  108670. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  108671. // Enabling / disabling laserPointer
  108672. if (_this._displayLaserPointer && stateObject.value === 1) {
  108673. if (controller._activePointer) {
  108674. controller._deactivatePointer();
  108675. }
  108676. else {
  108677. controller._activatePointer();
  108678. }
  108679. if (_this.displayGaze) {
  108680. controller._gazeTracker.isVisible = controller._activePointer;
  108681. }
  108682. }
  108683. });
  108684. }
  108685. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  108686. var gazer = controller;
  108687. if (_this._noControllerIsActive) {
  108688. gazer = _this._cameraGazer;
  108689. }
  108690. if (!gazer._pointerDownOnMeshAsked) {
  108691. if (stateObject.value > _this._padSensibilityUp) {
  108692. gazer._selectionPointerDown();
  108693. }
  108694. }
  108695. else if (stateObject.value < _this._padSensibilityDown) {
  108696. gazer._selectionPointerUp();
  108697. }
  108698. });
  108699. }
  108700. };
  108701. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  108702. // Dont teleport if another gaze already requested teleportation
  108703. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  108704. return;
  108705. }
  108706. if (!gazer._teleportationRequestInitiated) {
  108707. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  108708. gazer._activatePointer();
  108709. gazer._teleportationRequestInitiated = true;
  108710. }
  108711. }
  108712. else {
  108713. // Listening to the proper controller values changes to confirm teleportation
  108714. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  108715. if (this._teleportActive) {
  108716. this.teleportCamera(this._haloCenter);
  108717. }
  108718. gazer._teleportationRequestInitiated = false;
  108719. }
  108720. }
  108721. };
  108722. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  108723. // Only rotate when user is not currently selecting a teleportation location
  108724. if (gazer._teleportationRequestInitiated) {
  108725. return;
  108726. }
  108727. if (!gazer._rotationLeftAsked) {
  108728. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  108729. gazer._rotationLeftAsked = true;
  108730. if (this._rotationAllowed) {
  108731. this._rotateCamera(false);
  108732. }
  108733. }
  108734. }
  108735. else {
  108736. if (stateObject.x > -this._padSensibilityDown) {
  108737. gazer._rotationLeftAsked = false;
  108738. }
  108739. }
  108740. if (!gazer._rotationRightAsked) {
  108741. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  108742. gazer._rotationRightAsked = true;
  108743. if (this._rotationAllowed) {
  108744. this._rotateCamera(true);
  108745. }
  108746. }
  108747. }
  108748. else {
  108749. if (stateObject.x < this._padSensibilityDown) {
  108750. gazer._rotationRightAsked = false;
  108751. }
  108752. }
  108753. };
  108754. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  108755. // Only teleport backwards when user is not currently selecting a teleportation location
  108756. if (gazer._teleportationRequestInitiated) {
  108757. return;
  108758. }
  108759. // Teleport backwards
  108760. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  108761. if (!gazer._teleportationBackRequestInitiated) {
  108762. if (!this.currentVRCamera) {
  108763. return;
  108764. }
  108765. // Get rotation and position of the current camera
  108766. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  108767. var position = this.currentVRCamera.position;
  108768. // If the camera has device position, use that instead
  108769. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  108770. rotation = this.currentVRCamera.deviceRotationQuaternion;
  108771. position = this.currentVRCamera.devicePosition;
  108772. }
  108773. // Get matrix with only the y rotation of the device rotation
  108774. rotation.toEulerAnglesToRef(this._workingVector);
  108775. this._workingVector.z = 0;
  108776. this._workingVector.x = 0;
  108777. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  108778. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  108779. // Rotate backwards ray by device rotation to cast at the ground behind the user
  108780. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  108781. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  108782. var ray = new BABYLON.Ray(position, this._workingVector);
  108783. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108784. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  108785. this.teleportCamera(hit.pickedPoint);
  108786. }
  108787. gazer._teleportationBackRequestInitiated = true;
  108788. }
  108789. }
  108790. else {
  108791. gazer._teleportationBackRequestInitiated = false;
  108792. }
  108793. };
  108794. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  108795. var _this = this;
  108796. var controllerMesh = controller.webVRController.mesh;
  108797. if (controllerMesh) {
  108798. if (!controller._interactionsEnabled) {
  108799. this._enableInteractionOnController(controller);
  108800. }
  108801. controller._interactionsEnabled = true;
  108802. controller._teleportationEnabled = true;
  108803. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  108804. controller._dpadPressed = false;
  108805. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  108806. controller._dpadPressed = stateObject.pressed;
  108807. if (!controller._dpadPressed) {
  108808. controller._rotationLeftAsked = false;
  108809. controller._rotationRightAsked = false;
  108810. controller._teleportationBackRequestInitiated = false;
  108811. }
  108812. });
  108813. }
  108814. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  108815. if (_this.teleportationEnabled) {
  108816. _this._checkTeleportBackwards(stateObject, controller);
  108817. _this._checkTeleportWithRay(stateObject, controller);
  108818. }
  108819. _this._checkRotate(stateObject, controller);
  108820. });
  108821. }
  108822. };
  108823. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  108824. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  108825. this._teleportationTarget.isPickable = false;
  108826. var length = 512;
  108827. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  108828. dynamicTexture.hasAlpha = true;
  108829. var context = dynamicTexture.getContext();
  108830. var centerX = length / 2;
  108831. var centerY = length / 2;
  108832. var radius = 200;
  108833. context.beginPath();
  108834. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  108835. context.fillStyle = this._teleportationFillColor;
  108836. context.fill();
  108837. context.lineWidth = 10;
  108838. context.strokeStyle = this._teleportationBorderColor;
  108839. context.stroke();
  108840. context.closePath();
  108841. dynamicTexture.update();
  108842. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  108843. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  108844. this._teleportationTarget.material = teleportationCircleMaterial;
  108845. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  108846. torus.isPickable = false;
  108847. torus.parent = this._teleportationTarget;
  108848. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  108849. var keys = [];
  108850. keys.push({
  108851. frame: 0,
  108852. value: 0
  108853. });
  108854. keys.push({
  108855. frame: 30,
  108856. value: 0.4
  108857. });
  108858. keys.push({
  108859. frame: 60,
  108860. value: 0
  108861. });
  108862. animationInnerCircle.setKeys(keys);
  108863. var easingFunction = new BABYLON.SineEase();
  108864. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108865. animationInnerCircle.setEasingFunction(easingFunction);
  108866. torus.animations = [];
  108867. torus.animations.push(animationInnerCircle);
  108868. this._scene.beginAnimation(torus, 0, 60, true);
  108869. this._hideTeleportationTarget();
  108870. };
  108871. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  108872. this._teleportActive = true;
  108873. if (this._teleportationInitialized) {
  108874. this._teleportationTarget.isVisible = true;
  108875. if (this._isDefaultTeleportationTarget) {
  108876. this._teleportationTarget.getChildren()[0].isVisible = true;
  108877. }
  108878. }
  108879. };
  108880. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  108881. this._teleportActive = false;
  108882. if (this._teleportationInitialized) {
  108883. this._teleportationTarget.isVisible = false;
  108884. if (this._isDefaultTeleportationTarget) {
  108885. this._teleportationTarget.getChildren()[0].isVisible = false;
  108886. }
  108887. }
  108888. };
  108889. VRExperienceHelper.prototype._rotateCamera = function (right) {
  108890. var _this = this;
  108891. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108892. return;
  108893. }
  108894. if (right) {
  108895. this._rotationAngle++;
  108896. }
  108897. else {
  108898. this._rotationAngle--;
  108899. }
  108900. this.currentVRCamera.animations = [];
  108901. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  108902. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108903. var animationRotationKeys = [];
  108904. animationRotationKeys.push({
  108905. frame: 0,
  108906. value: this.currentVRCamera.rotationQuaternion
  108907. });
  108908. animationRotationKeys.push({
  108909. frame: 6,
  108910. value: target
  108911. });
  108912. animationRotation.setKeys(animationRotationKeys);
  108913. animationRotation.setEasingFunction(this._circleEase);
  108914. this.currentVRCamera.animations.push(animationRotation);
  108915. this._postProcessMove.animations = [];
  108916. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108917. var vignetteWeightKeys = [];
  108918. vignetteWeightKeys.push({
  108919. frame: 0,
  108920. value: 0
  108921. });
  108922. vignetteWeightKeys.push({
  108923. frame: 3,
  108924. value: 4
  108925. });
  108926. vignetteWeightKeys.push({
  108927. frame: 6,
  108928. value: 0
  108929. });
  108930. animationPP.setKeys(vignetteWeightKeys);
  108931. animationPP.setEasingFunction(this._circleEase);
  108932. this._postProcessMove.animations.push(animationPP);
  108933. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108934. var vignetteStretchKeys = [];
  108935. vignetteStretchKeys.push({
  108936. frame: 0,
  108937. value: 0
  108938. });
  108939. vignetteStretchKeys.push({
  108940. frame: 3,
  108941. value: 10
  108942. });
  108943. vignetteStretchKeys.push({
  108944. frame: 6,
  108945. value: 0
  108946. });
  108947. animationPP2.setKeys(vignetteStretchKeys);
  108948. animationPP2.setEasingFunction(this._circleEase);
  108949. this._postProcessMove.animations.push(animationPP2);
  108950. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108951. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108952. this._postProcessMove.samples = 4;
  108953. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108954. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  108955. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  108956. });
  108957. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  108958. };
  108959. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  108960. if (hit.pickedPoint) {
  108961. if (gazer._teleportationRequestInitiated) {
  108962. this._displayTeleportationTarget();
  108963. this._haloCenter.copyFrom(hit.pickedPoint);
  108964. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  108965. }
  108966. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  108967. if (pickNormal) {
  108968. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  108969. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  108970. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  108971. }
  108972. this._teleportationTarget.position.y += 0.1;
  108973. }
  108974. };
  108975. /**
  108976. * Teleports the users feet to the desired location
  108977. * @param location The location where the user's feet should be placed
  108978. */
  108979. VRExperienceHelper.prototype.teleportCamera = function (location) {
  108980. var _this = this;
  108981. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108982. return;
  108983. }
  108984. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  108985. // offset of the headset from the anchor.
  108986. if (this.webVRCamera.leftCamera) {
  108987. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  108988. this._workingVector.subtractInPlace(this.webVRCamera.position);
  108989. location.subtractToRef(this._workingVector, this._workingVector);
  108990. }
  108991. else {
  108992. this._workingVector.copyFrom(location);
  108993. }
  108994. // Add height to account for user's height offset
  108995. if (this.isInVRMode) {
  108996. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  108997. }
  108998. else {
  108999. this._workingVector.y += this._defaultHeight;
  109000. }
  109001. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  109002. // Create animation from the camera's position to the new location
  109003. this.currentVRCamera.animations = [];
  109004. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109005. var animationCameraTeleportationKeys = [{
  109006. frame: 0,
  109007. value: this.currentVRCamera.position
  109008. },
  109009. {
  109010. frame: 11,
  109011. value: this._workingVector
  109012. }
  109013. ];
  109014. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  109015. animationCameraTeleportation.setEasingFunction(this._circleEase);
  109016. this.currentVRCamera.animations.push(animationCameraTeleportation);
  109017. this._postProcessMove.animations = [];
  109018. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109019. var vignetteWeightKeys = [];
  109020. vignetteWeightKeys.push({
  109021. frame: 0,
  109022. value: 0
  109023. });
  109024. vignetteWeightKeys.push({
  109025. frame: 5,
  109026. value: 8
  109027. });
  109028. vignetteWeightKeys.push({
  109029. frame: 11,
  109030. value: 0
  109031. });
  109032. animationPP.setKeys(vignetteWeightKeys);
  109033. this._postProcessMove.animations.push(animationPP);
  109034. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109035. var vignetteStretchKeys = [];
  109036. vignetteStretchKeys.push({
  109037. frame: 0,
  109038. value: 0
  109039. });
  109040. vignetteStretchKeys.push({
  109041. frame: 5,
  109042. value: 10
  109043. });
  109044. vignetteStretchKeys.push({
  109045. frame: 11,
  109046. value: 0
  109047. });
  109048. animationPP2.setKeys(vignetteStretchKeys);
  109049. this._postProcessMove.animations.push(animationPP2);
  109050. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  109051. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  109052. this._webVRCamera.attachPostProcess(this._postProcessMove);
  109053. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  109054. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  109055. });
  109056. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  109057. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  109058. });
  109059. this._hideTeleportationTarget();
  109060. };
  109061. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  109062. if (normal) {
  109063. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  109064. if (angle < Math.PI / 2) {
  109065. normal.scaleInPlace(-1);
  109066. }
  109067. }
  109068. return normal;
  109069. };
  109070. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  109071. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109072. return;
  109073. }
  109074. var ray = gazer._getForwardRay(this._rayLength);
  109075. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  109076. if (hit) {
  109077. // Populate the contrllers mesh that can be used for drag/drop
  109078. if (gazer._laserPointer) {
  109079. hit.originMesh = gazer._laserPointer.parent;
  109080. }
  109081. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  109082. }
  109083. gazer._currentHit = hit;
  109084. // Moving the gazeTracker on the mesh face targetted
  109085. if (hit && hit.pickedPoint) {
  109086. if (this._displayGaze) {
  109087. var multiplier = 1;
  109088. gazer._gazeTracker.isVisible = true;
  109089. if (gazer._isActionableMesh) {
  109090. multiplier = 3;
  109091. }
  109092. if (this.updateGazeTrackerScale) {
  109093. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  109094. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  109095. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  109096. }
  109097. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  109098. // To avoid z-fighting
  109099. var deltaFighting = 0.002;
  109100. if (pickNormal) {
  109101. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109102. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109103. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  109104. }
  109105. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  109106. if (gazer._gazeTracker.position.x < 0) {
  109107. gazer._gazeTracker.position.x += deltaFighting;
  109108. }
  109109. else {
  109110. gazer._gazeTracker.position.x -= deltaFighting;
  109111. }
  109112. if (gazer._gazeTracker.position.y < 0) {
  109113. gazer._gazeTracker.position.y += deltaFighting;
  109114. }
  109115. else {
  109116. gazer._gazeTracker.position.y -= deltaFighting;
  109117. }
  109118. if (gazer._gazeTracker.position.z < 0) {
  109119. gazer._gazeTracker.position.z += deltaFighting;
  109120. }
  109121. else {
  109122. gazer._gazeTracker.position.z -= deltaFighting;
  109123. }
  109124. }
  109125. // Changing the size of the laser pointer based on the distance from the targetted point
  109126. gazer._updatePointerDistance(hit.distance);
  109127. }
  109128. else {
  109129. gazer._updatePointerDistance();
  109130. gazer._gazeTracker.isVisible = false;
  109131. }
  109132. if (hit && hit.pickedMesh) {
  109133. // The object selected is the floor, we're in a teleportation scenario
  109134. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  109135. // Moving the teleportation area to this targetted point
  109136. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  109137. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  109138. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109139. }
  109140. gazer._currentMeshSelected = null;
  109141. if (gazer._teleportationRequestInitiated) {
  109142. this._moveTeleportationSelectorTo(hit, gazer, ray);
  109143. }
  109144. return;
  109145. }
  109146. // If not, we're in a selection scenario
  109147. //this._teleportationAllowed = false;
  109148. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  109149. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  109150. this.onNewMeshPicked.notifyObservers(hit);
  109151. gazer._currentMeshSelected = hit.pickedMesh;
  109152. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  109153. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  109154. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  109155. gazer._isActionableMesh = true;
  109156. }
  109157. else {
  109158. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109159. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109160. gazer._isActionableMesh = false;
  109161. }
  109162. try {
  109163. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  109164. }
  109165. catch (err) {
  109166. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  109167. }
  109168. }
  109169. else {
  109170. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109171. gazer._currentMeshSelected = null;
  109172. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109173. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109174. }
  109175. }
  109176. }
  109177. else {
  109178. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109179. gazer._currentMeshSelected = null;
  109180. //this._teleportationAllowed = false;
  109181. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109182. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109183. }
  109184. };
  109185. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  109186. if (mesh) {
  109187. this.onSelectedMeshUnselected.notifyObservers(mesh);
  109188. }
  109189. };
  109190. /**
  109191. * Sets the color of the laser ray from the vr controllers.
  109192. * @param color new color for the ray.
  109193. */
  109194. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  109195. if (this._leftController) {
  109196. this._leftController._setLaserPointerColor(color);
  109197. }
  109198. if (this._rightController) {
  109199. this._rightController._setLaserPointerColor(color);
  109200. }
  109201. };
  109202. /**
  109203. * Sets the color of the ray from the vr headsets gaze.
  109204. * @param color new color for the ray.
  109205. */
  109206. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  109207. if (!this._cameraGazer._gazeTracker.material) {
  109208. return;
  109209. }
  109210. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  109211. if (this._leftController) {
  109212. this._leftController._gazeTracker.material.emissiveColor = color;
  109213. }
  109214. if (this._rightController) {
  109215. this._rightController._gazeTracker.material.emissiveColor = color;
  109216. }
  109217. };
  109218. /**
  109219. * Exits VR and disposes of the vr experience helper
  109220. */
  109221. VRExperienceHelper.prototype.dispose = function () {
  109222. if (this.isInVRMode) {
  109223. this.exitVR();
  109224. }
  109225. if (this._postProcessMove) {
  109226. this._postProcessMove.dispose();
  109227. }
  109228. if (this._webVRCamera) {
  109229. this._webVRCamera.dispose();
  109230. }
  109231. if (this._vrDeviceOrientationCamera) {
  109232. this._vrDeviceOrientationCamera.dispose();
  109233. }
  109234. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  109235. document.body.removeChild(this._btnVR);
  109236. }
  109237. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  109238. this._deviceOrientationCamera.dispose();
  109239. }
  109240. if (this._cameraGazer) {
  109241. this._cameraGazer.dispose();
  109242. }
  109243. if (this._leftController) {
  109244. this._leftController.dispose();
  109245. }
  109246. if (this._rightController) {
  109247. this._rightController.dispose();
  109248. }
  109249. if (this._teleportationTarget) {
  109250. this._teleportationTarget.dispose();
  109251. }
  109252. this._floorMeshesCollection = [];
  109253. document.removeEventListener("keydown", this._onKeyDown);
  109254. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109255. window.removeEventListener("resize", this._onResize);
  109256. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  109257. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  109258. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  109259. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  109260. document.onmsfullscreenchange = null;
  109261. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  109262. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  109263. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  109264. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109265. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  109266. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  109267. this._scene.unregisterBeforeRender(this.beforeRender);
  109268. };
  109269. /**
  109270. * Gets the name of the VRExperienceHelper class
  109271. * @returns "VRExperienceHelper"
  109272. */
  109273. VRExperienceHelper.prototype.getClassName = function () {
  109274. return "VRExperienceHelper";
  109275. };
  109276. return VRExperienceHelper;
  109277. }());
  109278. BABYLON.VRExperienceHelper = VRExperienceHelper;
  109279. })(BABYLON || (BABYLON = {}));
  109280. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  109281. var BABYLON;
  109282. (function (BABYLON) {
  109283. /**
  109284. * WebXR Camera which holds the views for the xrSession
  109285. * @see https://doc.babylonjs.com/how_to/webxr
  109286. */
  109287. var WebXRCamera = /** @class */ (function (_super) {
  109288. __extends(WebXRCamera, _super);
  109289. /**
  109290. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109291. * @param name the name of the camera
  109292. * @param scene the scene to add the camera to
  109293. */
  109294. function WebXRCamera(name, scene) {
  109295. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  109296. // Initial camera configuration
  109297. _this.minZ = 0;
  109298. _this.rotationQuaternion = new BABYLON.Quaternion();
  109299. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  109300. _this.updateUpVectorFromRotation = true;
  109301. _this._updateNumberOfRigCameras(1);
  109302. return _this;
  109303. }
  109304. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  109305. if (viewCount === void 0) { viewCount = 1; }
  109306. while (this.rigCameras.length < viewCount) {
  109307. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  109308. newCamera.minZ = 0;
  109309. newCamera.parent = this;
  109310. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  109311. newCamera.updateUpVectorFromRotation = true;
  109312. this.rigCameras.push(newCamera);
  109313. }
  109314. while (this.rigCameras.length > viewCount) {
  109315. var removedCamera = this.rigCameras.pop();
  109316. if (removedCamera) {
  109317. removedCamera.dispose();
  109318. }
  109319. }
  109320. };
  109321. /** @hidden */
  109322. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  109323. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  109324. // Create initial camera rigs
  109325. this._updateNumberOfRigCameras(2);
  109326. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  109327. this.rigCameras[0].position.x = -pupilDistance / 2;
  109328. this.rigCameras[0].outputRenderTarget = null;
  109329. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  109330. this.rigCameras[1].position.x = pupilDistance / 2;
  109331. this.rigCameras[1].outputRenderTarget = null;
  109332. };
  109333. /**
  109334. * Updates the cameras position from the current pose information of the XR session
  109335. * @param xrSessionManager the session containing pose information
  109336. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109337. */
  109338. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  109339. var _this = this;
  109340. // Ensure all frame data is available
  109341. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  109342. return false;
  109343. }
  109344. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  109345. if (!pose || !pose.poseModelMatrix) {
  109346. return false;
  109347. }
  109348. // Update the parent cameras matrix
  109349. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  109350. if (!this._scene.useRightHandedSystem) {
  109351. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  109352. }
  109353. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  109354. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  109355. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  109356. this.computeWorldMatrix();
  109357. // Update camera rigs
  109358. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  109359. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  109360. // Update view/projection matrix
  109361. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  109362. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  109363. if (!_this._scene.useRightHandedSystem) {
  109364. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  109365. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  109366. }
  109367. // Update viewport
  109368. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  109369. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  109370. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  109371. _this.rigCameras[i].viewport.width = viewport.width / width;
  109372. _this.rigCameras[i].viewport.height = viewport.height / height;
  109373. _this.rigCameras[i].viewport.x = viewport.x / width;
  109374. _this.rigCameras[i].viewport.y = viewport.y / height;
  109375. // Set cameras to render to the session's render target
  109376. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  109377. });
  109378. return true;
  109379. };
  109380. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  109381. return WebXRCamera;
  109382. }(BABYLON.FreeCamera));
  109383. BABYLON.WebXRCamera = WebXRCamera;
  109384. })(BABYLON || (BABYLON = {}));
  109385. //# sourceMappingURL=babylon.webXRCamera.js.map
  109386. var BABYLON;
  109387. (function (BABYLON) {
  109388. /**
  109389. * Manages an XRSession
  109390. * @see https://doc.babylonjs.com/how_to/webxr
  109391. */
  109392. var WebXRSessionManager = /** @class */ (function () {
  109393. /**
  109394. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109395. * @param scene The scene which the session should be created for
  109396. */
  109397. function WebXRSessionManager(scene) {
  109398. this.scene = scene;
  109399. /**
  109400. * Fires every time a new xrFrame arrives which can be used to update the camera
  109401. */
  109402. this.onXRFrameObservable = new BABYLON.Observable();
  109403. /**
  109404. * Fires when the xr session is ended either by the device or manually done
  109405. */
  109406. this.onXRSessionEnded = new BABYLON.Observable();
  109407. /** @hidden */
  109408. this._sessionRenderTargetTexture = null;
  109409. this._tmpMatrix = new BABYLON.Matrix();
  109410. }
  109411. /**
  109412. * Initializes the manager
  109413. * After initialization enterXR can be called to start an XR session
  109414. * @returns Promise which resolves after it is initialized
  109415. */
  109416. WebXRSessionManager.prototype.initializeAsync = function () {
  109417. var _this = this;
  109418. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  109419. // Check if the browser supports webXR
  109420. this._xrNavigator = navigator;
  109421. if (!this._xrNavigator.xr) {
  109422. return Promise.reject("webXR not supported by this browser");
  109423. }
  109424. // Request the webXR device
  109425. return this._xrNavigator.xr.requestDevice().then(function (device) {
  109426. _this._xrDevice = device;
  109427. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  109428. });
  109429. };
  109430. /**
  109431. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  109432. * @param sessionCreationOptions xr options to create the session with
  109433. * @param frameOfReferenceType option to configure how the xr pose is expressed
  109434. * @returns Promise which resolves after it enters XR
  109435. */
  109436. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  109437. var _this = this;
  109438. // initialize session
  109439. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  109440. _this._xrSession = session;
  109441. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  109442. _this._xrSession.addEventListener("end", function () {
  109443. // Remove render target texture and notify frame obervers
  109444. _this._sessionRenderTargetTexture = null;
  109445. // Restore frame buffer to avoid clear on xr framebuffer after session end
  109446. _this.scene.getEngine().restoreDefaultFramebuffer();
  109447. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  109448. _this.scene.getEngine().customAnimationFrameRequester = null;
  109449. _this.onXRSessionEnded.notifyObservers(null);
  109450. _this.scene.getEngine()._renderLoop();
  109451. }, { once: true });
  109452. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  109453. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  109454. }).then(function (frameOfRef) {
  109455. _this._frameOfReference = frameOfRef;
  109456. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  109457. _this.scene.getEngine().customAnimationFrameRequester = {
  109458. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  109459. renderFunction: function (timestamp, xrFrame) {
  109460. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  109461. _this._currentXRFrame = xrFrame;
  109462. _this.onXRFrameObservable.notifyObservers(null);
  109463. _this.scene.getEngine()._renderLoop();
  109464. }
  109465. };
  109466. // Create render target texture from xr's webgl render target
  109467. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  109468. // Stop window's animation frame and trigger sessions animation frame
  109469. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  109470. _this.scene.getEngine()._renderLoop();
  109471. });
  109472. };
  109473. /**
  109474. * Stops the xrSession and restores the renderloop
  109475. * @returns Promise which resolves after it exits XR
  109476. */
  109477. WebXRSessionManager.prototype.exitXRAsync = function () {
  109478. return this._xrSession.end();
  109479. };
  109480. /**
  109481. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109482. * @param ray ray to cast into the environment
  109483. * @returns Promise which resolves with a collision point in the environment if it exists
  109484. */
  109485. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  109486. var _this = this;
  109487. return new Promise(function (res, rej) {
  109488. // Compute left handed inputs to request hit test
  109489. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  109490. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  109491. if (!_this.scene.useRightHandedSystem) {
  109492. origin[2] *= -1;
  109493. direction[2] *= -1;
  109494. }
  109495. // Fire hittest
  109496. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  109497. .then(function (hits) {
  109498. if (hits.length > 0) {
  109499. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  109500. var hitPoint = _this._tmpMatrix.getTranslation();
  109501. if (!_this.scene.useRightHandedSystem) {
  109502. hitPoint.z *= -1;
  109503. }
  109504. res(hitPoint);
  109505. }
  109506. else {
  109507. res(null);
  109508. }
  109509. }).catch(function (e) {
  109510. res(null);
  109511. });
  109512. });
  109513. };
  109514. /**
  109515. * Checks if a session would be supported for the creation options specified
  109516. * @param options creation options to check if they are supported
  109517. * @returns true if supported
  109518. */
  109519. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  109520. return this._xrDevice.supportsSession(options).then(function () {
  109521. return true;
  109522. }).catch(function (e) {
  109523. return false;
  109524. });
  109525. };
  109526. /**
  109527. * @hidden
  109528. * Converts the render layer of xrSession to a render target
  109529. * @param session session to create render target for
  109530. * @param scene scene the new render target should be created for
  109531. */
  109532. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  109533. // Create internal texture
  109534. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  109535. internalTexture.width = session.baseLayer.framebufferWidth;
  109536. internalTexture.height = session.baseLayer.framebufferHeight;
  109537. internalTexture._framebuffer = session.baseLayer.framebuffer;
  109538. // Create render target texture from the internal texture
  109539. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  109540. renderTargetTexture._texture = internalTexture;
  109541. return renderTargetTexture;
  109542. };
  109543. /**
  109544. * Disposes of the session manager
  109545. */
  109546. WebXRSessionManager.prototype.dispose = function () {
  109547. this.onXRFrameObservable.clear();
  109548. this.onXRSessionEnded.clear();
  109549. };
  109550. return WebXRSessionManager;
  109551. }());
  109552. BABYLON.WebXRSessionManager = WebXRSessionManager;
  109553. })(BABYLON || (BABYLON = {}));
  109554. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  109555. var BABYLON;
  109556. (function (BABYLON) {
  109557. /**
  109558. * States of the webXR experience
  109559. */
  109560. var WebXRState;
  109561. (function (WebXRState) {
  109562. /**
  109563. * Transitioning to being in XR mode
  109564. */
  109565. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  109566. /**
  109567. * Transitioning to non XR mode
  109568. */
  109569. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  109570. /**
  109571. * In XR mode and presenting
  109572. */
  109573. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  109574. /**
  109575. * Not entered XR mode
  109576. */
  109577. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  109578. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  109579. /**
  109580. * Helper class used to enable XR
  109581. * @see https://doc.babylonjs.com/how_to/webxr
  109582. */
  109583. var WebXRExperienceHelper = /** @class */ (function () {
  109584. /**
  109585. * Creates a WebXRExperienceHelper
  109586. * @param scene The scene the helper should be created in
  109587. */
  109588. function WebXRExperienceHelper(scene) {
  109589. this.scene = scene;
  109590. /**
  109591. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109592. */
  109593. this.state = WebXRState.NOT_IN_XR;
  109594. /**
  109595. * Fires when the state of the experience helper has changed
  109596. */
  109597. this.onStateChangedObservable = new BABYLON.Observable();
  109598. this._nonVRCamera = null;
  109599. this._originalSceneAutoClear = true;
  109600. this._supported = false;
  109601. this.camera = new BABYLON.WebXRCamera("", scene);
  109602. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  109603. this.container = new BABYLON.AbstractMesh("", scene);
  109604. this.camera.parent = this.container;
  109605. }
  109606. WebXRExperienceHelper.prototype._setState = function (val) {
  109607. this.state = val;
  109608. this.onStateChangedObservable.notifyObservers(this.state);
  109609. };
  109610. /**
  109611. * Creates the experience helper
  109612. * @param scene the scene to attach the experience helper to
  109613. * @returns a promise for the experience helper
  109614. */
  109615. WebXRExperienceHelper.CreateAsync = function (scene) {
  109616. var helper = new WebXRExperienceHelper(scene);
  109617. return helper._sessionManager.initializeAsync().then(function () {
  109618. helper._supported = true;
  109619. return helper;
  109620. }).catch(function () {
  109621. return helper;
  109622. });
  109623. };
  109624. /**
  109625. * Exits XR mode and returns the scene to its original state
  109626. * @returns promise that resolves after xr mode has exited
  109627. */
  109628. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  109629. this._setState(WebXRState.EXITING_XR);
  109630. return this._sessionManager.exitXRAsync();
  109631. };
  109632. /**
  109633. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109634. * @param sessionCreationOptions options for the XR session
  109635. * @param frameOfReference frame of reference of the XR session
  109636. * @returns promise that resolves after xr mode has entered
  109637. */
  109638. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  109639. var _this = this;
  109640. if (!this._supported) {
  109641. throw "XR session not supported by this browser";
  109642. }
  109643. this._setState(WebXRState.ENTERING_XR);
  109644. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  109645. // Cache pre xr scene settings
  109646. _this._originalSceneAutoClear = _this.scene.autoClear;
  109647. _this._nonVRCamera = _this.scene.activeCamera;
  109648. // Overwrite current scene settings
  109649. _this.scene.autoClear = false;
  109650. _this.scene.activeCamera = _this.camera;
  109651. _this._sessionManager.onXRFrameObservable.add(function () {
  109652. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  109653. });
  109654. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  109655. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  109656. _this.camera.rigCameras.forEach(function (c) {
  109657. c.outputRenderTarget = null;
  109658. });
  109659. // Restore scene settings
  109660. _this.scene.autoClear = _this._originalSceneAutoClear;
  109661. _this.scene.activeCamera = _this._nonVRCamera;
  109662. _this._sessionManager.onXRFrameObservable.clear();
  109663. _this._setState(WebXRState.NOT_IN_XR);
  109664. });
  109665. _this._setState(WebXRState.IN_XR);
  109666. });
  109667. };
  109668. /**
  109669. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109670. * @param ray ray to cast into the environment
  109671. * @returns Promise which resolves with a collision point in the environment if it exists
  109672. */
  109673. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  109674. return this._sessionManager.environmentPointHitTestAsync(ray);
  109675. };
  109676. /**
  109677. * Updates the global position of the camera by moving the camera's container
  109678. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109679. * @param position The desired global position of the camera
  109680. */
  109681. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  109682. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  109683. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  109684. };
  109685. /**
  109686. * Rotates the xr camera by rotating the camera's container around the camera's position
  109687. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109688. * @param rotation the desired quaternion rotation to apply to the camera
  109689. */
  109690. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  109691. if (!this.container.rotationQuaternion) {
  109692. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  109693. }
  109694. this.container.rotationQuaternion.multiplyInPlace(rotation);
  109695. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  109696. };
  109697. /**
  109698. * Checks if the creation options are supported by the xr session
  109699. * @param options creation options
  109700. * @returns true if supported
  109701. */
  109702. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  109703. if (!this._supported) {
  109704. return Promise.resolve(false);
  109705. }
  109706. return this._sessionManager.supportsSessionAsync(options);
  109707. };
  109708. /**
  109709. * Disposes of the experience helper
  109710. */
  109711. WebXRExperienceHelper.prototype.dispose = function () {
  109712. this.camera.dispose();
  109713. this.container.dispose();
  109714. this.onStateChangedObservable.clear();
  109715. this._sessionManager.dispose();
  109716. };
  109717. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  109718. return WebXRExperienceHelper;
  109719. }());
  109720. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  109721. })(BABYLON || (BABYLON = {}));
  109722. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  109723. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  109724. return new (P || (P = Promise))(function (resolve, reject) {
  109725. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  109726. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  109727. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  109728. step((generator = generator.apply(thisArg, _arguments || [])).next());
  109729. });
  109730. };
  109731. var __generator = (this && this.__generator) || function (thisArg, body) {
  109732. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  109733. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  109734. function verb(n) { return function (v) { return step([n, v]); }; }
  109735. function step(op) {
  109736. if (f) throw new TypeError("Generator is already executing.");
  109737. while (_) try {
  109738. 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;
  109739. if (y = 0, t) op = [op[0] & 2, t.value];
  109740. switch (op[0]) {
  109741. case 0: case 1: t = op; break;
  109742. case 4: _.label++; return { value: op[1], done: false };
  109743. case 5: _.label++; y = op[1]; op = [0]; continue;
  109744. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  109745. default:
  109746. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  109747. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  109748. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  109749. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  109750. if (t[2]) _.ops.pop();
  109751. _.trys.pop(); continue;
  109752. }
  109753. op = body.call(thisArg, _);
  109754. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  109755. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  109756. }
  109757. };
  109758. var BABYLON;
  109759. (function (BABYLON) {
  109760. /**
  109761. * Button which can be used to enter a different mode of XR
  109762. */
  109763. var WebXREnterExitUIButton = /** @class */ (function () {
  109764. /**
  109765. * Creates a WebXREnterExitUIButton
  109766. * @param element button element
  109767. * @param initializationOptions XR initialization options for the button
  109768. */
  109769. function WebXREnterExitUIButton(
  109770. /** button element */
  109771. element,
  109772. /** XR initialization options for the button */
  109773. initializationOptions) {
  109774. this.element = element;
  109775. this.initializationOptions = initializationOptions;
  109776. }
  109777. /**
  109778. * Overwritable function which can be used to update the button's visuals when the state changes
  109779. * @param activeButton the current active button in the UI
  109780. */
  109781. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  109782. };
  109783. return WebXREnterExitUIButton;
  109784. }());
  109785. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  109786. /**
  109787. * Options to create the webXR UI
  109788. */
  109789. var WebXREnterExitUIOptions = /** @class */ (function () {
  109790. function WebXREnterExitUIOptions() {
  109791. }
  109792. return WebXREnterExitUIOptions;
  109793. }());
  109794. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  109795. /**
  109796. * UI to allow the user to enter/exit XR mode
  109797. */
  109798. var WebXREnterExitUI = /** @class */ (function () {
  109799. function WebXREnterExitUI(scene, options) {
  109800. var _this = this;
  109801. this.scene = scene;
  109802. this._buttons = [];
  109803. this._activeButton = null;
  109804. /**
  109805. * Fired every time the active button is changed.
  109806. *
  109807. * When xr is entered via a button that launches xr that button will be the callback parameter
  109808. *
  109809. * When exiting xr the callback parameter will be null)
  109810. */
  109811. this.activeButtonChangedObservable = new BABYLON.Observable();
  109812. this._overlay = document.createElement("div");
  109813. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  109814. if (options.customButtons) {
  109815. this._buttons = options.customButtons;
  109816. }
  109817. else {
  109818. var hmdBtn = document.createElement("button");
  109819. 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;";
  109820. hmdBtn.innerText = "HMD";
  109821. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  109822. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109823. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109824. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  109825. };
  109826. var windowBtn = document.createElement("button");
  109827. windowBtn.style.cssText = hmdBtn.style.cssText;
  109828. windowBtn.innerText = "Window";
  109829. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  109830. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109831. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109832. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  109833. };
  109834. this._updateButtons(null);
  109835. }
  109836. var renderCanvas = scene.getEngine().getRenderingCanvas();
  109837. if (renderCanvas && renderCanvas.parentNode) {
  109838. renderCanvas.parentNode.appendChild(this._overlay);
  109839. scene.onDisposeObservable.addOnce(function () {
  109840. _this.dispose();
  109841. });
  109842. }
  109843. }
  109844. /**
  109845. * Creates UI to allow the user to enter/exit XR mode
  109846. * @param scene the scene to add the ui to
  109847. * @param helper the xr experience helper to enter/exit xr with
  109848. * @param options options to configure the UI
  109849. * @returns the created ui
  109850. */
  109851. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  109852. var _this = this;
  109853. var ui = new WebXREnterExitUI(scene, options);
  109854. var supportedPromises = ui._buttons.map(function (btn) {
  109855. return helper.supportsSessionAsync(btn.initializationOptions);
  109856. });
  109857. helper.onStateChangedObservable.add(function (state) {
  109858. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  109859. ui._updateButtons(null);
  109860. }
  109861. });
  109862. return Promise.all(supportedPromises).then(function (results) {
  109863. results.forEach(function (supported, i) {
  109864. if (supported) {
  109865. ui._overlay.appendChild(ui._buttons[i].element);
  109866. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  109867. return __generator(this, function (_a) {
  109868. switch (_a.label) {
  109869. case 0:
  109870. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  109871. ui._updateButtons(null);
  109872. return [4 /*yield*/, helper.exitXRAsync()];
  109873. case 1:
  109874. _a.sent();
  109875. return [2 /*return*/];
  109876. case 2:
  109877. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  109878. ui._updateButtons(ui._buttons[i]);
  109879. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  109880. case 3:
  109881. _a.sent();
  109882. _a.label = 4;
  109883. case 4: return [2 /*return*/];
  109884. }
  109885. });
  109886. }); };
  109887. }
  109888. });
  109889. return ui;
  109890. });
  109891. };
  109892. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  109893. var _this = this;
  109894. this._activeButton = activeButton;
  109895. this._buttons.forEach(function (b) {
  109896. b.update(_this._activeButton);
  109897. });
  109898. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  109899. };
  109900. /**
  109901. * Disposes of the object
  109902. */
  109903. WebXREnterExitUI.prototype.dispose = function () {
  109904. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  109905. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  109906. renderCanvas.parentNode.removeChild(this._overlay);
  109907. }
  109908. this.activeButtonChangedObservable.clear();
  109909. };
  109910. return WebXREnterExitUI;
  109911. }());
  109912. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  109913. })(BABYLON || (BABYLON = {}));
  109914. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  109915. var BABYLON;
  109916. (function (BABYLON) {
  109917. /**
  109918. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109919. */
  109920. var WebXRManagedOutputCanvas = /** @class */ (function () {
  109921. /**
  109922. * Initializes the canvas to be added/removed upon entering/exiting xr
  109923. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  109924. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109925. */
  109926. function WebXRManagedOutputCanvas(helper, canvas) {
  109927. var _this = this;
  109928. this._canvas = null;
  109929. /**
  109930. * xrpresent context of the canvas which can be used to display/mirror xr content
  109931. */
  109932. this.canvasContext = null;
  109933. if (!canvas) {
  109934. canvas = document.createElement('canvas');
  109935. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  109936. }
  109937. this._setManagedOutputCanvas(canvas);
  109938. helper.onStateChangedObservable.add(function (stateInfo) {
  109939. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  109940. // 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
  109941. _this._addCanvas();
  109942. }
  109943. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  109944. _this._removeCanvas();
  109945. }
  109946. });
  109947. }
  109948. /**
  109949. * Disposes of the object
  109950. */
  109951. WebXRManagedOutputCanvas.prototype.dispose = function () {
  109952. this._removeCanvas();
  109953. this._setManagedOutputCanvas(null);
  109954. };
  109955. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  109956. this._removeCanvas();
  109957. if (!canvas) {
  109958. this._canvas = null;
  109959. this.canvasContext = null;
  109960. }
  109961. else {
  109962. this._canvas = canvas;
  109963. this.canvasContext = this._canvas.getContext('xrpresent');
  109964. }
  109965. };
  109966. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  109967. if (this._canvas) {
  109968. document.body.appendChild(this._canvas);
  109969. }
  109970. };
  109971. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  109972. if (this._canvas && document.body.contains(this._canvas)) {
  109973. document.body.removeChild(this._canvas);
  109974. }
  109975. };
  109976. return WebXRManagedOutputCanvas;
  109977. }());
  109978. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  109979. })(BABYLON || (BABYLON = {}));
  109980. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  109981. var BABYLON;
  109982. (function (BABYLON) {
  109983. /**
  109984. * Represents an XR input
  109985. */
  109986. var WebXRController = /** @class */ (function () {
  109987. /**
  109988. * Creates the controller
  109989. * @see https://doc.babylonjs.com/how_to/webxr
  109990. * @param scene the scene which the controller should be associated to
  109991. */
  109992. function WebXRController(scene) {
  109993. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  109994. }
  109995. /**
  109996. * Disposes of the object
  109997. */
  109998. WebXRController.prototype.dispose = function () {
  109999. if (this.grip) {
  110000. this.grip.dispose();
  110001. }
  110002. this.pointer.dispose();
  110003. };
  110004. return WebXRController;
  110005. }());
  110006. BABYLON.WebXRController = WebXRController;
  110007. /**
  110008. * XR input used to track XR inputs such as controllers/rays
  110009. */
  110010. var WebXRInput = /** @class */ (function () {
  110011. /**
  110012. * Initializes the WebXRInput
  110013. * @param helper experience helper which the input should be created for
  110014. */
  110015. function WebXRInput(helper) {
  110016. var _this = this;
  110017. this.helper = helper;
  110018. /**
  110019. * XR controllers being tracked
  110020. */
  110021. this.controllers = [];
  110022. this._tmpMatrix = new BABYLON.Matrix();
  110023. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  110024. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  110025. return;
  110026. }
  110027. var xrFrame = helper._sessionManager._currentXRFrame;
  110028. var inputSources = helper._sessionManager._xrSession.getInputSources();
  110029. inputSources.forEach(function (input, i) {
  110030. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  110031. if (inputPose) {
  110032. if (_this.controllers.length <= i) {
  110033. _this.controllers.push(new WebXRController(helper.container.getScene()));
  110034. }
  110035. var controller = _this.controllers[i];
  110036. // Manage the grip if it exists
  110037. if (inputPose.gripMatrix) {
  110038. if (!controller.grip) {
  110039. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  110040. }
  110041. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  110042. if (!controller.grip.getScene().useRightHandedSystem) {
  110043. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110044. }
  110045. if (!controller.grip.rotationQuaternion) {
  110046. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  110047. }
  110048. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  110049. }
  110050. // Manager pointer of controller
  110051. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  110052. if (!controller.pointer.getScene().useRightHandedSystem) {
  110053. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110054. }
  110055. if (!controller.pointer.rotationQuaternion) {
  110056. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  110057. }
  110058. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  110059. }
  110060. });
  110061. });
  110062. }
  110063. /**
  110064. * Disposes of the object
  110065. */
  110066. WebXRInput.prototype.dispose = function () {
  110067. this.controllers.forEach(function (c) {
  110068. c.dispose();
  110069. });
  110070. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  110071. };
  110072. return WebXRInput;
  110073. }());
  110074. BABYLON.WebXRInput = WebXRInput;
  110075. })(BABYLON || (BABYLON = {}));
  110076. //# sourceMappingURL=babylon.webXRInput.js.map
  110077. // Mainly based on these 2 articles :
  110078. // 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
  110079. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  110080. var BABYLON;
  110081. (function (BABYLON) {
  110082. /**
  110083. * Defines the potential axis of a Joystick
  110084. */
  110085. var JoystickAxis;
  110086. (function (JoystickAxis) {
  110087. /** X axis */
  110088. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  110089. /** Y axis */
  110090. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  110091. /** Z axis */
  110092. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  110093. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  110094. /**
  110095. * Class used to define virtual joystick (used in touch mode)
  110096. */
  110097. var VirtualJoystick = /** @class */ (function () {
  110098. /**
  110099. * Creates a new virtual joystick
  110100. * @param leftJoystick defines that the joystick is for left hand (false by default)
  110101. */
  110102. function VirtualJoystick(leftJoystick) {
  110103. var _this = this;
  110104. if (leftJoystick) {
  110105. this._leftJoystick = true;
  110106. }
  110107. else {
  110108. this._leftJoystick = false;
  110109. }
  110110. VirtualJoystick._globalJoystickIndex++;
  110111. // By default left & right arrow keys are moving the X
  110112. // and up & down keys are moving the Y
  110113. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110114. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110115. this.reverseLeftRight = false;
  110116. this.reverseUpDown = false;
  110117. // collections of pointers
  110118. this._touches = new BABYLON.StringDictionary();
  110119. this.deltaPosition = BABYLON.Vector3.Zero();
  110120. this._joystickSensibility = 25;
  110121. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110122. this._onResize = function (evt) {
  110123. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110124. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110125. if (VirtualJoystick.Canvas) {
  110126. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  110127. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  110128. }
  110129. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  110130. };
  110131. // injecting a canvas element on top of the canvas 3D game
  110132. if (!VirtualJoystick.Canvas) {
  110133. window.addEventListener("resize", this._onResize, false);
  110134. VirtualJoystick.Canvas = document.createElement("canvas");
  110135. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110136. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110137. VirtualJoystick.Canvas.width = window.innerWidth;
  110138. VirtualJoystick.Canvas.height = window.innerHeight;
  110139. VirtualJoystick.Canvas.style.width = "100%";
  110140. VirtualJoystick.Canvas.style.height = "100%";
  110141. VirtualJoystick.Canvas.style.position = "absolute";
  110142. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  110143. VirtualJoystick.Canvas.style.top = "0px";
  110144. VirtualJoystick.Canvas.style.left = "0px";
  110145. VirtualJoystick.Canvas.style.zIndex = "5";
  110146. VirtualJoystick.Canvas.style.msTouchAction = "none";
  110147. // Support for jQuery PEP polyfill
  110148. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  110149. var context = VirtualJoystick.Canvas.getContext('2d');
  110150. if (!context) {
  110151. throw new Error("Unable to create canvas for virtual joystick");
  110152. }
  110153. VirtualJoystick.vjCanvasContext = context;
  110154. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  110155. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110156. document.body.appendChild(VirtualJoystick.Canvas);
  110157. }
  110158. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  110159. this.pressed = false;
  110160. // default joystick color
  110161. this._joystickColor = "cyan";
  110162. this._joystickPointerID = -1;
  110163. // current joystick position
  110164. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  110165. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  110166. // origin joystick position
  110167. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  110168. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  110169. this._onPointerDownHandlerRef = function (evt) {
  110170. _this._onPointerDown(evt);
  110171. };
  110172. this._onPointerMoveHandlerRef = function (evt) {
  110173. _this._onPointerMove(evt);
  110174. };
  110175. this._onPointerUpHandlerRef = function (evt) {
  110176. _this._onPointerUp(evt);
  110177. };
  110178. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  110179. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  110180. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  110181. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  110182. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  110183. evt.preventDefault(); // Disables system menu
  110184. }, false);
  110185. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110186. }
  110187. /**
  110188. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  110189. * @param newJoystickSensibility defines the new sensibility
  110190. */
  110191. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  110192. this._joystickSensibility = newJoystickSensibility;
  110193. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110194. };
  110195. VirtualJoystick.prototype._onPointerDown = function (e) {
  110196. var positionOnScreenCondition;
  110197. e.preventDefault();
  110198. if (this._leftJoystick === true) {
  110199. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  110200. }
  110201. else {
  110202. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  110203. }
  110204. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  110205. // First contact will be dedicated to the virtual joystick
  110206. this._joystickPointerID = e.pointerId;
  110207. this._joystickPointerStartPos.x = e.clientX;
  110208. this._joystickPointerStartPos.y = e.clientY;
  110209. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  110210. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  110211. this._deltaJoystickVector.x = 0;
  110212. this._deltaJoystickVector.y = 0;
  110213. this.pressed = true;
  110214. this._touches.add(e.pointerId.toString(), e);
  110215. }
  110216. else {
  110217. // You can only trigger the action buttons with a joystick declared
  110218. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  110219. this._action();
  110220. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  110221. }
  110222. }
  110223. };
  110224. VirtualJoystick.prototype._onPointerMove = function (e) {
  110225. // If the current pointer is the one associated to the joystick (first touch contact)
  110226. if (this._joystickPointerID == e.pointerId) {
  110227. this._joystickPointerPos.x = e.clientX;
  110228. this._joystickPointerPos.y = e.clientY;
  110229. this._deltaJoystickVector = this._joystickPointerPos.clone();
  110230. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  110231. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  110232. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  110233. switch (this._axisTargetedByLeftAndRight) {
  110234. case JoystickAxis.X:
  110235. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  110236. break;
  110237. case JoystickAxis.Y:
  110238. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  110239. break;
  110240. case JoystickAxis.Z:
  110241. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  110242. break;
  110243. }
  110244. var directionUpDown = this.reverseUpDown ? 1 : -1;
  110245. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  110246. switch (this._axisTargetedByUpAndDown) {
  110247. case JoystickAxis.X:
  110248. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  110249. break;
  110250. case JoystickAxis.Y:
  110251. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  110252. break;
  110253. case JoystickAxis.Z:
  110254. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  110255. break;
  110256. }
  110257. }
  110258. else {
  110259. var data = this._touches.get(e.pointerId.toString());
  110260. if (data) {
  110261. data.x = e.clientX;
  110262. data.y = e.clientY;
  110263. }
  110264. }
  110265. };
  110266. VirtualJoystick.prototype._onPointerUp = function (e) {
  110267. if (this._joystickPointerID == e.pointerId) {
  110268. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  110269. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  110270. this._joystickPointerID = -1;
  110271. this.pressed = false;
  110272. }
  110273. else {
  110274. var touch = this._touches.get(e.pointerId.toString());
  110275. if (touch) {
  110276. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110277. }
  110278. }
  110279. this._deltaJoystickVector.x = 0;
  110280. this._deltaJoystickVector.y = 0;
  110281. this._touches.remove(e.pointerId.toString());
  110282. };
  110283. /**
  110284. * Change the color of the virtual joystick
  110285. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  110286. */
  110287. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  110288. this._joystickColor = newColor;
  110289. };
  110290. /**
  110291. * Defines a callback to call when the joystick is touched
  110292. * @param action defines the callback
  110293. */
  110294. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  110295. this._action = action;
  110296. };
  110297. /**
  110298. * Defines which axis you'd like to control for left & right
  110299. * @param axis defines the axis to use
  110300. */
  110301. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  110302. switch (axis) {
  110303. case JoystickAxis.X:
  110304. case JoystickAxis.Y:
  110305. case JoystickAxis.Z:
  110306. this._axisTargetedByLeftAndRight = axis;
  110307. break;
  110308. default:
  110309. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110310. break;
  110311. }
  110312. };
  110313. /**
  110314. * Defines which axis you'd like to control for up & down
  110315. * @param axis defines the axis to use
  110316. */
  110317. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  110318. switch (axis) {
  110319. case JoystickAxis.X:
  110320. case JoystickAxis.Y:
  110321. case JoystickAxis.Z:
  110322. this._axisTargetedByUpAndDown = axis;
  110323. break;
  110324. default:
  110325. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110326. break;
  110327. }
  110328. };
  110329. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  110330. var _this = this;
  110331. if (this.pressed) {
  110332. this._touches.forEach(function (key, touch) {
  110333. if (touch.pointerId === _this._joystickPointerID) {
  110334. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  110335. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  110336. VirtualJoystick.vjCanvasContext.beginPath();
  110337. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110338. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110339. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  110340. VirtualJoystick.vjCanvasContext.stroke();
  110341. VirtualJoystick.vjCanvasContext.closePath();
  110342. VirtualJoystick.vjCanvasContext.beginPath();
  110343. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110344. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110345. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  110346. VirtualJoystick.vjCanvasContext.stroke();
  110347. VirtualJoystick.vjCanvasContext.closePath();
  110348. VirtualJoystick.vjCanvasContext.beginPath();
  110349. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110350. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  110351. VirtualJoystick.vjCanvasContext.stroke();
  110352. VirtualJoystick.vjCanvasContext.closePath();
  110353. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  110354. }
  110355. else {
  110356. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110357. VirtualJoystick.vjCanvasContext.beginPath();
  110358. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  110359. VirtualJoystick.vjCanvasContext.beginPath();
  110360. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  110361. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110362. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  110363. VirtualJoystick.vjCanvasContext.stroke();
  110364. VirtualJoystick.vjCanvasContext.closePath();
  110365. touch.prevX = touch.x;
  110366. touch.prevY = touch.y;
  110367. }
  110368. });
  110369. }
  110370. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110371. };
  110372. /**
  110373. * Release internal HTML canvas
  110374. */
  110375. VirtualJoystick.prototype.releaseCanvas = function () {
  110376. if (VirtualJoystick.Canvas) {
  110377. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  110378. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  110379. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  110380. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  110381. window.removeEventListener("resize", this._onResize);
  110382. document.body.removeChild(VirtualJoystick.Canvas);
  110383. VirtualJoystick.Canvas = null;
  110384. }
  110385. };
  110386. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  110387. VirtualJoystick._globalJoystickIndex = 0;
  110388. return VirtualJoystick;
  110389. }());
  110390. BABYLON.VirtualJoystick = VirtualJoystick;
  110391. })(BABYLON || (BABYLON = {}));
  110392. //# sourceMappingURL=babylon.virtualJoystick.js.map
  110393. var BABYLON;
  110394. (function (BABYLON) {
  110395. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  110396. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  110397. });
  110398. /**
  110399. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  110400. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110401. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110402. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110403. */
  110404. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  110405. __extends(VirtualJoysticksCamera, _super);
  110406. /**
  110407. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  110408. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110409. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110410. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110411. * @param name Define the name of the camera in the scene
  110412. * @param position Define the start position of the camera in the scene
  110413. * @param scene Define the scene the camera belongs to
  110414. */
  110415. function VirtualJoysticksCamera(name, position, scene) {
  110416. var _this = _super.call(this, name, position, scene) || this;
  110417. _this.inputs.addVirtualJoystick();
  110418. return _this;
  110419. }
  110420. /**
  110421. * Gets the current object class name.
  110422. * @return the class name
  110423. */
  110424. VirtualJoysticksCamera.prototype.getClassName = function () {
  110425. return "VirtualJoysticksCamera";
  110426. };
  110427. return VirtualJoysticksCamera;
  110428. }(BABYLON.FreeCamera));
  110429. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  110430. })(BABYLON || (BABYLON = {}));
  110431. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  110432. var BABYLON;
  110433. (function (BABYLON) {
  110434. /**
  110435. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  110436. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110437. */
  110438. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  110439. function FreeCameraVirtualJoystickInput() {
  110440. }
  110441. /**
  110442. * Gets the left stick of the virtual joystick.
  110443. * @returns The virtual Joystick
  110444. */
  110445. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  110446. return this._leftjoystick;
  110447. };
  110448. /**
  110449. * Gets the right stick of the virtual joystick.
  110450. * @returns The virtual Joystick
  110451. */
  110452. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  110453. return this._rightjoystick;
  110454. };
  110455. /**
  110456. * Update the current camera state depending on the inputs that have been used this frame.
  110457. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  110458. */
  110459. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  110460. if (this._leftjoystick) {
  110461. var camera = this.camera;
  110462. var speed = camera._computeLocalCameraSpeed() * 50;
  110463. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  110464. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  110465. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  110466. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  110467. if (!this._leftjoystick.pressed) {
  110468. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  110469. }
  110470. if (!this._rightjoystick.pressed) {
  110471. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  110472. }
  110473. }
  110474. };
  110475. /**
  110476. * Attach the input controls to a specific dom element to get the input from.
  110477. * @param element Defines the element the controls should be listened from
  110478. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110479. */
  110480. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  110481. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  110482. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  110483. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  110484. this._leftjoystick.setJoystickSensibility(0.15);
  110485. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  110486. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  110487. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  110488. this._rightjoystick.reverseUpDown = true;
  110489. this._rightjoystick.setJoystickSensibility(0.05);
  110490. this._rightjoystick.setJoystickColor("yellow");
  110491. };
  110492. /**
  110493. * Detach the current controls from the specified dom element.
  110494. * @param element Defines the element to stop listening the inputs from
  110495. */
  110496. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  110497. this._leftjoystick.releaseCanvas();
  110498. this._rightjoystick.releaseCanvas();
  110499. };
  110500. /**
  110501. * Gets the class name of the current intput.
  110502. * @returns the class name
  110503. */
  110504. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  110505. return "FreeCameraVirtualJoystickInput";
  110506. };
  110507. /**
  110508. * Get the friendly name associated with the input class.
  110509. * @returns the input friendly name
  110510. */
  110511. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  110512. return "virtualJoystick";
  110513. };
  110514. return FreeCameraVirtualJoystickInput;
  110515. }());
  110516. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  110517. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  110518. })(BABYLON || (BABYLON = {}));
  110519. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  110520. var BABYLON;
  110521. (function (BABYLON) {
  110522. /**
  110523. * Class used to specify simplification options
  110524. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110525. */
  110526. var SimplificationSettings = /** @class */ (function () {
  110527. /**
  110528. * Creates a SimplificationSettings
  110529. * @param quality expected quality
  110530. * @param distance distance when this optimized version should be used
  110531. * @param optimizeMesh already optimized mesh
  110532. */
  110533. function SimplificationSettings(
  110534. /** expected quality */
  110535. quality,
  110536. /** distance when this optimized version should be used */
  110537. distance,
  110538. /** already optimized mesh */
  110539. optimizeMesh) {
  110540. this.quality = quality;
  110541. this.distance = distance;
  110542. this.optimizeMesh = optimizeMesh;
  110543. }
  110544. return SimplificationSettings;
  110545. }());
  110546. BABYLON.SimplificationSettings = SimplificationSettings;
  110547. /**
  110548. * Queue used to order the simplification tasks
  110549. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110550. */
  110551. var SimplificationQueue = /** @class */ (function () {
  110552. /**
  110553. * Creates a new queue
  110554. */
  110555. function SimplificationQueue() {
  110556. this.running = false;
  110557. this._simplificationArray = [];
  110558. }
  110559. /**
  110560. * Adds a new simplification task
  110561. * @param task defines a task to add
  110562. */
  110563. SimplificationQueue.prototype.addTask = function (task) {
  110564. this._simplificationArray.push(task);
  110565. };
  110566. /**
  110567. * Execute next task
  110568. */
  110569. SimplificationQueue.prototype.executeNext = function () {
  110570. var task = this._simplificationArray.pop();
  110571. if (task) {
  110572. this.running = true;
  110573. this.runSimplification(task);
  110574. }
  110575. else {
  110576. this.running = false;
  110577. }
  110578. };
  110579. /**
  110580. * Execute a simplification task
  110581. * @param task defines the task to run
  110582. */
  110583. SimplificationQueue.prototype.runSimplification = function (task) {
  110584. var _this = this;
  110585. if (task.parallelProcessing) {
  110586. //parallel simplifier
  110587. task.settings.forEach(function (setting) {
  110588. var simplifier = _this.getSimplifier(task);
  110589. simplifier.simplify(setting, function (newMesh) {
  110590. task.mesh.addLODLevel(setting.distance, newMesh);
  110591. newMesh.isVisible = true;
  110592. //check if it is the last
  110593. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  110594. //all done, run the success callback.
  110595. task.successCallback();
  110596. }
  110597. _this.executeNext();
  110598. });
  110599. });
  110600. }
  110601. else {
  110602. //single simplifier.
  110603. var simplifier = this.getSimplifier(task);
  110604. var runDecimation = function (setting, callback) {
  110605. simplifier.simplify(setting, function (newMesh) {
  110606. task.mesh.addLODLevel(setting.distance, newMesh);
  110607. newMesh.isVisible = true;
  110608. //run the next quality level
  110609. callback();
  110610. });
  110611. };
  110612. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  110613. runDecimation(task.settings[loop.index], function () {
  110614. loop.executeNext();
  110615. });
  110616. }, function () {
  110617. //execution ended, run the success callback.
  110618. if (task.successCallback) {
  110619. task.successCallback();
  110620. }
  110621. _this.executeNext();
  110622. });
  110623. }
  110624. };
  110625. SimplificationQueue.prototype.getSimplifier = function (task) {
  110626. switch (task.simplificationType) {
  110627. case SimplificationType.QUADRATIC:
  110628. default:
  110629. return new QuadraticErrorSimplification(task.mesh);
  110630. }
  110631. };
  110632. return SimplificationQueue;
  110633. }());
  110634. BABYLON.SimplificationQueue = SimplificationQueue;
  110635. /**
  110636. * The implemented types of simplification
  110637. * At the moment only Quadratic Error Decimation is implemented
  110638. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110639. */
  110640. var SimplificationType;
  110641. (function (SimplificationType) {
  110642. /** Quadratic error decimation */
  110643. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  110644. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  110645. var DecimationTriangle = /** @class */ (function () {
  110646. function DecimationTriangle(vertices) {
  110647. this.vertices = vertices;
  110648. this.error = new Array(4);
  110649. this.deleted = false;
  110650. this.isDirty = false;
  110651. this.deletePending = false;
  110652. this.borderFactor = 0;
  110653. }
  110654. return DecimationTriangle;
  110655. }());
  110656. var DecimationVertex = /** @class */ (function () {
  110657. function DecimationVertex(position, id) {
  110658. this.position = position;
  110659. this.id = id;
  110660. this.isBorder = true;
  110661. this.q = new QuadraticMatrix();
  110662. this.triangleCount = 0;
  110663. this.triangleStart = 0;
  110664. this.originalOffsets = [];
  110665. }
  110666. DecimationVertex.prototype.updatePosition = function (newPosition) {
  110667. this.position.copyFrom(newPosition);
  110668. };
  110669. return DecimationVertex;
  110670. }());
  110671. var QuadraticMatrix = /** @class */ (function () {
  110672. function QuadraticMatrix(data) {
  110673. this.data = new Array(10);
  110674. for (var i = 0; i < 10; ++i) {
  110675. if (data && data[i]) {
  110676. this.data[i] = data[i];
  110677. }
  110678. else {
  110679. this.data[i] = 0;
  110680. }
  110681. }
  110682. }
  110683. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  110684. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  110685. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  110686. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  110687. return det;
  110688. };
  110689. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  110690. for (var i = 0; i < 10; ++i) {
  110691. this.data[i] += matrix.data[i];
  110692. }
  110693. };
  110694. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  110695. for (var i = 0; i < 10; ++i) {
  110696. this.data[i] += data[i];
  110697. }
  110698. };
  110699. QuadraticMatrix.prototype.add = function (matrix) {
  110700. var m = new QuadraticMatrix();
  110701. for (var i = 0; i < 10; ++i) {
  110702. m.data[i] = this.data[i] + matrix.data[i];
  110703. }
  110704. return m;
  110705. };
  110706. QuadraticMatrix.FromData = function (a, b, c, d) {
  110707. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  110708. };
  110709. //returning an array to avoid garbage collection
  110710. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  110711. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  110712. };
  110713. return QuadraticMatrix;
  110714. }());
  110715. var Reference = /** @class */ (function () {
  110716. function Reference(vertexId, triangleId) {
  110717. this.vertexId = vertexId;
  110718. this.triangleId = triangleId;
  110719. }
  110720. return Reference;
  110721. }());
  110722. /**
  110723. * An implementation of the Quadratic Error simplification algorithm.
  110724. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  110725. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  110726. * @author RaananW
  110727. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110728. */
  110729. var QuadraticErrorSimplification = /** @class */ (function () {
  110730. function QuadraticErrorSimplification(_mesh) {
  110731. this._mesh = _mesh;
  110732. this.syncIterations = 5000;
  110733. this.aggressiveness = 7;
  110734. this.decimationIterations = 100;
  110735. this.boundingBoxEpsilon = BABYLON.Epsilon;
  110736. }
  110737. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  110738. var _this = this;
  110739. this.initDecimatedMesh();
  110740. //iterating through the submeshes array, one after the other.
  110741. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  110742. _this.initWithMesh(loop.index, function () {
  110743. _this.runDecimation(settings, loop.index, function () {
  110744. loop.executeNext();
  110745. });
  110746. }, settings.optimizeMesh);
  110747. }, function () {
  110748. setTimeout(function () {
  110749. successCallback(_this._reconstructedMesh);
  110750. }, 0);
  110751. });
  110752. };
  110753. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  110754. var _this = this;
  110755. var targetCount = ~~(this.triangles.length * settings.quality);
  110756. var deletedTriangles = 0;
  110757. var triangleCount = this.triangles.length;
  110758. var iterationFunction = function (iteration, callback) {
  110759. setTimeout(function () {
  110760. if (iteration % 5 === 0) {
  110761. _this.updateMesh(iteration === 0);
  110762. }
  110763. for (var i = 0; i < _this.triangles.length; ++i) {
  110764. _this.triangles[i].isDirty = false;
  110765. }
  110766. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  110767. var trianglesIterator = function (i) {
  110768. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  110769. var t = _this.triangles[tIdx];
  110770. if (!t) {
  110771. return;
  110772. }
  110773. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  110774. return;
  110775. }
  110776. for (var j = 0; j < 3; ++j) {
  110777. if (t.error[j] < threshold) {
  110778. var deleted0 = [];
  110779. var deleted1 = [];
  110780. var v0 = t.vertices[j];
  110781. var v1 = t.vertices[(j + 1) % 3];
  110782. if (v0.isBorder || v1.isBorder) {
  110783. continue;
  110784. }
  110785. var p = BABYLON.Vector3.Zero();
  110786. var n = BABYLON.Vector3.Zero();
  110787. var uv = BABYLON.Vector2.Zero();
  110788. var color = new BABYLON.Color4(0, 0, 0, 1);
  110789. _this.calculateError(v0, v1, p, n, uv, color);
  110790. var delTr = new Array();
  110791. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  110792. continue;
  110793. }
  110794. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  110795. continue;
  110796. }
  110797. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  110798. continue;
  110799. }
  110800. var uniqueArray = new Array();
  110801. delTr.forEach(function (deletedT) {
  110802. if (uniqueArray.indexOf(deletedT) === -1) {
  110803. deletedT.deletePending = true;
  110804. uniqueArray.push(deletedT);
  110805. }
  110806. });
  110807. if (uniqueArray.length % 2 !== 0) {
  110808. continue;
  110809. }
  110810. v0.q = v1.q.add(v0.q);
  110811. v0.updatePosition(p);
  110812. var tStart = _this.references.length;
  110813. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  110814. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  110815. var tCount = _this.references.length - tStart;
  110816. if (tCount <= v0.triangleCount) {
  110817. if (tCount) {
  110818. for (var c = 0; c < tCount; c++) {
  110819. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  110820. }
  110821. }
  110822. }
  110823. else {
  110824. v0.triangleStart = tStart;
  110825. }
  110826. v0.triangleCount = tCount;
  110827. break;
  110828. }
  110829. }
  110830. };
  110831. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  110832. }, 0);
  110833. };
  110834. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  110835. if (triangleCount - deletedTriangles <= targetCount) {
  110836. loop.breakLoop();
  110837. }
  110838. else {
  110839. iterationFunction(loop.index, function () {
  110840. loop.executeNext();
  110841. });
  110842. }
  110843. }, function () {
  110844. setTimeout(function () {
  110845. //reconstruct this part of the mesh
  110846. _this.reconstructMesh(submeshIndex);
  110847. successCallback();
  110848. }, 0);
  110849. });
  110850. };
  110851. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  110852. var _this = this;
  110853. this.vertices = [];
  110854. this.triangles = [];
  110855. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110856. var indices = this._mesh.getIndices();
  110857. var submesh = this._mesh.subMeshes[submeshIndex];
  110858. var findInVertices = function (positionToSearch) {
  110859. if (optimizeMesh) {
  110860. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  110861. if (_this.vertices[ii].position.equals(positionToSearch)) {
  110862. return _this.vertices[ii];
  110863. }
  110864. }
  110865. }
  110866. return null;
  110867. };
  110868. var vertexReferences = [];
  110869. var vertexInit = function (i) {
  110870. if (!positionData) {
  110871. return;
  110872. }
  110873. var offset = i + submesh.verticesStart;
  110874. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  110875. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  110876. vertex.originalOffsets.push(offset);
  110877. if (vertex.id === _this.vertices.length) {
  110878. _this.vertices.push(vertex);
  110879. }
  110880. vertexReferences.push(vertex.id);
  110881. };
  110882. //var totalVertices = mesh.getTotalVertices();
  110883. var totalVertices = submesh.verticesCount;
  110884. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  110885. var indicesInit = function (i) {
  110886. if (!indices) {
  110887. return;
  110888. }
  110889. var offset = (submesh.indexStart / 3) + i;
  110890. var pos = (offset * 3);
  110891. var i0 = indices[pos + 0];
  110892. var i1 = indices[pos + 1];
  110893. var i2 = indices[pos + 2];
  110894. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  110895. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  110896. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  110897. var triangle = new DecimationTriangle([v0, v1, v2]);
  110898. triangle.originalOffset = pos;
  110899. _this.triangles.push(triangle);
  110900. };
  110901. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  110902. _this.init(callback);
  110903. });
  110904. });
  110905. };
  110906. QuadraticErrorSimplification.prototype.init = function (callback) {
  110907. var _this = this;
  110908. var triangleInit1 = function (i) {
  110909. var t = _this.triangles[i];
  110910. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  110911. for (var j = 0; j < 3; j++) {
  110912. 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))));
  110913. }
  110914. };
  110915. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  110916. var triangleInit2 = function (i) {
  110917. var t = _this.triangles[i];
  110918. for (var j = 0; j < 3; ++j) {
  110919. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  110920. }
  110921. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110922. };
  110923. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  110924. callback();
  110925. });
  110926. });
  110927. };
  110928. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  110929. var newTriangles = [];
  110930. var i;
  110931. for (i = 0; i < this.vertices.length; ++i) {
  110932. this.vertices[i].triangleCount = 0;
  110933. }
  110934. var t;
  110935. var j;
  110936. for (i = 0; i < this.triangles.length; ++i) {
  110937. if (!this.triangles[i].deleted) {
  110938. t = this.triangles[i];
  110939. for (j = 0; j < 3; ++j) {
  110940. t.vertices[j].triangleCount = 1;
  110941. }
  110942. newTriangles.push(t);
  110943. }
  110944. }
  110945. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  110946. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  110947. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  110948. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  110949. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  110950. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  110951. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  110952. var vertexCount = 0;
  110953. for (i = 0; i < this.vertices.length; ++i) {
  110954. var vertex = this.vertices[i];
  110955. vertex.id = vertexCount;
  110956. if (vertex.triangleCount) {
  110957. vertex.originalOffsets.forEach(function (originalOffset) {
  110958. if (!normalData) {
  110959. return;
  110960. }
  110961. newPositionData.push(vertex.position.x);
  110962. newPositionData.push(vertex.position.y);
  110963. newPositionData.push(vertex.position.z);
  110964. newNormalData.push(normalData[originalOffset * 3]);
  110965. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  110966. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  110967. if (uvs && uvs.length) {
  110968. newUVsData.push(uvs[(originalOffset * 2)]);
  110969. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  110970. }
  110971. else if (colorsData && colorsData.length) {
  110972. newColorsData.push(colorsData[(originalOffset * 4)]);
  110973. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  110974. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  110975. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  110976. }
  110977. ++vertexCount;
  110978. });
  110979. }
  110980. }
  110981. var startingIndex = this._reconstructedMesh.getTotalIndices();
  110982. var startingVertex = this._reconstructedMesh.getTotalVertices();
  110983. var submeshesArray = this._reconstructedMesh.subMeshes;
  110984. this._reconstructedMesh.subMeshes = [];
  110985. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  110986. var originalIndices = this._mesh.getIndices();
  110987. for (i = 0; i < newTriangles.length; ++i) {
  110988. t = newTriangles[i]; //now get the new referencing point for each vertex
  110989. [0, 1, 2].forEach(function (idx) {
  110990. var id = originalIndices[t.originalOffset + idx];
  110991. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  110992. if (offset < 0) {
  110993. offset = 0;
  110994. }
  110995. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  110996. });
  110997. }
  110998. //overwriting the old vertex buffers and indices.
  110999. this._reconstructedMesh.setIndices(newIndicesArray);
  111000. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  111001. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  111002. if (newUVsData.length > 0) {
  111003. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  111004. }
  111005. if (newColorsData.length > 0) {
  111006. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  111007. }
  111008. //create submesh
  111009. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  111010. if (submeshIndex > 0) {
  111011. this._reconstructedMesh.subMeshes = [];
  111012. submeshesArray.forEach(function (submesh) {
  111013. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  111014. });
  111015. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  111016. }
  111017. };
  111018. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  111019. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  111020. this._reconstructedMesh.material = this._mesh.material;
  111021. this._reconstructedMesh.parent = this._mesh.parent;
  111022. this._reconstructedMesh.isVisible = false;
  111023. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  111024. };
  111025. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  111026. for (var i = 0; i < vertex1.triangleCount; ++i) {
  111027. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  111028. if (t.deleted) {
  111029. continue;
  111030. }
  111031. var s = this.references[vertex1.triangleStart + i].vertexId;
  111032. var v1 = t.vertices[(s + 1) % 3];
  111033. var v2 = t.vertices[(s + 2) % 3];
  111034. if ((v1 === vertex2 || v2 === vertex2)) {
  111035. deletedArray[i] = true;
  111036. delTr.push(t);
  111037. continue;
  111038. }
  111039. var d1 = v1.position.subtract(point);
  111040. d1 = d1.normalize();
  111041. var d2 = v2.position.subtract(point);
  111042. d2 = d2.normalize();
  111043. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  111044. return true;
  111045. }
  111046. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  111047. deletedArray[i] = false;
  111048. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  111049. return true;
  111050. }
  111051. }
  111052. return false;
  111053. };
  111054. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  111055. var newDeleted = deletedTriangles;
  111056. for (var i = 0; i < vertex.triangleCount; ++i) {
  111057. var ref = this.references[vertex.triangleStart + i];
  111058. var t = this.triangles[ref.triangleId];
  111059. if (t.deleted) {
  111060. continue;
  111061. }
  111062. if (deletedArray[i] && t.deletePending) {
  111063. t.deleted = true;
  111064. newDeleted++;
  111065. continue;
  111066. }
  111067. t.vertices[ref.vertexId] = origVertex;
  111068. t.isDirty = true;
  111069. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  111070. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  111071. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  111072. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  111073. this.references.push(ref);
  111074. }
  111075. return newDeleted;
  111076. };
  111077. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  111078. for (var i = 0; i < this.vertices.length; ++i) {
  111079. var vCount = [];
  111080. var vId = [];
  111081. var v = this.vertices[i];
  111082. var j;
  111083. for (j = 0; j < v.triangleCount; ++j) {
  111084. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  111085. for (var ii = 0; ii < 3; ii++) {
  111086. var ofs = 0;
  111087. var vv = triangle.vertices[ii];
  111088. while (ofs < vCount.length) {
  111089. if (vId[ofs] === vv.id) {
  111090. break;
  111091. }
  111092. ++ofs;
  111093. }
  111094. if (ofs === vCount.length) {
  111095. vCount.push(1);
  111096. vId.push(vv.id);
  111097. }
  111098. else {
  111099. vCount[ofs]++;
  111100. }
  111101. }
  111102. }
  111103. for (j = 0; j < vCount.length; ++j) {
  111104. if (vCount[j] === 1) {
  111105. this.vertices[vId[j]].isBorder = true;
  111106. }
  111107. else {
  111108. this.vertices[vId[j]].isBorder = false;
  111109. }
  111110. }
  111111. }
  111112. };
  111113. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  111114. if (identifyBorders === void 0) { identifyBorders = false; }
  111115. var i;
  111116. if (!identifyBorders) {
  111117. var newTrianglesVector = [];
  111118. for (i = 0; i < this.triangles.length; ++i) {
  111119. if (!this.triangles[i].deleted) {
  111120. newTrianglesVector.push(this.triangles[i]);
  111121. }
  111122. }
  111123. this.triangles = newTrianglesVector;
  111124. }
  111125. for (i = 0; i < this.vertices.length; ++i) {
  111126. this.vertices[i].triangleCount = 0;
  111127. this.vertices[i].triangleStart = 0;
  111128. }
  111129. var t;
  111130. var j;
  111131. var v;
  111132. for (i = 0; i < this.triangles.length; ++i) {
  111133. t = this.triangles[i];
  111134. for (j = 0; j < 3; ++j) {
  111135. v = t.vertices[j];
  111136. v.triangleCount++;
  111137. }
  111138. }
  111139. var tStart = 0;
  111140. for (i = 0; i < this.vertices.length; ++i) {
  111141. this.vertices[i].triangleStart = tStart;
  111142. tStart += this.vertices[i].triangleCount;
  111143. this.vertices[i].triangleCount = 0;
  111144. }
  111145. var newReferences = new Array(this.triangles.length * 3);
  111146. for (i = 0; i < this.triangles.length; ++i) {
  111147. t = this.triangles[i];
  111148. for (j = 0; j < 3; ++j) {
  111149. v = t.vertices[j];
  111150. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  111151. v.triangleCount++;
  111152. }
  111153. }
  111154. this.references = newReferences;
  111155. if (identifyBorders) {
  111156. this.identifyBorder();
  111157. }
  111158. };
  111159. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  111160. var x = point.x;
  111161. var y = point.y;
  111162. var z = point.z;
  111163. 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
  111164. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  111165. };
  111166. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  111167. var q = vertex1.q.add(vertex2.q);
  111168. var border = vertex1.isBorder && vertex2.isBorder;
  111169. var error = 0;
  111170. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  111171. if (qDet !== 0 && !border) {
  111172. if (!pointResult) {
  111173. pointResult = BABYLON.Vector3.Zero();
  111174. }
  111175. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  111176. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  111177. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  111178. error = this.vertexError(q, pointResult);
  111179. }
  111180. else {
  111181. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  111182. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  111183. var error1 = this.vertexError(q, vertex1.position);
  111184. var error2 = this.vertexError(q, vertex2.position);
  111185. var error3 = this.vertexError(q, p3);
  111186. error = Math.min(error1, error2, error3);
  111187. if (error === error1) {
  111188. if (pointResult) {
  111189. pointResult.copyFrom(vertex1.position);
  111190. }
  111191. }
  111192. else if (error === error2) {
  111193. if (pointResult) {
  111194. pointResult.copyFrom(vertex2.position);
  111195. }
  111196. }
  111197. else {
  111198. if (pointResult) {
  111199. pointResult.copyFrom(p3);
  111200. }
  111201. }
  111202. }
  111203. return error;
  111204. };
  111205. return QuadraticErrorSimplification;
  111206. }());
  111207. })(BABYLON || (BABYLON = {}));
  111208. //# sourceMappingURL=babylon.meshSimplification.js.map
  111209. var BABYLON;
  111210. (function (BABYLON) {
  111211. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  111212. get: function () {
  111213. if (!this._simplificationQueue) {
  111214. this._simplificationQueue = new BABYLON.SimplificationQueue();
  111215. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  111216. if (!component) {
  111217. component = new SimplicationQueueSceneComponent(this);
  111218. this._addComponent(component);
  111219. }
  111220. }
  111221. return this._simplificationQueue;
  111222. },
  111223. set: function (value) {
  111224. this._simplificationQueue = value;
  111225. },
  111226. enumerable: true,
  111227. configurable: true
  111228. });
  111229. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  111230. if (parallelProcessing === void 0) { parallelProcessing = true; }
  111231. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  111232. this.getScene().simplificationQueue.addTask({
  111233. settings: settings,
  111234. parallelProcessing: parallelProcessing,
  111235. mesh: this,
  111236. simplificationType: simplificationType,
  111237. successCallback: successCallback
  111238. });
  111239. return this;
  111240. };
  111241. /**
  111242. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  111243. * created in a scene
  111244. */
  111245. var SimplicationQueueSceneComponent = /** @class */ (function () {
  111246. /**
  111247. * Creates a new instance of the component for the given scene
  111248. * @param scene Defines the scene to register the component in
  111249. */
  111250. function SimplicationQueueSceneComponent(scene) {
  111251. /**
  111252. * The component name helpfull to identify the component in the list of scene components.
  111253. */
  111254. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  111255. this.scene = scene;
  111256. }
  111257. /**
  111258. * Registers the component in a given scene
  111259. */
  111260. SimplicationQueueSceneComponent.prototype.register = function () {
  111261. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  111262. };
  111263. /**
  111264. * Rebuilds the elements related to this component in case of
  111265. * context lost for instance.
  111266. */
  111267. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  111268. // Nothing to do for this component
  111269. };
  111270. /**
  111271. * Disposes the component and the associated ressources
  111272. */
  111273. SimplicationQueueSceneComponent.prototype.dispose = function () {
  111274. // Nothing to do for this component
  111275. };
  111276. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  111277. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  111278. this.scene._simplificationQueue.executeNext();
  111279. }
  111280. };
  111281. return SimplicationQueueSceneComponent;
  111282. }());
  111283. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  111284. })(BABYLON || (BABYLON = {}));
  111285. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  111286. var BABYLON;
  111287. (function (BABYLON) {
  111288. /**
  111289. * Class used to represent a specific level of detail of a mesh
  111290. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  111291. */
  111292. var MeshLODLevel = /** @class */ (function () {
  111293. /**
  111294. * Creates a new LOD level
  111295. * @param distance defines the distance where this level should star being displayed
  111296. * @param mesh defines the mesh to use to render this level
  111297. */
  111298. function MeshLODLevel(
  111299. /** Defines the distance where this level should star being displayed */
  111300. distance,
  111301. /** Defines the mesh to use to render this level */
  111302. mesh) {
  111303. this.distance = distance;
  111304. this.mesh = mesh;
  111305. }
  111306. return MeshLODLevel;
  111307. }());
  111308. BABYLON.MeshLODLevel = MeshLODLevel;
  111309. })(BABYLON || (BABYLON = {}));
  111310. //# sourceMappingURL=babylon.meshLODLevel.js.map
  111311. var BABYLON;
  111312. (function (BABYLON) {
  111313. /**
  111314. * Defines the root class used to create scene optimization to use with SceneOptimizer
  111315. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111316. */
  111317. var SceneOptimization = /** @class */ (function () {
  111318. /**
  111319. * Creates the SceneOptimization object
  111320. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111321. * @param desc defines the description associated with the optimization
  111322. */
  111323. function SceneOptimization(
  111324. /**
  111325. * Defines the priority of this optimization (0 by default which means first in the list)
  111326. */
  111327. priority) {
  111328. if (priority === void 0) { priority = 0; }
  111329. this.priority = priority;
  111330. }
  111331. /**
  111332. * Gets a string describing the action executed by the current optimization
  111333. * @returns description string
  111334. */
  111335. SceneOptimization.prototype.getDescription = function () {
  111336. return "";
  111337. };
  111338. /**
  111339. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111340. * @param scene defines the current scene where to apply this optimization
  111341. * @param optimizer defines the current optimizer
  111342. * @returns true if everything that can be done was applied
  111343. */
  111344. SceneOptimization.prototype.apply = function (scene, optimizer) {
  111345. return true;
  111346. };
  111347. return SceneOptimization;
  111348. }());
  111349. BABYLON.SceneOptimization = SceneOptimization;
  111350. /**
  111351. * Defines an optimization used to reduce the size of render target textures
  111352. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111353. */
  111354. var TextureOptimization = /** @class */ (function (_super) {
  111355. __extends(TextureOptimization, _super);
  111356. /**
  111357. * Creates the TextureOptimization object
  111358. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111359. * @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
  111360. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111361. */
  111362. function TextureOptimization(
  111363. /**
  111364. * Defines the priority of this optimization (0 by default which means first in the list)
  111365. */
  111366. priority,
  111367. /**
  111368. * 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
  111369. */
  111370. maximumSize,
  111371. /**
  111372. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111373. */
  111374. step) {
  111375. if (priority === void 0) { priority = 0; }
  111376. if (maximumSize === void 0) { maximumSize = 1024; }
  111377. if (step === void 0) { step = 0.5; }
  111378. var _this = _super.call(this, priority) || this;
  111379. _this.priority = priority;
  111380. _this.maximumSize = maximumSize;
  111381. _this.step = step;
  111382. return _this;
  111383. }
  111384. /**
  111385. * Gets a string describing the action executed by the current optimization
  111386. * @returns description string
  111387. */
  111388. TextureOptimization.prototype.getDescription = function () {
  111389. return "Reducing render target texture size to " + this.maximumSize;
  111390. };
  111391. /**
  111392. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111393. * @param scene defines the current scene where to apply this optimization
  111394. * @param optimizer defines the current optimizer
  111395. * @returns true if everything that can be done was applied
  111396. */
  111397. TextureOptimization.prototype.apply = function (scene, optimizer) {
  111398. var allDone = true;
  111399. for (var index = 0; index < scene.textures.length; index++) {
  111400. var texture = scene.textures[index];
  111401. if (!texture.canRescale || texture.getContext) {
  111402. continue;
  111403. }
  111404. var currentSize = texture.getSize();
  111405. var maxDimension = Math.max(currentSize.width, currentSize.height);
  111406. if (maxDimension > this.maximumSize) {
  111407. texture.scale(this.step);
  111408. allDone = false;
  111409. }
  111410. }
  111411. return allDone;
  111412. };
  111413. return TextureOptimization;
  111414. }(SceneOptimization));
  111415. BABYLON.TextureOptimization = TextureOptimization;
  111416. /**
  111417. * Defines an optimization used to increase or decrease the rendering resolution
  111418. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111419. */
  111420. var HardwareScalingOptimization = /** @class */ (function (_super) {
  111421. __extends(HardwareScalingOptimization, _super);
  111422. /**
  111423. * Creates the HardwareScalingOptimization object
  111424. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111425. * @param maximumScale defines the maximum scale to use (2 by default)
  111426. * @param step defines the step to use between two passes (0.5 by default)
  111427. */
  111428. function HardwareScalingOptimization(
  111429. /**
  111430. * Defines the priority of this optimization (0 by default which means first in the list)
  111431. */
  111432. priority,
  111433. /**
  111434. * Defines the maximum scale to use (2 by default)
  111435. */
  111436. maximumScale,
  111437. /**
  111438. * Defines the step to use between two passes (0.5 by default)
  111439. */
  111440. step) {
  111441. if (priority === void 0) { priority = 0; }
  111442. if (maximumScale === void 0) { maximumScale = 2; }
  111443. if (step === void 0) { step = 0.25; }
  111444. var _this = _super.call(this, priority) || this;
  111445. _this.priority = priority;
  111446. _this.maximumScale = maximumScale;
  111447. _this.step = step;
  111448. _this._currentScale = -1;
  111449. _this._directionOffset = 1;
  111450. return _this;
  111451. }
  111452. /**
  111453. * Gets a string describing the action executed by the current optimization
  111454. * @return description string
  111455. */
  111456. HardwareScalingOptimization.prototype.getDescription = function () {
  111457. return "Setting hardware scaling level to " + this._currentScale;
  111458. };
  111459. /**
  111460. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111461. * @param scene defines the current scene where to apply this optimization
  111462. * @param optimizer defines the current optimizer
  111463. * @returns true if everything that can be done was applied
  111464. */
  111465. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  111466. if (this._currentScale === -1) {
  111467. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  111468. if (this._currentScale > this.maximumScale) {
  111469. this._directionOffset = -1;
  111470. }
  111471. }
  111472. this._currentScale += this._directionOffset * this.step;
  111473. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  111474. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  111475. };
  111476. return HardwareScalingOptimization;
  111477. }(SceneOptimization));
  111478. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  111479. /**
  111480. * Defines an optimization used to remove shadows
  111481. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111482. */
  111483. var ShadowsOptimization = /** @class */ (function (_super) {
  111484. __extends(ShadowsOptimization, _super);
  111485. function ShadowsOptimization() {
  111486. return _super !== null && _super.apply(this, arguments) || this;
  111487. }
  111488. /**
  111489. * Gets a string describing the action executed by the current optimization
  111490. * @return description string
  111491. */
  111492. ShadowsOptimization.prototype.getDescription = function () {
  111493. return "Turning shadows on/off";
  111494. };
  111495. /**
  111496. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111497. * @param scene defines the current scene where to apply this optimization
  111498. * @param optimizer defines the current optimizer
  111499. * @returns true if everything that can be done was applied
  111500. */
  111501. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  111502. scene.shadowsEnabled = optimizer.isInImprovementMode;
  111503. return true;
  111504. };
  111505. return ShadowsOptimization;
  111506. }(SceneOptimization));
  111507. BABYLON.ShadowsOptimization = ShadowsOptimization;
  111508. /**
  111509. * Defines an optimization used to turn post-processes off
  111510. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111511. */
  111512. var PostProcessesOptimization = /** @class */ (function (_super) {
  111513. __extends(PostProcessesOptimization, _super);
  111514. function PostProcessesOptimization() {
  111515. return _super !== null && _super.apply(this, arguments) || this;
  111516. }
  111517. /**
  111518. * Gets a string describing the action executed by the current optimization
  111519. * @return description string
  111520. */
  111521. PostProcessesOptimization.prototype.getDescription = function () {
  111522. return "Turning post-processes on/off";
  111523. };
  111524. /**
  111525. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111526. * @param scene defines the current scene where to apply this optimization
  111527. * @param optimizer defines the current optimizer
  111528. * @returns true if everything that can be done was applied
  111529. */
  111530. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  111531. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  111532. return true;
  111533. };
  111534. return PostProcessesOptimization;
  111535. }(SceneOptimization));
  111536. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  111537. /**
  111538. * Defines an optimization used to turn lens flares off
  111539. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111540. */
  111541. var LensFlaresOptimization = /** @class */ (function (_super) {
  111542. __extends(LensFlaresOptimization, _super);
  111543. function LensFlaresOptimization() {
  111544. return _super !== null && _super.apply(this, arguments) || this;
  111545. }
  111546. /**
  111547. * Gets a string describing the action executed by the current optimization
  111548. * @return description string
  111549. */
  111550. LensFlaresOptimization.prototype.getDescription = function () {
  111551. return "Turning lens flares on/off";
  111552. };
  111553. /**
  111554. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111555. * @param scene defines the current scene where to apply this optimization
  111556. * @param optimizer defines the current optimizer
  111557. * @returns true if everything that can be done was applied
  111558. */
  111559. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  111560. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  111561. return true;
  111562. };
  111563. return LensFlaresOptimization;
  111564. }(SceneOptimization));
  111565. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  111566. /**
  111567. * Defines an optimization based on user defined callback.
  111568. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111569. */
  111570. var CustomOptimization = /** @class */ (function (_super) {
  111571. __extends(CustomOptimization, _super);
  111572. function CustomOptimization() {
  111573. return _super !== null && _super.apply(this, arguments) || this;
  111574. }
  111575. /**
  111576. * Gets a string describing the action executed by the current optimization
  111577. * @returns description string
  111578. */
  111579. CustomOptimization.prototype.getDescription = function () {
  111580. if (this.onGetDescription) {
  111581. return this.onGetDescription();
  111582. }
  111583. return "Running user defined callback";
  111584. };
  111585. /**
  111586. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111587. * @param scene defines the current scene where to apply this optimization
  111588. * @param optimizer defines the current optimizer
  111589. * @returns true if everything that can be done was applied
  111590. */
  111591. CustomOptimization.prototype.apply = function (scene, optimizer) {
  111592. if (this.onApply) {
  111593. return this.onApply(scene, optimizer);
  111594. }
  111595. return true;
  111596. };
  111597. return CustomOptimization;
  111598. }(SceneOptimization));
  111599. BABYLON.CustomOptimization = CustomOptimization;
  111600. /**
  111601. * Defines an optimization used to turn particles off
  111602. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111603. */
  111604. var ParticlesOptimization = /** @class */ (function (_super) {
  111605. __extends(ParticlesOptimization, _super);
  111606. function ParticlesOptimization() {
  111607. return _super !== null && _super.apply(this, arguments) || this;
  111608. }
  111609. /**
  111610. * Gets a string describing the action executed by the current optimization
  111611. * @return description string
  111612. */
  111613. ParticlesOptimization.prototype.getDescription = function () {
  111614. return "Turning particles on/off";
  111615. };
  111616. /**
  111617. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111618. * @param scene defines the current scene where to apply this optimization
  111619. * @param optimizer defines the current optimizer
  111620. * @returns true if everything that can be done was applied
  111621. */
  111622. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  111623. scene.particlesEnabled = optimizer.isInImprovementMode;
  111624. return true;
  111625. };
  111626. return ParticlesOptimization;
  111627. }(SceneOptimization));
  111628. BABYLON.ParticlesOptimization = ParticlesOptimization;
  111629. /**
  111630. * Defines an optimization used to turn render targets off
  111631. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111632. */
  111633. var RenderTargetsOptimization = /** @class */ (function (_super) {
  111634. __extends(RenderTargetsOptimization, _super);
  111635. function RenderTargetsOptimization() {
  111636. return _super !== null && _super.apply(this, arguments) || this;
  111637. }
  111638. /**
  111639. * Gets a string describing the action executed by the current optimization
  111640. * @return description string
  111641. */
  111642. RenderTargetsOptimization.prototype.getDescription = function () {
  111643. return "Turning render targets off";
  111644. };
  111645. /**
  111646. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111647. * @param scene defines the current scene where to apply this optimization
  111648. * @param optimizer defines the current optimizer
  111649. * @returns true if everything that can be done was applied
  111650. */
  111651. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  111652. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  111653. return true;
  111654. };
  111655. return RenderTargetsOptimization;
  111656. }(SceneOptimization));
  111657. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  111658. /**
  111659. * Defines an optimization used to merge meshes with compatible materials
  111660. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111661. */
  111662. var MergeMeshesOptimization = /** @class */ (function (_super) {
  111663. __extends(MergeMeshesOptimization, _super);
  111664. function MergeMeshesOptimization() {
  111665. var _this = _super !== null && _super.apply(this, arguments) || this;
  111666. _this._canBeMerged = function (abstractMesh) {
  111667. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  111668. return false;
  111669. }
  111670. var mesh = abstractMesh;
  111671. if (mesh.isDisposed()) {
  111672. return false;
  111673. }
  111674. if (!mesh.isVisible || !mesh.isEnabled()) {
  111675. return false;
  111676. }
  111677. if (mesh.instances.length > 0) {
  111678. return false;
  111679. }
  111680. if (mesh.skeleton || mesh.hasLODLevels) {
  111681. return false;
  111682. }
  111683. return true;
  111684. };
  111685. return _this;
  111686. }
  111687. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  111688. /**
  111689. * Gets or sets a boolean which defines if optimization octree has to be updated
  111690. */
  111691. get: function () {
  111692. return MergeMeshesOptimization._UpdateSelectionTree;
  111693. },
  111694. /**
  111695. * Gets or sets a boolean which defines if optimization octree has to be updated
  111696. */
  111697. set: function (value) {
  111698. MergeMeshesOptimization._UpdateSelectionTree = value;
  111699. },
  111700. enumerable: true,
  111701. configurable: true
  111702. });
  111703. /**
  111704. * Gets a string describing the action executed by the current optimization
  111705. * @return description string
  111706. */
  111707. MergeMeshesOptimization.prototype.getDescription = function () {
  111708. return "Merging similar meshes together";
  111709. };
  111710. /**
  111711. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111712. * @param scene defines the current scene where to apply this optimization
  111713. * @param optimizer defines the current optimizer
  111714. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  111715. * @returns true if everything that can be done was applied
  111716. */
  111717. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  111718. var globalPool = scene.meshes.slice(0);
  111719. var globalLength = globalPool.length;
  111720. for (var index = 0; index < globalLength; index++) {
  111721. var currentPool = new Array();
  111722. var current = globalPool[index];
  111723. // Checks
  111724. if (!this._canBeMerged(current)) {
  111725. continue;
  111726. }
  111727. currentPool.push(current);
  111728. // Find compatible meshes
  111729. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  111730. var otherMesh = globalPool[subIndex];
  111731. if (!this._canBeMerged(otherMesh)) {
  111732. continue;
  111733. }
  111734. if (otherMesh.material !== current.material) {
  111735. continue;
  111736. }
  111737. if (otherMesh.checkCollisions !== current.checkCollisions) {
  111738. continue;
  111739. }
  111740. currentPool.push(otherMesh);
  111741. globalLength--;
  111742. globalPool.splice(subIndex, 1);
  111743. subIndex--;
  111744. }
  111745. if (currentPool.length < 2) {
  111746. continue;
  111747. }
  111748. // Merge meshes
  111749. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  111750. }
  111751. // Call the octree system optimization if it is defined.
  111752. var sceneAsAny = scene;
  111753. if (sceneAsAny.createOrUpdateSelectionOctree) {
  111754. if (updateSelectionTree != undefined) {
  111755. if (updateSelectionTree) {
  111756. sceneAsAny.createOrUpdateSelectionOctree();
  111757. }
  111758. }
  111759. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  111760. sceneAsAny.createOrUpdateSelectionOctree();
  111761. }
  111762. }
  111763. return true;
  111764. };
  111765. MergeMeshesOptimization._UpdateSelectionTree = false;
  111766. return MergeMeshesOptimization;
  111767. }(SceneOptimization));
  111768. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  111769. /**
  111770. * Defines a list of options used by SceneOptimizer
  111771. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111772. */
  111773. var SceneOptimizerOptions = /** @class */ (function () {
  111774. /**
  111775. * Creates a new list of options used by SceneOptimizer
  111776. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  111777. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  111778. */
  111779. function SceneOptimizerOptions(
  111780. /**
  111781. * Defines the target frame rate to reach (60 by default)
  111782. */
  111783. targetFrameRate,
  111784. /**
  111785. * Defines the interval between two checkes (2000ms by default)
  111786. */
  111787. trackerDuration) {
  111788. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  111789. if (trackerDuration === void 0) { trackerDuration = 2000; }
  111790. this.targetFrameRate = targetFrameRate;
  111791. this.trackerDuration = trackerDuration;
  111792. /**
  111793. * Gets the list of optimizations to apply
  111794. */
  111795. this.optimizations = new Array();
  111796. }
  111797. /**
  111798. * Add a new optimization
  111799. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  111800. * @returns the current SceneOptimizerOptions
  111801. */
  111802. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  111803. this.optimizations.push(optimization);
  111804. return this;
  111805. };
  111806. /**
  111807. * Add a new custom optimization
  111808. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  111809. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  111810. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111811. * @returns the current SceneOptimizerOptions
  111812. */
  111813. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  111814. if (priority === void 0) { priority = 0; }
  111815. var optimization = new CustomOptimization(priority);
  111816. optimization.onApply = onApply;
  111817. optimization.onGetDescription = onGetDescription;
  111818. this.optimizations.push(optimization);
  111819. return this;
  111820. };
  111821. /**
  111822. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  111823. * @param targetFrameRate defines the target frame rate (60 by default)
  111824. * @returns a SceneOptimizerOptions object
  111825. */
  111826. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  111827. var result = new SceneOptimizerOptions(targetFrameRate);
  111828. var priority = 0;
  111829. result.addOptimization(new MergeMeshesOptimization(priority));
  111830. result.addOptimization(new ShadowsOptimization(priority));
  111831. result.addOptimization(new LensFlaresOptimization(priority));
  111832. // Next priority
  111833. priority++;
  111834. result.addOptimization(new PostProcessesOptimization(priority));
  111835. result.addOptimization(new ParticlesOptimization(priority));
  111836. // Next priority
  111837. priority++;
  111838. result.addOptimization(new TextureOptimization(priority, 1024));
  111839. return result;
  111840. };
  111841. /**
  111842. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  111843. * @param targetFrameRate defines the target frame rate (60 by default)
  111844. * @returns a SceneOptimizerOptions object
  111845. */
  111846. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  111847. var result = new SceneOptimizerOptions(targetFrameRate);
  111848. var priority = 0;
  111849. result.addOptimization(new MergeMeshesOptimization(priority));
  111850. result.addOptimization(new ShadowsOptimization(priority));
  111851. result.addOptimization(new LensFlaresOptimization(priority));
  111852. // Next priority
  111853. priority++;
  111854. result.addOptimization(new PostProcessesOptimization(priority));
  111855. result.addOptimization(new ParticlesOptimization(priority));
  111856. // Next priority
  111857. priority++;
  111858. result.addOptimization(new TextureOptimization(priority, 512));
  111859. // Next priority
  111860. priority++;
  111861. result.addOptimization(new RenderTargetsOptimization(priority));
  111862. // Next priority
  111863. priority++;
  111864. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  111865. return result;
  111866. };
  111867. /**
  111868. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  111869. * @param targetFrameRate defines the target frame rate (60 by default)
  111870. * @returns a SceneOptimizerOptions object
  111871. */
  111872. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  111873. var result = new SceneOptimizerOptions(targetFrameRate);
  111874. var priority = 0;
  111875. result.addOptimization(new MergeMeshesOptimization(priority));
  111876. result.addOptimization(new ShadowsOptimization(priority));
  111877. result.addOptimization(new LensFlaresOptimization(priority));
  111878. // Next priority
  111879. priority++;
  111880. result.addOptimization(new PostProcessesOptimization(priority));
  111881. result.addOptimization(new ParticlesOptimization(priority));
  111882. // Next priority
  111883. priority++;
  111884. result.addOptimization(new TextureOptimization(priority, 256));
  111885. // Next priority
  111886. priority++;
  111887. result.addOptimization(new RenderTargetsOptimization(priority));
  111888. // Next priority
  111889. priority++;
  111890. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  111891. return result;
  111892. };
  111893. return SceneOptimizerOptions;
  111894. }());
  111895. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  111896. /**
  111897. * Class used to run optimizations in order to reach a target frame rate
  111898. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111899. */
  111900. var SceneOptimizer = /** @class */ (function () {
  111901. /**
  111902. * Creates a new SceneOptimizer
  111903. * @param scene defines the scene to work on
  111904. * @param options defines the options to use with the SceneOptimizer
  111905. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  111906. * @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)
  111907. */
  111908. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  111909. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  111910. if (improvementMode === void 0) { improvementMode = false; }
  111911. var _this = this;
  111912. this._isRunning = false;
  111913. this._currentPriorityLevel = 0;
  111914. this._targetFrameRate = 60;
  111915. this._trackerDuration = 2000;
  111916. this._currentFrameRate = 0;
  111917. this._improvementMode = false;
  111918. /**
  111919. * Defines an observable called when the optimizer reaches the target frame rate
  111920. */
  111921. this.onSuccessObservable = new BABYLON.Observable();
  111922. /**
  111923. * Defines an observable called when the optimizer enables an optimization
  111924. */
  111925. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  111926. /**
  111927. * Defines an observable called when the optimizer is not able to reach the target frame rate
  111928. */
  111929. this.onFailureObservable = new BABYLON.Observable();
  111930. if (!options) {
  111931. this._options = new SceneOptimizerOptions();
  111932. }
  111933. else {
  111934. this._options = options;
  111935. }
  111936. if (this._options.targetFrameRate) {
  111937. this._targetFrameRate = this._options.targetFrameRate;
  111938. }
  111939. if (this._options.trackerDuration) {
  111940. this._trackerDuration = this._options.trackerDuration;
  111941. }
  111942. if (autoGeneratePriorities) {
  111943. var priority = 0;
  111944. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  111945. var optim = _a[_i];
  111946. optim.priority = priority++;
  111947. }
  111948. }
  111949. this._improvementMode = improvementMode;
  111950. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111951. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  111952. _this._sceneDisposeObserver = null;
  111953. _this.dispose();
  111954. });
  111955. }
  111956. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  111957. /**
  111958. * Gets a boolean indicating if the optimizer is in improvement mode
  111959. */
  111960. get: function () {
  111961. return this._improvementMode;
  111962. },
  111963. enumerable: true,
  111964. configurable: true
  111965. });
  111966. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  111967. /**
  111968. * Gets the current priority level (0 at start)
  111969. */
  111970. get: function () {
  111971. return this._currentPriorityLevel;
  111972. },
  111973. enumerable: true,
  111974. configurable: true
  111975. });
  111976. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  111977. /**
  111978. * Gets the current frame rate checked by the SceneOptimizer
  111979. */
  111980. get: function () {
  111981. return this._currentFrameRate;
  111982. },
  111983. enumerable: true,
  111984. configurable: true
  111985. });
  111986. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  111987. /**
  111988. * Gets or sets the current target frame rate (60 by default)
  111989. */
  111990. get: function () {
  111991. return this._targetFrameRate;
  111992. },
  111993. /**
  111994. * Gets or sets the current target frame rate (60 by default)
  111995. */
  111996. set: function (value) {
  111997. this._targetFrameRate = value;
  111998. },
  111999. enumerable: true,
  112000. configurable: true
  112001. });
  112002. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  112003. /**
  112004. * Gets or sets the current interval between two checks (every 2000ms by default)
  112005. */
  112006. get: function () {
  112007. return this._trackerDuration;
  112008. },
  112009. /**
  112010. * Gets or sets the current interval between two checks (every 2000ms by default)
  112011. */
  112012. set: function (value) {
  112013. this._trackerDuration = value;
  112014. },
  112015. enumerable: true,
  112016. configurable: true
  112017. });
  112018. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  112019. /**
  112020. * Gets the list of active optimizations
  112021. */
  112022. get: function () {
  112023. return this._options.optimizations;
  112024. },
  112025. enumerable: true,
  112026. configurable: true
  112027. });
  112028. /**
  112029. * Stops the current optimizer
  112030. */
  112031. SceneOptimizer.prototype.stop = function () {
  112032. this._isRunning = false;
  112033. };
  112034. /**
  112035. * Reset the optimizer to initial step (current priority level = 0)
  112036. */
  112037. SceneOptimizer.prototype.reset = function () {
  112038. this._currentPriorityLevel = 0;
  112039. };
  112040. /**
  112041. * Start the optimizer. By default it will try to reach a specific framerate
  112042. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  112043. */
  112044. SceneOptimizer.prototype.start = function () {
  112045. var _this = this;
  112046. if (this._isRunning) {
  112047. return;
  112048. }
  112049. this._isRunning = true;
  112050. // Let's wait for the scene to be ready before running our check
  112051. this._scene.executeWhenReady(function () {
  112052. setTimeout(function () {
  112053. _this._checkCurrentState();
  112054. }, _this._trackerDuration);
  112055. });
  112056. };
  112057. SceneOptimizer.prototype._checkCurrentState = function () {
  112058. var _this = this;
  112059. if (!this._isRunning) {
  112060. return;
  112061. }
  112062. var scene = this._scene;
  112063. var options = this._options;
  112064. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  112065. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  112066. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  112067. this._isRunning = false;
  112068. this.onSuccessObservable.notifyObservers(this);
  112069. return;
  112070. }
  112071. // Apply current level of optimizations
  112072. var allDone = true;
  112073. var noOptimizationApplied = true;
  112074. for (var index = 0; index < options.optimizations.length; index++) {
  112075. var optimization = options.optimizations[index];
  112076. if (optimization.priority === this._currentPriorityLevel) {
  112077. noOptimizationApplied = false;
  112078. allDone = allDone && optimization.apply(scene, this);
  112079. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  112080. }
  112081. }
  112082. // If no optimization was applied, this is a failure :(
  112083. if (noOptimizationApplied) {
  112084. this._isRunning = false;
  112085. this.onFailureObservable.notifyObservers(this);
  112086. return;
  112087. }
  112088. // If all optimizations were done, move to next level
  112089. if (allDone) {
  112090. this._currentPriorityLevel++;
  112091. }
  112092. // Let's the system running for a specific amount of time before checking FPS
  112093. scene.executeWhenReady(function () {
  112094. setTimeout(function () {
  112095. _this._checkCurrentState();
  112096. }, _this._trackerDuration);
  112097. });
  112098. };
  112099. /**
  112100. * Release all resources
  112101. */
  112102. SceneOptimizer.prototype.dispose = function () {
  112103. this.stop();
  112104. this.onSuccessObservable.clear();
  112105. this.onFailureObservable.clear();
  112106. this.onNewOptimizationAppliedObservable.clear();
  112107. if (this._sceneDisposeObserver) {
  112108. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  112109. }
  112110. };
  112111. /**
  112112. * Helper function to create a SceneOptimizer with one single line of code
  112113. * @param scene defines the scene to work on
  112114. * @param options defines the options to use with the SceneOptimizer
  112115. * @param onSuccess defines a callback to call on success
  112116. * @param onFailure defines a callback to call on failure
  112117. * @returns the new SceneOptimizer object
  112118. */
  112119. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  112120. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  112121. if (onSuccess) {
  112122. optimizer.onSuccessObservable.add(function () {
  112123. onSuccess();
  112124. });
  112125. }
  112126. if (onFailure) {
  112127. optimizer.onFailureObservable.add(function () {
  112128. onFailure();
  112129. });
  112130. }
  112131. optimizer.start();
  112132. return optimizer;
  112133. };
  112134. return SceneOptimizer;
  112135. }());
  112136. BABYLON.SceneOptimizer = SceneOptimizer;
  112137. })(BABYLON || (BABYLON = {}));
  112138. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  112139. var BABYLON;
  112140. (function (BABYLON) {
  112141. /**
  112142. * Gets the outline renderer associated with the scene
  112143. * @returns a OutlineRenderer
  112144. */
  112145. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  112146. if (!this._outlineRenderer) {
  112147. this._outlineRenderer = new OutlineRenderer(this);
  112148. }
  112149. return this._outlineRenderer;
  112150. };
  112151. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  112152. get: function () {
  112153. return this._renderOutline;
  112154. },
  112155. set: function (value) {
  112156. if (value) {
  112157. // Lazy Load the component.
  112158. this.getScene().getOutlineRenderer();
  112159. }
  112160. this._renderOutline = value;
  112161. },
  112162. enumerable: true,
  112163. configurable: true
  112164. });
  112165. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  112166. get: function () {
  112167. return this._renderOverlay;
  112168. },
  112169. set: function (value) {
  112170. if (value) {
  112171. // Lazy Load the component.
  112172. this.getScene().getOutlineRenderer();
  112173. }
  112174. this._renderOverlay = value;
  112175. },
  112176. enumerable: true,
  112177. configurable: true
  112178. });
  112179. /**
  112180. * This class is responsible to draw bothe outline/overlay of meshes.
  112181. * It should not be used directly but through the available method on mesh.
  112182. */
  112183. var OutlineRenderer = /** @class */ (function () {
  112184. /**
  112185. * Instantiates a new outline renderer. (There could be only one per scene).
  112186. * @param scene Defines the scene it belongs to
  112187. */
  112188. function OutlineRenderer(scene) {
  112189. /**
  112190. * The name of the component. Each component must have a unique name.
  112191. */
  112192. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  112193. /**
  112194. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  112195. */
  112196. this.zOffset = 1;
  112197. this.scene = scene;
  112198. this._engine = scene.getEngine();
  112199. this.scene._addComponent(this);
  112200. }
  112201. /**
  112202. * Register the component to one instance of a scene.
  112203. */
  112204. OutlineRenderer.prototype.register = function () {
  112205. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  112206. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  112207. };
  112208. /**
  112209. * Rebuilds the elements related to this component in case of
  112210. * context lost for instance.
  112211. */
  112212. OutlineRenderer.prototype.rebuild = function () {
  112213. // Nothing to do here.
  112214. };
  112215. /**
  112216. * Disposes the component and the associated ressources.
  112217. */
  112218. OutlineRenderer.prototype.dispose = function () {
  112219. // Nothing to do here.
  112220. };
  112221. /**
  112222. * Renders the outline in the canvas.
  112223. * @param subMesh Defines the sumesh to render
  112224. * @param batch Defines the batch of meshes in case of instances
  112225. * @param useOverlay Defines if the rendering is for the overlay or the outline
  112226. */
  112227. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  112228. var _this = this;
  112229. if (useOverlay === void 0) { useOverlay = false; }
  112230. var scene = this.scene;
  112231. var engine = scene.getEngine();
  112232. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112233. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  112234. return;
  112235. }
  112236. var mesh = subMesh.getRenderingMesh();
  112237. var material = subMesh.getMaterial();
  112238. if (!material || !scene.activeCamera) {
  112239. return;
  112240. }
  112241. engine.enableEffect(this._effect);
  112242. // Logarithmic depth
  112243. if (material.useLogarithmicDepth) {
  112244. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  112245. }
  112246. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  112247. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  112248. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  112249. // Bones
  112250. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112251. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112252. }
  112253. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  112254. // Alpha test
  112255. if (material && material.needAlphaTesting()) {
  112256. var alphaTexture = material.getAlphaTestTexture();
  112257. if (alphaTexture) {
  112258. this._effect.setTexture("diffuseSampler", alphaTexture);
  112259. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  112260. }
  112261. }
  112262. engine.setZOffset(-this.zOffset);
  112263. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  112264. engine.setZOffset(0);
  112265. };
  112266. /**
  112267. * Returns whether or not the outline renderer is ready for a given submesh.
  112268. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  112269. * @param subMesh Defines the submesh to check readyness for
  112270. * @param useInstances Defines wheter wee are trying to render instances or not
  112271. * @returns true if ready otherwise false
  112272. */
  112273. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  112274. var defines = [];
  112275. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  112276. var mesh = subMesh.getMesh();
  112277. var material = subMesh.getMaterial();
  112278. if (material) {
  112279. // Alpha test
  112280. if (material.needAlphaTesting()) {
  112281. defines.push("#define ALPHATEST");
  112282. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112283. attribs.push(BABYLON.VertexBuffer.UVKind);
  112284. defines.push("#define UV1");
  112285. }
  112286. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  112287. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112288. defines.push("#define UV2");
  112289. }
  112290. }
  112291. //Logarithmic depth
  112292. if (material.useLogarithmicDepth) {
  112293. defines.push("#define LOGARITHMICDEPTH");
  112294. }
  112295. }
  112296. // Bones
  112297. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112298. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112299. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112300. if (mesh.numBoneInfluencers > 4) {
  112301. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112302. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112303. }
  112304. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112305. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  112306. }
  112307. else {
  112308. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112309. }
  112310. // Instances
  112311. if (useInstances) {
  112312. defines.push("#define INSTANCES");
  112313. attribs.push("world0");
  112314. attribs.push("world1");
  112315. attribs.push("world2");
  112316. attribs.push("world3");
  112317. }
  112318. // Get correct effect
  112319. var join = defines.join("\n");
  112320. if (this._cachedDefines !== join) {
  112321. this._cachedDefines = join;
  112322. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  112323. }
  112324. return this._effect.isReady();
  112325. };
  112326. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  112327. // Outline - step 1
  112328. this._savedDepthWrite = this._engine.getDepthWrite();
  112329. if (mesh.renderOutline) {
  112330. this._engine.setDepthWrite(false);
  112331. this.render(subMesh, batch);
  112332. this._engine.setDepthWrite(this._savedDepthWrite);
  112333. }
  112334. };
  112335. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  112336. // Outline - step 2
  112337. if (mesh.renderOutline && this._savedDepthWrite) {
  112338. this._engine.setDepthWrite(true);
  112339. this._engine.setColorWrite(false);
  112340. this.render(subMesh, batch);
  112341. this._engine.setColorWrite(true);
  112342. }
  112343. // Overlay
  112344. if (mesh.renderOverlay) {
  112345. var currentMode = this._engine.getAlphaMode();
  112346. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112347. this.render(subMesh, batch, true);
  112348. this._engine.setAlphaMode(currentMode);
  112349. }
  112350. };
  112351. return OutlineRenderer;
  112352. }());
  112353. BABYLON.OutlineRenderer = OutlineRenderer;
  112354. })(BABYLON || (BABYLON = {}));
  112355. //# sourceMappingURL=babylon.outlineRenderer.js.map
  112356. var BABYLON;
  112357. (function (BABYLON) {
  112358. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  112359. if (this._edgesRenderer) {
  112360. this._edgesRenderer.dispose();
  112361. this._edgesRenderer = null;
  112362. }
  112363. return this;
  112364. };
  112365. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112366. if (epsilon === void 0) { epsilon = 0.95; }
  112367. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112368. this.disableEdgesRendering();
  112369. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112370. return this;
  112371. };
  112372. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  112373. get: function () {
  112374. return this._edgesRenderer;
  112375. },
  112376. enumerable: true,
  112377. configurable: true
  112378. });
  112379. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112380. if (epsilon === void 0) { epsilon = 0.95; }
  112381. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112382. this.disableEdgesRendering();
  112383. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112384. return this;
  112385. };
  112386. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112387. if (epsilon === void 0) { epsilon = 0.95; }
  112388. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112389. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  112390. return this;
  112391. };
  112392. /**
  112393. * FaceAdjacencies Helper class to generate edges
  112394. */
  112395. var FaceAdjacencies = /** @class */ (function () {
  112396. function FaceAdjacencies() {
  112397. this.edges = new Array();
  112398. this.edgesConnectedCount = 0;
  112399. }
  112400. return FaceAdjacencies;
  112401. }());
  112402. /**
  112403. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  112404. */
  112405. var EdgesRenderer = /** @class */ (function () {
  112406. /**
  112407. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  112408. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  112409. * @param source Mesh used to create edges
  112410. * @param epsilon sum of angles in adjacency to check for edge
  112411. * @param checkVerticesInsteadOfIndices
  112412. * @param generateEdgesLines - should generate Lines or only prepare resources.
  112413. */
  112414. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  112415. if (epsilon === void 0) { epsilon = 0.95; }
  112416. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112417. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  112418. var _this = this;
  112419. /**
  112420. * Define the size of the edges with an orthographic camera
  112421. */
  112422. this.edgesWidthScalerForOrthographic = 1000.0;
  112423. /**
  112424. * Define the size of the edges with a perspective camera
  112425. */
  112426. this.edgesWidthScalerForPerspective = 50.0;
  112427. this._linesPositions = new Array();
  112428. this._linesNormals = new Array();
  112429. this._linesIndices = new Array();
  112430. this._buffers = {};
  112431. this._checkVerticesInsteadOfIndices = false;
  112432. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  112433. this.isEnabled = true;
  112434. this._source = source;
  112435. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  112436. this._epsilon = epsilon;
  112437. this._prepareRessources();
  112438. if (generateEdgesLines) {
  112439. this._generateEdgesLines();
  112440. }
  112441. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  112442. _this._rebuild();
  112443. });
  112444. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  112445. _this.dispose();
  112446. });
  112447. }
  112448. EdgesRenderer.prototype._prepareRessources = function () {
  112449. if (this._lineShader) {
  112450. return;
  112451. }
  112452. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  112453. attributes: ["position", "normal"],
  112454. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  112455. });
  112456. this._lineShader.disableDepthWrite = true;
  112457. this._lineShader.backFaceCulling = false;
  112458. };
  112459. /** @hidden */
  112460. EdgesRenderer.prototype._rebuild = function () {
  112461. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112462. if (buffer) {
  112463. buffer._rebuild();
  112464. }
  112465. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112466. if (buffer) {
  112467. buffer._rebuild();
  112468. }
  112469. var scene = this._source.getScene();
  112470. var engine = scene.getEngine();
  112471. this._ib = engine.createIndexBuffer(this._linesIndices);
  112472. };
  112473. /**
  112474. * Releases the required resources for the edges renderer
  112475. */
  112476. EdgesRenderer.prototype.dispose = function () {
  112477. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  112478. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  112479. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112480. if (buffer) {
  112481. buffer.dispose();
  112482. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  112483. }
  112484. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112485. if (buffer) {
  112486. buffer.dispose();
  112487. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  112488. }
  112489. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  112490. this._lineShader.dispose();
  112491. };
  112492. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  112493. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  112494. return 0;
  112495. }
  112496. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  112497. return 1;
  112498. }
  112499. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  112500. return 2;
  112501. }
  112502. return -1;
  112503. };
  112504. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  112505. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  112506. return 0;
  112507. }
  112508. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  112509. return 1;
  112510. }
  112511. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  112512. return 2;
  112513. }
  112514. return -1;
  112515. };
  112516. /**
  112517. * Checks if the pair of p0 and p1 is en edge
  112518. * @param faceIndex
  112519. * @param edge
  112520. * @param faceNormals
  112521. * @param p0
  112522. * @param p1
  112523. * @private
  112524. */
  112525. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  112526. var needToCreateLine;
  112527. if (edge === undefined) {
  112528. needToCreateLine = true;
  112529. }
  112530. else {
  112531. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  112532. needToCreateLine = dotProduct < this._epsilon;
  112533. }
  112534. if (needToCreateLine) {
  112535. this.createLine(p0, p1, this._linesPositions.length / 3);
  112536. }
  112537. };
  112538. /**
  112539. * push line into the position, normal and index buffer
  112540. * @protected
  112541. */
  112542. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  112543. // Positions
  112544. 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);
  112545. // Normals
  112546. 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);
  112547. // Indices
  112548. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  112549. };
  112550. /**
  112551. * Generates lines edges from adjacencjes
  112552. * @private
  112553. */
  112554. EdgesRenderer.prototype._generateEdgesLines = function () {
  112555. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112556. var indices = this._source.getIndices();
  112557. if (!indices || !positions) {
  112558. return;
  112559. }
  112560. // First let's find adjacencies
  112561. var adjacencies = new Array();
  112562. var faceNormals = new Array();
  112563. var index;
  112564. var faceAdjacencies;
  112565. // Prepare faces
  112566. for (index = 0; index < indices.length; index += 3) {
  112567. faceAdjacencies = new FaceAdjacencies();
  112568. var p0Index = indices[index];
  112569. var p1Index = indices[index + 1];
  112570. var p2Index = indices[index + 2];
  112571. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  112572. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  112573. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  112574. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  112575. faceNormal.normalize();
  112576. faceNormals.push(faceNormal);
  112577. adjacencies.push(faceAdjacencies);
  112578. }
  112579. // Scan
  112580. for (index = 0; index < adjacencies.length; index++) {
  112581. faceAdjacencies = adjacencies[index];
  112582. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  112583. var otherFaceAdjacencies = adjacencies[otherIndex];
  112584. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  112585. break;
  112586. }
  112587. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  112588. continue;
  112589. }
  112590. var otherP0 = indices[otherIndex * 3];
  112591. var otherP1 = indices[otherIndex * 3 + 1];
  112592. var otherP2 = indices[otherIndex * 3 + 2];
  112593. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  112594. var otherEdgeIndex = 0;
  112595. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  112596. continue;
  112597. }
  112598. switch (edgeIndex) {
  112599. case 0:
  112600. if (this._checkVerticesInsteadOfIndices) {
  112601. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112602. }
  112603. else {
  112604. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  112605. }
  112606. break;
  112607. case 1:
  112608. if (this._checkVerticesInsteadOfIndices) {
  112609. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112610. }
  112611. else {
  112612. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  112613. }
  112614. break;
  112615. case 2:
  112616. if (this._checkVerticesInsteadOfIndices) {
  112617. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112618. }
  112619. else {
  112620. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  112621. }
  112622. break;
  112623. }
  112624. if (otherEdgeIndex === -1) {
  112625. continue;
  112626. }
  112627. faceAdjacencies.edges[edgeIndex] = otherIndex;
  112628. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  112629. faceAdjacencies.edgesConnectedCount++;
  112630. otherFaceAdjacencies.edgesConnectedCount++;
  112631. if (faceAdjacencies.edgesConnectedCount === 3) {
  112632. break;
  112633. }
  112634. }
  112635. }
  112636. }
  112637. // Create lines
  112638. for (index = 0; index < adjacencies.length; index++) {
  112639. // 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
  112640. var current = adjacencies[index];
  112641. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  112642. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  112643. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  112644. }
  112645. // Merge into a single mesh
  112646. var engine = this._source.getScene().getEngine();
  112647. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112648. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112649. this._ib = engine.createIndexBuffer(this._linesIndices);
  112650. this._indicesCount = this._linesIndices.length;
  112651. };
  112652. /**
  112653. * Checks wether or not the edges renderer is ready to render.
  112654. * @return true if ready, otherwise false.
  112655. */
  112656. EdgesRenderer.prototype.isReady = function () {
  112657. return this._lineShader.isReady();
  112658. };
  112659. /**
  112660. * Renders the edges of the attached mesh,
  112661. */
  112662. EdgesRenderer.prototype.render = function () {
  112663. var scene = this._source.getScene();
  112664. if (!this.isReady() || !scene.activeCamera) {
  112665. return;
  112666. }
  112667. var engine = scene.getEngine();
  112668. this._lineShader._preBind();
  112669. if (this._source.edgesColor.a !== 1) {
  112670. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112671. }
  112672. else {
  112673. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  112674. }
  112675. // VBOs
  112676. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  112677. scene.resetCachedMaterial();
  112678. this._lineShader.setColor4("color", this._source.edgesColor);
  112679. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  112680. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  112681. }
  112682. else {
  112683. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  112684. }
  112685. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  112686. this._lineShader.bind(this._source.getWorldMatrix());
  112687. // Draw order
  112688. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  112689. this._lineShader.unbind();
  112690. };
  112691. return EdgesRenderer;
  112692. }());
  112693. BABYLON.EdgesRenderer = EdgesRenderer;
  112694. })(BABYLON || (BABYLON = {}));
  112695. //# sourceMappingURL=babylon.edgesRenderer.js.map
  112696. var BABYLON;
  112697. (function (BABYLON) {
  112698. /**
  112699. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  112700. */
  112701. var LineEdgesRenderer = /** @class */ (function (_super) {
  112702. __extends(LineEdgesRenderer, _super);
  112703. /**
  112704. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  112705. * @param source LineMesh used to generate edges
  112706. * @param epsilon not important (specified angle for edge detection)
  112707. * @param checkVerticesInsteadOfIndices not important for LineMesh
  112708. */
  112709. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  112710. if (epsilon === void 0) { epsilon = 0.95; }
  112711. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112712. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  112713. _this._generateEdgesLines();
  112714. return _this;
  112715. }
  112716. /**
  112717. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  112718. */
  112719. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  112720. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112721. var indices = this._source.getIndices();
  112722. if (!indices || !positions) {
  112723. return;
  112724. }
  112725. var p0 = BABYLON.Tmp.Vector3[0];
  112726. var p1 = BABYLON.Tmp.Vector3[1];
  112727. var len = indices.length - 1;
  112728. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  112729. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  112730. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  112731. this.createLine(p0, p1, offset);
  112732. }
  112733. // Merge into a single mesh
  112734. var engine = this._source.getScene().getEngine();
  112735. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112736. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112737. this._ib = engine.createIndexBuffer(this._linesIndices);
  112738. this._indicesCount = this._linesIndices.length;
  112739. };
  112740. return LineEdgesRenderer;
  112741. }(BABYLON.EdgesRenderer));
  112742. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  112743. })(BABYLON || (BABYLON = {}));
  112744. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  112745. var BABYLON;
  112746. (function (BABYLON) {
  112747. // Adds the parser to the scene parsers.
  112748. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  112749. if (parsedData.effectLayers) {
  112750. if (!container.effectLayers) {
  112751. container.effectLayers = new Array();
  112752. }
  112753. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  112754. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  112755. container.effectLayers.push(effectLayer);
  112756. }
  112757. }
  112758. });
  112759. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  112760. var index = this.effectLayers.indexOf(toRemove);
  112761. if (index !== -1) {
  112762. this.effectLayers.splice(index, 1);
  112763. }
  112764. return index;
  112765. };
  112766. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  112767. this.effectLayers.push(newEffectLayer);
  112768. };
  112769. /**
  112770. * Defines the layer scene component responsible to manage any effect layers
  112771. * in a given scene.
  112772. */
  112773. var EffectLayerSceneComponent = /** @class */ (function () {
  112774. /**
  112775. * Creates a new instance of the component for the given scene
  112776. * @param scene Defines the scene to register the component in
  112777. */
  112778. function EffectLayerSceneComponent(scene) {
  112779. /**
  112780. * The component name helpfull to identify the component in the list of scene components.
  112781. */
  112782. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  112783. this._renderEffects = false;
  112784. this._needStencil = false;
  112785. this._previousStencilState = false;
  112786. this.scene = scene;
  112787. this._engine = scene.getEngine();
  112788. scene.effectLayers = new Array();
  112789. }
  112790. /**
  112791. * Registers the component in a given scene
  112792. */
  112793. EffectLayerSceneComponent.prototype.register = function () {
  112794. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  112795. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  112796. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  112797. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  112798. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  112799. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  112800. };
  112801. /**
  112802. * Rebuilds the elements related to this component in case of
  112803. * context lost for instance.
  112804. */
  112805. EffectLayerSceneComponent.prototype.rebuild = function () {
  112806. var layers = this.scene.effectLayers;
  112807. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  112808. var effectLayer = layers_1[_i];
  112809. effectLayer._rebuild();
  112810. }
  112811. };
  112812. /**
  112813. * Serializes the component data to the specified json object
  112814. * @param serializationObject The object to serialize to
  112815. */
  112816. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  112817. // Effect layers
  112818. serializationObject.effectLayers = [];
  112819. var layers = this.scene.effectLayers;
  112820. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  112821. var effectLayer = layers_2[_i];
  112822. if (effectLayer.serialize) {
  112823. serializationObject.effectLayers.push(effectLayer.serialize());
  112824. }
  112825. }
  112826. };
  112827. /**
  112828. * Adds all the element from the container to the scene
  112829. * @param container the container holding the elements
  112830. */
  112831. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  112832. var _this = this;
  112833. if (!container.effectLayers) {
  112834. return;
  112835. }
  112836. container.effectLayers.forEach(function (o) {
  112837. _this.scene.addEffectLayer(o);
  112838. });
  112839. };
  112840. /**
  112841. * Removes all the elements in the container from the scene
  112842. * @param container contains the elements to remove
  112843. */
  112844. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  112845. var _this = this;
  112846. if (!container.effectLayers) {
  112847. return;
  112848. }
  112849. container.effectLayers.forEach(function (o) {
  112850. _this.scene.removeEffectLayer(o);
  112851. });
  112852. };
  112853. /**
  112854. * Disposes the component and the associated ressources.
  112855. */
  112856. EffectLayerSceneComponent.prototype.dispose = function () {
  112857. var layers = this.scene.effectLayers;
  112858. while (layers.length) {
  112859. layers[0].dispose();
  112860. }
  112861. };
  112862. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  112863. var layers = this.scene.effectLayers;
  112864. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  112865. var layer = layers_3[_i];
  112866. if (!layer.hasMesh(mesh)) {
  112867. continue;
  112868. }
  112869. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  112870. var subMesh = _b[_a];
  112871. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  112872. return false;
  112873. }
  112874. }
  112875. }
  112876. return true;
  112877. };
  112878. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  112879. this._renderEffects = false;
  112880. this._needStencil = false;
  112881. var layers = this.scene.effectLayers;
  112882. if (layers && layers.length > 0) {
  112883. this._previousStencilState = this._engine.getStencilBuffer();
  112884. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  112885. var effectLayer = layers_4[_i];
  112886. if (effectLayer.shouldRender() &&
  112887. (!effectLayer.camera ||
  112888. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  112889. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  112890. this._renderEffects = true;
  112891. this._needStencil = this._needStencil || effectLayer.needStencil();
  112892. var renderTarget = effectLayer._mainTexture;
  112893. if (renderTarget._shouldRender()) {
  112894. this.scene.incrementRenderId();
  112895. renderTarget.render(false, false);
  112896. }
  112897. }
  112898. }
  112899. this.scene.incrementRenderId();
  112900. }
  112901. };
  112902. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  112903. // Activate effect Layer stencil
  112904. if (this._needStencil) {
  112905. this._engine.setStencilBuffer(true);
  112906. }
  112907. };
  112908. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  112909. // Restore effect Layer stencil
  112910. if (this._needStencil) {
  112911. this._engine.setStencilBuffer(this._previousStencilState);
  112912. }
  112913. };
  112914. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  112915. if (this._renderEffects) {
  112916. this._engine.setDepthBuffer(false);
  112917. var layers = this.scene.effectLayers;
  112918. for (var i = 0; i < layers.length; i++) {
  112919. var effectLayer = layers[i];
  112920. if (effectLayer.renderingGroupId === renderingGroupId) {
  112921. if (effectLayer.shouldRender()) {
  112922. effectLayer.render();
  112923. }
  112924. }
  112925. }
  112926. this._engine.setDepthBuffer(true);
  112927. }
  112928. };
  112929. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  112930. if (this._renderEffects) {
  112931. this._draw(-1);
  112932. }
  112933. };
  112934. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  112935. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  112936. this._draw(index);
  112937. }
  112938. };
  112939. return EffectLayerSceneComponent;
  112940. }());
  112941. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  112942. })(BABYLON || (BABYLON = {}));
  112943. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  112944. var __assign = (this && this.__assign) || function () {
  112945. __assign = Object.assign || function(t) {
  112946. for (var s, i = 1, n = arguments.length; i < n; i++) {
  112947. s = arguments[i];
  112948. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  112949. t[p] = s[p];
  112950. }
  112951. return t;
  112952. };
  112953. return __assign.apply(this, arguments);
  112954. };
  112955. var BABYLON;
  112956. (function (BABYLON) {
  112957. /**
  112958. * The effect layer Helps adding post process effect blended with the main pass.
  112959. *
  112960. * This can be for instance use to generate glow or higlight effects on the scene.
  112961. *
  112962. * The effect layer class can not be used directly and is intented to inherited from to be
  112963. * customized per effects.
  112964. */
  112965. var EffectLayer = /** @class */ (function () {
  112966. /**
  112967. * Instantiates a new effect Layer and references it in the scene.
  112968. * @param name The name of the layer
  112969. * @param scene The scene to use the layer in
  112970. */
  112971. function EffectLayer(
  112972. /** The Friendly of the effect in the scene */
  112973. name, scene) {
  112974. this._vertexBuffers = {};
  112975. this._maxSize = 0;
  112976. this._mainTextureDesiredSize = { width: 0, height: 0 };
  112977. this._shouldRender = true;
  112978. this._postProcesses = [];
  112979. this._textures = [];
  112980. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  112981. /**
  112982. * The clear color of the texture used to generate the glow map.
  112983. */
  112984. this.neutralColor = new BABYLON.Color4();
  112985. /**
  112986. * Specifies wether the highlight layer is enabled or not.
  112987. */
  112988. this.isEnabled = true;
  112989. /**
  112990. * An event triggered when the effect layer has been disposed.
  112991. */
  112992. this.onDisposeObservable = new BABYLON.Observable();
  112993. /**
  112994. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  112995. */
  112996. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  112997. /**
  112998. * An event triggered when the generated texture is being merged in the scene.
  112999. */
  113000. this.onBeforeComposeObservable = new BABYLON.Observable();
  113001. /**
  113002. * An event triggered when the generated texture has been merged in the scene.
  113003. */
  113004. this.onAfterComposeObservable = new BABYLON.Observable();
  113005. /**
  113006. * An event triggered when the efffect layer changes its size.
  113007. */
  113008. this.onSizeChangedObservable = new BABYLON.Observable();
  113009. this.name = name;
  113010. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  113011. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  113012. if (!component) {
  113013. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  113014. this._scene._addComponent(component);
  113015. }
  113016. this._engine = this._scene.getEngine();
  113017. this._maxSize = this._engine.getCaps().maxTextureSize;
  113018. this._scene.effectLayers.push(this);
  113019. // Generate Buffers
  113020. this._generateIndexBuffer();
  113021. this._genrateVertexBuffer();
  113022. }
  113023. Object.defineProperty(EffectLayer.prototype, "camera", {
  113024. /**
  113025. * Gets the camera attached to the layer.
  113026. */
  113027. get: function () {
  113028. return this._effectLayerOptions.camera;
  113029. },
  113030. enumerable: true,
  113031. configurable: true
  113032. });
  113033. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  113034. /**
  113035. * Gets the rendering group id the layer should render in.
  113036. */
  113037. get: function () {
  113038. return this._effectLayerOptions.renderingGroupId;
  113039. },
  113040. enumerable: true,
  113041. configurable: true
  113042. });
  113043. /**
  113044. * Initializes the effect layer with the required options.
  113045. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113046. */
  113047. EffectLayer.prototype._init = function (options) {
  113048. // Adapt options
  113049. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  113050. this._setMainTextureSize();
  113051. this._createMainTexture();
  113052. this._createTextureAndPostProcesses();
  113053. this._mergeEffect = this._createMergeEffect();
  113054. };
  113055. /**
  113056. * Generates the index buffer of the full screen quad blending to the main canvas.
  113057. */
  113058. EffectLayer.prototype._generateIndexBuffer = function () {
  113059. // Indices
  113060. var indices = [];
  113061. indices.push(0);
  113062. indices.push(1);
  113063. indices.push(2);
  113064. indices.push(0);
  113065. indices.push(2);
  113066. indices.push(3);
  113067. this._indexBuffer = this._engine.createIndexBuffer(indices);
  113068. };
  113069. /**
  113070. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113071. */
  113072. EffectLayer.prototype._genrateVertexBuffer = function () {
  113073. // VBO
  113074. var vertices = [];
  113075. vertices.push(1, 1);
  113076. vertices.push(-1, 1);
  113077. vertices.push(-1, -1);
  113078. vertices.push(1, -1);
  113079. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113080. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113081. };
  113082. /**
  113083. * Sets the main texture desired size which is the closest power of two
  113084. * of the engine canvas size.
  113085. */
  113086. EffectLayer.prototype._setMainTextureSize = function () {
  113087. if (this._effectLayerOptions.mainTextureFixedSize) {
  113088. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  113089. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  113090. }
  113091. else {
  113092. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  113093. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  113094. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  113095. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  113096. }
  113097. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  113098. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  113099. };
  113100. /**
  113101. * Creates the main texture for the effect layer.
  113102. */
  113103. EffectLayer.prototype._createMainTexture = function () {
  113104. var _this = this;
  113105. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  113106. width: this._mainTextureDesiredSize.width,
  113107. height: this._mainTextureDesiredSize.height
  113108. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113109. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  113110. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113111. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113112. this._mainTexture.anisotropicFilteringLevel = 1;
  113113. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113114. this._mainTexture.renderParticles = false;
  113115. this._mainTexture.renderList = null;
  113116. this._mainTexture.ignoreCameraViewport = true;
  113117. // Custom render function
  113118. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  113119. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  113120. var index;
  113121. var engine = _this._scene.getEngine();
  113122. if (depthOnlySubMeshes.length) {
  113123. engine.setColorWrite(false);
  113124. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  113125. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  113126. }
  113127. engine.setColorWrite(true);
  113128. }
  113129. for (index = 0; index < opaqueSubMeshes.length; index++) {
  113130. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  113131. }
  113132. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  113133. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  113134. }
  113135. for (index = 0; index < transparentSubMeshes.length; index++) {
  113136. _this._renderSubMesh(transparentSubMeshes.data[index]);
  113137. }
  113138. };
  113139. this._mainTexture.onClearObservable.add(function (engine) {
  113140. engine.clear(_this.neutralColor, true, true, true);
  113141. });
  113142. };
  113143. /**
  113144. * Checks for the readiness of the element composing the layer.
  113145. * @param subMesh the mesh to check for
  113146. * @param useInstances specify wether or not to use instances to render the mesh
  113147. * @param emissiveTexture the associated emissive texture used to generate the glow
  113148. * @return true if ready otherwise, false
  113149. */
  113150. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  113151. var material = subMesh.getMaterial();
  113152. if (!material) {
  113153. return false;
  113154. }
  113155. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  113156. return false;
  113157. }
  113158. var defines = [];
  113159. var attribs = [BABYLON.VertexBuffer.PositionKind];
  113160. var mesh = subMesh.getMesh();
  113161. var uv1 = false;
  113162. var uv2 = false;
  113163. // Alpha test
  113164. if (material && material.needAlphaTesting()) {
  113165. var alphaTexture = material.getAlphaTestTexture();
  113166. if (alphaTexture) {
  113167. defines.push("#define ALPHATEST");
  113168. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113169. alphaTexture.coordinatesIndex === 1) {
  113170. defines.push("#define DIFFUSEUV2");
  113171. uv2 = true;
  113172. }
  113173. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113174. defines.push("#define DIFFUSEUV1");
  113175. uv1 = true;
  113176. }
  113177. }
  113178. }
  113179. // Emissive
  113180. if (emissiveTexture) {
  113181. defines.push("#define EMISSIVE");
  113182. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113183. emissiveTexture.coordinatesIndex === 1) {
  113184. defines.push("#define EMISSIVEUV2");
  113185. uv2 = true;
  113186. }
  113187. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113188. defines.push("#define EMISSIVEUV1");
  113189. uv1 = true;
  113190. }
  113191. }
  113192. if (uv1) {
  113193. attribs.push(BABYLON.VertexBuffer.UVKind);
  113194. defines.push("#define UV1");
  113195. }
  113196. if (uv2) {
  113197. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  113198. defines.push("#define UV2");
  113199. }
  113200. // Bones
  113201. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  113202. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  113203. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  113204. if (mesh.numBoneInfluencers > 4) {
  113205. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  113206. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  113207. }
  113208. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  113209. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  113210. }
  113211. else {
  113212. defines.push("#define NUM_BONE_INFLUENCERS 0");
  113213. }
  113214. // Morph targets
  113215. var manager = mesh.morphTargetManager;
  113216. var morphInfluencers = 0;
  113217. if (manager) {
  113218. if (manager.numInfluencers > 0) {
  113219. defines.push("#define MORPHTARGETS");
  113220. morphInfluencers = manager.numInfluencers;
  113221. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  113222. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  113223. }
  113224. }
  113225. // Instances
  113226. if (useInstances) {
  113227. defines.push("#define INSTANCES");
  113228. attribs.push("world0");
  113229. attribs.push("world1");
  113230. attribs.push("world2");
  113231. attribs.push("world3");
  113232. }
  113233. // Get correct effect
  113234. var join = defines.join("\n");
  113235. if (this._cachedDefines !== join) {
  113236. this._cachedDefines = join;
  113237. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  113238. }
  113239. return this._effectLayerMapGenerationEffect.isReady();
  113240. };
  113241. /**
  113242. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113243. */
  113244. EffectLayer.prototype.render = function () {
  113245. var currentEffect = this._mergeEffect;
  113246. // Check
  113247. if (!currentEffect.isReady()) {
  113248. return;
  113249. }
  113250. for (var i = 0; i < this._postProcesses.length; i++) {
  113251. if (!this._postProcesses[i].isReady()) {
  113252. return;
  113253. }
  113254. }
  113255. var engine = this._scene.getEngine();
  113256. this.onBeforeComposeObservable.notifyObservers(this);
  113257. // Render
  113258. engine.enableEffect(currentEffect);
  113259. engine.setState(false);
  113260. // VBOs
  113261. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113262. // Cache
  113263. var previousAlphaMode = engine.getAlphaMode();
  113264. // Go Blend.
  113265. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  113266. // Blends the map on the main canvas.
  113267. this._internalRender(currentEffect);
  113268. // Restore Alpha
  113269. engine.setAlphaMode(previousAlphaMode);
  113270. this.onAfterComposeObservable.notifyObservers(this);
  113271. // Handle size changes.
  113272. var size = this._mainTexture.getSize();
  113273. this._setMainTextureSize();
  113274. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  113275. // Recreate RTT and post processes on size change.
  113276. this.onSizeChangedObservable.notifyObservers(this);
  113277. this._disposeTextureAndPostProcesses();
  113278. this._createMainTexture();
  113279. this._createTextureAndPostProcesses();
  113280. }
  113281. };
  113282. /**
  113283. * Determine if a given mesh will be used in the current effect.
  113284. * @param mesh mesh to test
  113285. * @returns true if the mesh will be used
  113286. */
  113287. EffectLayer.prototype.hasMesh = function (mesh) {
  113288. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  113289. return true;
  113290. }
  113291. return false;
  113292. };
  113293. /**
  113294. * Returns true if the layer contains information to display, otherwise false.
  113295. * @returns true if the glow layer should be rendered
  113296. */
  113297. EffectLayer.prototype.shouldRender = function () {
  113298. return this.isEnabled && this._shouldRender;
  113299. };
  113300. /**
  113301. * Returns true if the mesh should render, otherwise false.
  113302. * @param mesh The mesh to render
  113303. * @returns true if it should render otherwise false
  113304. */
  113305. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  113306. return true;
  113307. };
  113308. /**
  113309. * Returns true if the mesh should render, otherwise false.
  113310. * @param mesh The mesh to render
  113311. * @returns true if it should render otherwise false
  113312. */
  113313. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  113314. return true;
  113315. };
  113316. /**
  113317. * Renders the submesh passed in parameter to the generation map.
  113318. */
  113319. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  113320. var _this = this;
  113321. if (!this.shouldRender()) {
  113322. return;
  113323. }
  113324. var material = subMesh.getMaterial();
  113325. var mesh = subMesh.getRenderingMesh();
  113326. var scene = this._scene;
  113327. var engine = scene.getEngine();
  113328. if (!material) {
  113329. return;
  113330. }
  113331. // Do not block in blend mode.
  113332. if (material.needAlphaBlendingForMesh(mesh)) {
  113333. return;
  113334. }
  113335. // Culling
  113336. engine.setState(material.backFaceCulling);
  113337. // Managing instances
  113338. var batch = mesh._getInstancesRenderList(subMesh._id);
  113339. if (batch.mustReturn) {
  113340. return;
  113341. }
  113342. // Early Exit per mesh
  113343. if (!this._shouldRenderMesh(mesh)) {
  113344. return;
  113345. }
  113346. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  113347. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  113348. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  113349. engine.enableEffect(this._effectLayerMapGenerationEffect);
  113350. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  113351. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  113352. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  113353. // Alpha test
  113354. if (material && material.needAlphaTesting()) {
  113355. var alphaTexture = material.getAlphaTestTexture();
  113356. if (alphaTexture) {
  113357. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  113358. var textureMatrix = alphaTexture.getTextureMatrix();
  113359. if (textureMatrix) {
  113360. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  113361. }
  113362. }
  113363. }
  113364. // Glow emissive only
  113365. if (this._emissiveTextureAndColor.texture) {
  113366. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  113367. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  113368. }
  113369. // Bones
  113370. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  113371. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  113372. }
  113373. // Morph targets
  113374. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  113375. // Draw
  113376. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  113377. }
  113378. else {
  113379. // Need to reset refresh rate of the main map
  113380. this._mainTexture.resetRefreshCounter();
  113381. }
  113382. };
  113383. /**
  113384. * Rebuild the required buffers.
  113385. * @hidden Internal use only.
  113386. */
  113387. EffectLayer.prototype._rebuild = function () {
  113388. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113389. if (vb) {
  113390. vb._rebuild();
  113391. }
  113392. this._generateIndexBuffer();
  113393. };
  113394. /**
  113395. * Dispose only the render target textures and post process.
  113396. */
  113397. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  113398. this._mainTexture.dispose();
  113399. for (var i = 0; i < this._postProcesses.length; i++) {
  113400. if (this._postProcesses[i]) {
  113401. this._postProcesses[i].dispose();
  113402. }
  113403. }
  113404. this._postProcesses = [];
  113405. for (var i = 0; i < this._textures.length; i++) {
  113406. if (this._textures[i]) {
  113407. this._textures[i].dispose();
  113408. }
  113409. }
  113410. this._textures = [];
  113411. };
  113412. /**
  113413. * Dispose the highlight layer and free resources.
  113414. */
  113415. EffectLayer.prototype.dispose = function () {
  113416. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113417. if (vertexBuffer) {
  113418. vertexBuffer.dispose();
  113419. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113420. }
  113421. if (this._indexBuffer) {
  113422. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113423. this._indexBuffer = null;
  113424. }
  113425. // Clean textures and post processes
  113426. this._disposeTextureAndPostProcesses();
  113427. // Remove from scene
  113428. var index = this._scene.effectLayers.indexOf(this, 0);
  113429. if (index > -1) {
  113430. this._scene.effectLayers.splice(index, 1);
  113431. }
  113432. // Callback
  113433. this.onDisposeObservable.notifyObservers(this);
  113434. this.onDisposeObservable.clear();
  113435. this.onBeforeRenderMainTextureObservable.clear();
  113436. this.onBeforeComposeObservable.clear();
  113437. this.onAfterComposeObservable.clear();
  113438. this.onSizeChangedObservable.clear();
  113439. };
  113440. /**
  113441. * Gets the class name of the effect layer
  113442. * @returns the string with the class name of the effect layer
  113443. */
  113444. EffectLayer.prototype.getClassName = function () {
  113445. return "EffectLayer";
  113446. };
  113447. /**
  113448. * Creates an effect layer from parsed effect layer data
  113449. * @param parsedEffectLayer defines effect layer data
  113450. * @param scene defines the current scene
  113451. * @param rootUrl defines the root URL containing the effect layer information
  113452. * @returns a parsed effect Layer
  113453. */
  113454. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  113455. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  113456. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  113457. };
  113458. __decorate([
  113459. BABYLON.serialize()
  113460. ], EffectLayer.prototype, "name", void 0);
  113461. __decorate([
  113462. BABYLON.serializeAsColor4()
  113463. ], EffectLayer.prototype, "neutralColor", void 0);
  113464. __decorate([
  113465. BABYLON.serialize()
  113466. ], EffectLayer.prototype, "isEnabled", void 0);
  113467. __decorate([
  113468. BABYLON.serializeAsCameraReference()
  113469. ], EffectLayer.prototype, "camera", null);
  113470. __decorate([
  113471. BABYLON.serialize()
  113472. ], EffectLayer.prototype, "renderingGroupId", null);
  113473. return EffectLayer;
  113474. }());
  113475. BABYLON.EffectLayer = EffectLayer;
  113476. })(BABYLON || (BABYLON = {}));
  113477. //# sourceMappingURL=babylon.effectLayer.js.map
  113478. var BABYLON;
  113479. (function (BABYLON) {
  113480. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  113481. for (var index = 0; index < this.effectLayers.length; index++) {
  113482. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  113483. return this.effectLayers[index];
  113484. }
  113485. }
  113486. return null;
  113487. };
  113488. /**
  113489. * Special Glow Blur post process only blurring the alpha channel
  113490. * It enforces keeping the most luminous color in the color channel.
  113491. */
  113492. var GlowBlurPostProcess = /** @class */ (function (_super) {
  113493. __extends(GlowBlurPostProcess, _super);
  113494. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  113495. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  113496. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  113497. _this.direction = direction;
  113498. _this.kernel = kernel;
  113499. _this.onApplyObservable.add(function (effect) {
  113500. effect.setFloat2("screenSize", _this.width, _this.height);
  113501. effect.setVector2("direction", _this.direction);
  113502. effect.setFloat("blurWidth", _this.kernel);
  113503. });
  113504. return _this;
  113505. }
  113506. return GlowBlurPostProcess;
  113507. }(BABYLON.PostProcess));
  113508. /**
  113509. * The highlight layer Helps adding a glow effect around a mesh.
  113510. *
  113511. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113512. * glowy meshes to your scene.
  113513. *
  113514. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113515. */
  113516. var HighlightLayer = /** @class */ (function (_super) {
  113517. __extends(HighlightLayer, _super);
  113518. /**
  113519. * Instantiates a new highlight Layer and references it to the scene..
  113520. * @param name The name of the layer
  113521. * @param scene The scene to use the layer in
  113522. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113523. */
  113524. function HighlightLayer(name, scene, options) {
  113525. var _this = _super.call(this, name, scene) || this;
  113526. _this.name = name;
  113527. /**
  113528. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113529. */
  113530. _this.innerGlow = true;
  113531. /**
  113532. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113533. */
  113534. _this.outerGlow = true;
  113535. /**
  113536. * An event triggered when the highlight layer is being blurred.
  113537. */
  113538. _this.onBeforeBlurObservable = new BABYLON.Observable();
  113539. /**
  113540. * An event triggered when the highlight layer has been blurred.
  113541. */
  113542. _this.onAfterBlurObservable = new BABYLON.Observable();
  113543. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  113544. _this._meshes = {};
  113545. _this._excludedMeshes = {};
  113546. _this.neutralColor = HighlightLayer.NeutralColor;
  113547. // Warn on stencil
  113548. if (!_this._engine.isStencilEnable) {
  113549. 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 }");
  113550. }
  113551. // Adapt options
  113552. _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);
  113553. // Initialize the layer
  113554. _this._init({
  113555. alphaBlendingMode: _this._options.alphaBlendingMode,
  113556. camera: _this._options.camera,
  113557. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113558. mainTextureRatio: _this._options.mainTextureRatio,
  113559. renderingGroupId: _this._options.renderingGroupId
  113560. });
  113561. // Do not render as long as no meshes have been added
  113562. _this._shouldRender = false;
  113563. return _this;
  113564. }
  113565. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  113566. /**
  113567. * Gets the horizontal size of the blur.
  113568. */
  113569. get: function () {
  113570. return this._horizontalBlurPostprocess.kernel;
  113571. },
  113572. /**
  113573. * Specifies the horizontal size of the blur.
  113574. */
  113575. set: function (value) {
  113576. this._horizontalBlurPostprocess.kernel = value;
  113577. },
  113578. enumerable: true,
  113579. configurable: true
  113580. });
  113581. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  113582. /**
  113583. * Gets the vertical size of the blur.
  113584. */
  113585. get: function () {
  113586. return this._verticalBlurPostprocess.kernel;
  113587. },
  113588. /**
  113589. * Specifies the vertical size of the blur.
  113590. */
  113591. set: function (value) {
  113592. this._verticalBlurPostprocess.kernel = value;
  113593. },
  113594. enumerable: true,
  113595. configurable: true
  113596. });
  113597. /**
  113598. * Get the effect name of the layer.
  113599. * @return The effect name
  113600. */
  113601. HighlightLayer.prototype.getEffectName = function () {
  113602. return HighlightLayer.EffectName;
  113603. };
  113604. /**
  113605. * Create the merge effect. This is the shader use to blit the information back
  113606. * to the main canvas at the end of the scene rendering.
  113607. */
  113608. HighlightLayer.prototype._createMergeEffect = function () {
  113609. // Effect
  113610. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  113611. };
  113612. /**
  113613. * Creates the render target textures and post processes used in the highlight layer.
  113614. */
  113615. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  113616. var _this = this;
  113617. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  113618. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  113619. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113620. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113621. var textureType = 0;
  113622. if (this._engine.getCaps().textureHalfFloatRender) {
  113623. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113624. }
  113625. else {
  113626. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113627. }
  113628. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  113629. width: blurTextureWidth,
  113630. height: blurTextureHeight
  113631. }, this._scene, false, true, textureType);
  113632. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113633. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113634. this._blurTexture.anisotropicFilteringLevel = 16;
  113635. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  113636. this._blurTexture.renderParticles = false;
  113637. this._blurTexture.ignoreCameraViewport = true;
  113638. this._textures = [this._blurTexture];
  113639. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  113640. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113641. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  113642. effect.setTexture("textureSampler", _this._mainTexture);
  113643. });
  113644. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113645. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113646. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113647. });
  113648. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113649. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  113650. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113651. });
  113652. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113653. }
  113654. else {
  113655. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  113656. width: blurTextureWidth,
  113657. height: blurTextureHeight
  113658. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113659. this._horizontalBlurPostprocess.width = blurTextureWidth;
  113660. this._horizontalBlurPostprocess.height = blurTextureHeight;
  113661. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113662. effect.setTexture("textureSampler", _this._mainTexture);
  113663. });
  113664. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  113665. width: blurTextureWidth,
  113666. height: blurTextureHeight
  113667. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113668. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113669. }
  113670. this._mainTexture.onAfterUnbindObservable.add(function () {
  113671. _this.onBeforeBlurObservable.notifyObservers(_this);
  113672. var internalTexture = _this._blurTexture.getInternalTexture();
  113673. if (internalTexture) {
  113674. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  113675. }
  113676. _this.onAfterBlurObservable.notifyObservers(_this);
  113677. });
  113678. // Prevent autoClear.
  113679. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113680. };
  113681. /**
  113682. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113683. */
  113684. HighlightLayer.prototype.needStencil = function () {
  113685. return true;
  113686. };
  113687. /**
  113688. * Checks for the readiness of the element composing the layer.
  113689. * @param subMesh the mesh to check for
  113690. * @param useInstances specify wether or not to use instances to render the mesh
  113691. * @param emissiveTexture the associated emissive texture used to generate the glow
  113692. * @return true if ready otherwise, false
  113693. */
  113694. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  113695. var material = subMesh.getMaterial();
  113696. var mesh = subMesh.getRenderingMesh();
  113697. if (!material || !mesh || !this._meshes) {
  113698. return false;
  113699. }
  113700. var emissiveTexture = null;
  113701. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113702. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113703. emissiveTexture = material.emissiveTexture;
  113704. }
  113705. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113706. };
  113707. /**
  113708. * Implementation specific of rendering the generating effect on the main canvas.
  113709. * @param effect The effect used to render through
  113710. */
  113711. HighlightLayer.prototype._internalRender = function (effect) {
  113712. // Texture
  113713. effect.setTexture("textureSampler", this._blurTexture);
  113714. // Cache
  113715. var engine = this._engine;
  113716. var previousStencilBuffer = engine.getStencilBuffer();
  113717. var previousStencilFunction = engine.getStencilFunction();
  113718. var previousStencilMask = engine.getStencilMask();
  113719. var previousStencilOperationPass = engine.getStencilOperationPass();
  113720. var previousStencilOperationFail = engine.getStencilOperationFail();
  113721. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  113722. var previousStencilReference = engine.getStencilFunctionReference();
  113723. // Stencil operations
  113724. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  113725. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  113726. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  113727. // Draw order
  113728. engine.setStencilMask(0x00);
  113729. engine.setStencilBuffer(true);
  113730. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  113731. // 2 passes inner outer
  113732. if (this.outerGlow) {
  113733. effect.setFloat("offset", 0);
  113734. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  113735. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113736. }
  113737. if (this.innerGlow) {
  113738. effect.setFloat("offset", 1);
  113739. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  113740. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113741. }
  113742. // Restore Cache
  113743. engine.setStencilFunction(previousStencilFunction);
  113744. engine.setStencilMask(previousStencilMask);
  113745. engine.setStencilBuffer(previousStencilBuffer);
  113746. engine.setStencilOperationPass(previousStencilOperationPass);
  113747. engine.setStencilOperationFail(previousStencilOperationFail);
  113748. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  113749. engine.setStencilFunctionReference(previousStencilReference);
  113750. };
  113751. /**
  113752. * Returns true if the layer contains information to display, otherwise false.
  113753. */
  113754. HighlightLayer.prototype.shouldRender = function () {
  113755. if (_super.prototype.shouldRender.call(this)) {
  113756. return this._meshes ? true : false;
  113757. }
  113758. return false;
  113759. };
  113760. /**
  113761. * Returns true if the mesh should render, otherwise false.
  113762. * @param mesh The mesh to render
  113763. * @returns true if it should render otherwise false
  113764. */
  113765. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  113766. // Excluded Mesh
  113767. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  113768. return false;
  113769. }
  113770. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113771. return false;
  113772. }
  113773. return true;
  113774. };
  113775. /**
  113776. * Sets the required values for both the emissive texture and and the main color.
  113777. */
  113778. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113779. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113780. if (highlightLayerMesh) {
  113781. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  113782. }
  113783. else {
  113784. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113785. }
  113786. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113787. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113788. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  113789. }
  113790. else {
  113791. this._emissiveTextureAndColor.texture = null;
  113792. }
  113793. };
  113794. /**
  113795. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113796. * @param mesh The mesh to exclude from the highlight layer
  113797. */
  113798. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  113799. if (!this._excludedMeshes) {
  113800. return;
  113801. }
  113802. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113803. if (!meshExcluded) {
  113804. this._excludedMeshes[mesh.uniqueId] = {
  113805. mesh: mesh,
  113806. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  113807. mesh.getEngine().setStencilBuffer(false);
  113808. }),
  113809. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  113810. mesh.getEngine().setStencilBuffer(true);
  113811. }),
  113812. };
  113813. }
  113814. };
  113815. /**
  113816. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113817. * @param mesh The mesh to highlight
  113818. */
  113819. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  113820. if (!this._excludedMeshes) {
  113821. return;
  113822. }
  113823. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113824. if (meshExcluded) {
  113825. if (meshExcluded.beforeRender) {
  113826. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  113827. }
  113828. if (meshExcluded.afterRender) {
  113829. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  113830. }
  113831. }
  113832. this._excludedMeshes[mesh.uniqueId] = null;
  113833. };
  113834. /**
  113835. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113836. * @param mesh mesh to test
  113837. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113838. */
  113839. HighlightLayer.prototype.hasMesh = function (mesh) {
  113840. if (!this._meshes) {
  113841. return false;
  113842. }
  113843. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113844. return false;
  113845. }
  113846. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  113847. };
  113848. /**
  113849. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113850. * @param mesh The mesh to highlight
  113851. * @param color The color of the highlight
  113852. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113853. */
  113854. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  113855. var _this = this;
  113856. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  113857. if (!this._meshes) {
  113858. return;
  113859. }
  113860. var meshHighlight = this._meshes[mesh.uniqueId];
  113861. if (meshHighlight) {
  113862. meshHighlight.color = color;
  113863. }
  113864. else {
  113865. this._meshes[mesh.uniqueId] = {
  113866. mesh: mesh,
  113867. color: color,
  113868. // Lambda required for capture due to Observable this context
  113869. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  113870. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  113871. _this._defaultStencilReference(mesh);
  113872. }
  113873. else {
  113874. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  113875. }
  113876. }),
  113877. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  113878. glowEmissiveOnly: glowEmissiveOnly
  113879. };
  113880. mesh.onDisposeObservable.add(function () {
  113881. _this._disposeMesh(mesh);
  113882. });
  113883. }
  113884. this._shouldRender = true;
  113885. };
  113886. /**
  113887. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113888. * @param mesh The mesh to highlight
  113889. */
  113890. HighlightLayer.prototype.removeMesh = function (mesh) {
  113891. if (!this._meshes) {
  113892. return;
  113893. }
  113894. var meshHighlight = this._meshes[mesh.uniqueId];
  113895. if (meshHighlight) {
  113896. if (meshHighlight.observerHighlight) {
  113897. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113898. }
  113899. if (meshHighlight.observerDefault) {
  113900. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113901. }
  113902. delete this._meshes[mesh.uniqueId];
  113903. }
  113904. this._shouldRender = false;
  113905. for (var meshHighlightToCheck in this._meshes) {
  113906. if (this._meshes[meshHighlightToCheck]) {
  113907. this._shouldRender = true;
  113908. break;
  113909. }
  113910. }
  113911. };
  113912. /**
  113913. * Force the stencil to the normal expected value for none glowing parts
  113914. */
  113915. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  113916. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  113917. };
  113918. /**
  113919. * Free any resources and references associated to a mesh.
  113920. * Internal use
  113921. * @param mesh The mesh to free.
  113922. * @hidden
  113923. */
  113924. HighlightLayer.prototype._disposeMesh = function (mesh) {
  113925. this.removeMesh(mesh);
  113926. this.removeExcludedMesh(mesh);
  113927. };
  113928. /**
  113929. * Dispose the highlight layer and free resources.
  113930. */
  113931. HighlightLayer.prototype.dispose = function () {
  113932. if (this._meshes) {
  113933. // Clean mesh references
  113934. for (var id in this._meshes) {
  113935. var meshHighlight = this._meshes[id];
  113936. if (meshHighlight && meshHighlight.mesh) {
  113937. if (meshHighlight.observerHighlight) {
  113938. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113939. }
  113940. if (meshHighlight.observerDefault) {
  113941. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113942. }
  113943. }
  113944. }
  113945. this._meshes = null;
  113946. }
  113947. if (this._excludedMeshes) {
  113948. for (var id in this._excludedMeshes) {
  113949. var meshHighlight = this._excludedMeshes[id];
  113950. if (meshHighlight) {
  113951. if (meshHighlight.beforeRender) {
  113952. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  113953. }
  113954. if (meshHighlight.afterRender) {
  113955. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  113956. }
  113957. }
  113958. }
  113959. this._excludedMeshes = null;
  113960. }
  113961. _super.prototype.dispose.call(this);
  113962. };
  113963. /**
  113964. * Gets the class name of the effect layer
  113965. * @returns the string with the class name of the effect layer
  113966. */
  113967. HighlightLayer.prototype.getClassName = function () {
  113968. return "HighlightLayer";
  113969. };
  113970. /**
  113971. * Serializes this Highlight layer
  113972. * @returns a serialized Highlight layer object
  113973. */
  113974. HighlightLayer.prototype.serialize = function () {
  113975. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113976. serializationObject.customType = "BABYLON.HighlightLayer";
  113977. // Highlighted meshes
  113978. serializationObject.meshes = [];
  113979. if (this._meshes) {
  113980. for (var m in this._meshes) {
  113981. var mesh = this._meshes[m];
  113982. if (mesh) {
  113983. serializationObject.meshes.push({
  113984. glowEmissiveOnly: mesh.glowEmissiveOnly,
  113985. color: mesh.color.asArray(),
  113986. meshId: mesh.mesh.id
  113987. });
  113988. }
  113989. }
  113990. }
  113991. // Excluded meshes
  113992. serializationObject.excludedMeshes = [];
  113993. if (this._excludedMeshes) {
  113994. for (var e in this._excludedMeshes) {
  113995. var excludedMesh = this._excludedMeshes[e];
  113996. if (excludedMesh) {
  113997. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  113998. }
  113999. }
  114000. }
  114001. return serializationObject;
  114002. };
  114003. /**
  114004. * Creates a Highlight layer from parsed Highlight layer data
  114005. * @param parsedHightlightLayer defines the Highlight layer data
  114006. * @param scene defines the current scene
  114007. * @param rootUrl defines the root URL containing the Highlight layer information
  114008. * @returns a parsed Highlight layer
  114009. */
  114010. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  114011. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  114012. var index;
  114013. // Excluded meshes
  114014. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  114015. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  114016. if (mesh) {
  114017. hl.addExcludedMesh(mesh);
  114018. }
  114019. }
  114020. // Included meshes
  114021. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  114022. var highlightedMesh = parsedHightlightLayer.meshes[index];
  114023. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  114024. if (mesh) {
  114025. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  114026. }
  114027. }
  114028. return hl;
  114029. };
  114030. /**
  114031. * Effect Name of the highlight layer.
  114032. */
  114033. HighlightLayer.EffectName = "HighlightLayer";
  114034. /**
  114035. * The neutral color used during the preparation of the glow effect.
  114036. * This is black by default as the blend operation is a blend operation.
  114037. */
  114038. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  114039. /**
  114040. * Stencil value used for glowing meshes.
  114041. */
  114042. HighlightLayer.GlowingMeshStencilReference = 0x02;
  114043. /**
  114044. * Stencil value used for the other meshes in the scene.
  114045. */
  114046. HighlightLayer.NormalMeshStencilReference = 0x01;
  114047. __decorate([
  114048. BABYLON.serialize()
  114049. ], HighlightLayer.prototype, "innerGlow", void 0);
  114050. __decorate([
  114051. BABYLON.serialize()
  114052. ], HighlightLayer.prototype, "outerGlow", void 0);
  114053. __decorate([
  114054. BABYLON.serialize()
  114055. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  114056. __decorate([
  114057. BABYLON.serialize()
  114058. ], HighlightLayer.prototype, "blurVerticalSize", null);
  114059. __decorate([
  114060. BABYLON.serialize("options")
  114061. ], HighlightLayer.prototype, "_options", void 0);
  114062. return HighlightLayer;
  114063. }(BABYLON.EffectLayer));
  114064. BABYLON.HighlightLayer = HighlightLayer;
  114065. })(BABYLON || (BABYLON = {}));
  114066. //# sourceMappingURL=babylon.highlightLayer.js.map
  114067. var BABYLON;
  114068. (function (BABYLON) {
  114069. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  114070. for (var index = 0; index < this.effectLayers.length; index++) {
  114071. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  114072. return this.effectLayers[index];
  114073. }
  114074. }
  114075. return null;
  114076. };
  114077. /**
  114078. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114079. *
  114080. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114081. * glowy meshes to your scene.
  114082. *
  114083. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114084. */
  114085. var GlowLayer = /** @class */ (function (_super) {
  114086. __extends(GlowLayer, _super);
  114087. /**
  114088. * Instantiates a new glow Layer and references it to the scene.
  114089. * @param name The name of the layer
  114090. * @param scene The scene to use the layer in
  114091. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114092. */
  114093. function GlowLayer(name, scene, options) {
  114094. var _this = _super.call(this, name, scene) || this;
  114095. _this._intensity = 1.0;
  114096. _this._includedOnlyMeshes = [];
  114097. _this._excludedMeshes = [];
  114098. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  114099. // Adapt options
  114100. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  114101. // Initialize the layer
  114102. _this._init({
  114103. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  114104. camera: _this._options.camera,
  114105. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  114106. mainTextureRatio: _this._options.mainTextureRatio,
  114107. renderingGroupId: _this._options.renderingGroupId
  114108. });
  114109. return _this;
  114110. }
  114111. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  114112. /**
  114113. * Gets the kernel size of the blur.
  114114. */
  114115. get: function () {
  114116. return this._horizontalBlurPostprocess1.kernel;
  114117. },
  114118. /**
  114119. * Sets the kernel size of the blur.
  114120. */
  114121. set: function (value) {
  114122. this._horizontalBlurPostprocess1.kernel = value;
  114123. this._verticalBlurPostprocess1.kernel = value;
  114124. this._horizontalBlurPostprocess2.kernel = value;
  114125. this._verticalBlurPostprocess2.kernel = value;
  114126. },
  114127. enumerable: true,
  114128. configurable: true
  114129. });
  114130. Object.defineProperty(GlowLayer.prototype, "intensity", {
  114131. /**
  114132. * Gets the glow intensity.
  114133. */
  114134. get: function () {
  114135. return this._intensity;
  114136. },
  114137. /**
  114138. * Sets the glow intensity.
  114139. */
  114140. set: function (value) {
  114141. this._intensity = value;
  114142. },
  114143. enumerable: true,
  114144. configurable: true
  114145. });
  114146. /**
  114147. * Get the effect name of the layer.
  114148. * @return The effect name
  114149. */
  114150. GlowLayer.prototype.getEffectName = function () {
  114151. return GlowLayer.EffectName;
  114152. };
  114153. /**
  114154. * Create the merge effect. This is the shader use to blit the information back
  114155. * to the main canvas at the end of the scene rendering.
  114156. */
  114157. GlowLayer.prototype._createMergeEffect = function () {
  114158. // Effect
  114159. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  114160. };
  114161. /**
  114162. * Creates the render target textures and post processes used in the glow layer.
  114163. */
  114164. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  114165. var _this = this;
  114166. var blurTextureWidth = this._mainTextureDesiredSize.width;
  114167. var blurTextureHeight = this._mainTextureDesiredSize.height;
  114168. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  114169. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  114170. var textureType = 0;
  114171. if (this._engine.getCaps().textureHalfFloatRender) {
  114172. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  114173. }
  114174. else {
  114175. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114176. }
  114177. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  114178. width: blurTextureWidth,
  114179. height: blurTextureHeight
  114180. }, this._scene, false, true, textureType);
  114181. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114182. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114183. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114184. this._blurTexture1.renderParticles = false;
  114185. this._blurTexture1.ignoreCameraViewport = true;
  114186. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  114187. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  114188. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  114189. width: blurTextureWidth2,
  114190. height: blurTextureHeight2
  114191. }, this._scene, false, true, textureType);
  114192. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114193. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114194. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114195. this._blurTexture2.renderParticles = false;
  114196. this._blurTexture2.ignoreCameraViewport = true;
  114197. this._textures = [this._blurTexture1, this._blurTexture2];
  114198. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114199. width: blurTextureWidth,
  114200. height: blurTextureHeight
  114201. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114202. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  114203. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  114204. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  114205. effect.setTexture("textureSampler", _this._mainTexture);
  114206. });
  114207. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114208. width: blurTextureWidth,
  114209. height: blurTextureHeight
  114210. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114211. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114212. width: blurTextureWidth2,
  114213. height: blurTextureHeight2
  114214. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114215. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  114216. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  114217. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  114218. effect.setTexture("textureSampler", _this._blurTexture1);
  114219. });
  114220. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114221. width: blurTextureWidth2,
  114222. height: blurTextureHeight2
  114223. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114224. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114225. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  114226. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114227. this._mainTexture.samples = this._options.mainTextureSamples;
  114228. this._mainTexture.onAfterUnbindObservable.add(function () {
  114229. var internalTexture = _this._blurTexture1.getInternalTexture();
  114230. if (internalTexture) {
  114231. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  114232. internalTexture = _this._blurTexture2.getInternalTexture();
  114233. if (internalTexture) {
  114234. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  114235. }
  114236. }
  114237. });
  114238. // Prevent autoClear.
  114239. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  114240. };
  114241. /**
  114242. * Checks for the readiness of the element composing the layer.
  114243. * @param subMesh the mesh to check for
  114244. * @param useInstances specify wether or not to use instances to render the mesh
  114245. * @param emissiveTexture the associated emissive texture used to generate the glow
  114246. * @return true if ready otherwise, false
  114247. */
  114248. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  114249. var material = subMesh.getMaterial();
  114250. var mesh = subMesh.getRenderingMesh();
  114251. if (!material || !mesh) {
  114252. return false;
  114253. }
  114254. var emissiveTexture = material.emissiveTexture;
  114255. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  114256. };
  114257. /**
  114258. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114259. */
  114260. GlowLayer.prototype.needStencil = function () {
  114261. return false;
  114262. };
  114263. /**
  114264. * Implementation specific of rendering the generating effect on the main canvas.
  114265. * @param effect The effect used to render through
  114266. */
  114267. GlowLayer.prototype._internalRender = function (effect) {
  114268. // Texture
  114269. effect.setTexture("textureSampler", this._blurTexture1);
  114270. effect.setTexture("textureSampler2", this._blurTexture2);
  114271. effect.setFloat("offset", this._intensity);
  114272. // Cache
  114273. var engine = this._engine;
  114274. var previousStencilBuffer = engine.getStencilBuffer();
  114275. // Draw order
  114276. engine.setStencilBuffer(false);
  114277. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114278. // Draw order
  114279. engine.setStencilBuffer(previousStencilBuffer);
  114280. };
  114281. /**
  114282. * Sets the required values for both the emissive texture and and the main color.
  114283. */
  114284. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  114285. var textureLevel = 1.0;
  114286. if (this.customEmissiveTextureSelector) {
  114287. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  114288. }
  114289. else {
  114290. if (material) {
  114291. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  114292. if (this._emissiveTextureAndColor.texture) {
  114293. textureLevel = this._emissiveTextureAndColor.texture.level;
  114294. }
  114295. }
  114296. else {
  114297. this._emissiveTextureAndColor.texture = null;
  114298. }
  114299. }
  114300. if (this.customEmissiveColorSelector) {
  114301. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  114302. }
  114303. else {
  114304. if (material.emissiveColor) {
  114305. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  114306. }
  114307. else {
  114308. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  114309. }
  114310. }
  114311. };
  114312. /**
  114313. * Returns true if the mesh should render, otherwise false.
  114314. * @param mesh The mesh to render
  114315. * @returns true if it should render otherwise false
  114316. */
  114317. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  114318. return this.hasMesh(mesh);
  114319. };
  114320. /**
  114321. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114322. * @param mesh The mesh to exclude from the glow layer
  114323. */
  114324. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  114325. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  114326. this._excludedMeshes.push(mesh.uniqueId);
  114327. }
  114328. };
  114329. /**
  114330. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114331. * @param mesh The mesh to remove
  114332. */
  114333. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  114334. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  114335. if (index !== -1) {
  114336. this._excludedMeshes.splice(index, 1);
  114337. }
  114338. };
  114339. /**
  114340. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114341. * @param mesh The mesh to include in the glow layer
  114342. */
  114343. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  114344. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  114345. this._includedOnlyMeshes.push(mesh.uniqueId);
  114346. }
  114347. };
  114348. /**
  114349. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114350. * @param mesh The mesh to remove
  114351. */
  114352. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  114353. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  114354. if (index !== -1) {
  114355. this._includedOnlyMeshes.splice(index, 1);
  114356. }
  114357. };
  114358. /**
  114359. * Determine if a given mesh will be used in the glow layer
  114360. * @param mesh The mesh to test
  114361. * @returns true if the mesh will be highlighted by the current glow layer
  114362. */
  114363. GlowLayer.prototype.hasMesh = function (mesh) {
  114364. if (!_super.prototype.hasMesh.call(this, mesh)) {
  114365. return false;
  114366. }
  114367. // Included Mesh
  114368. if (this._includedOnlyMeshes.length) {
  114369. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  114370. }
  114371. // Excluded Mesh
  114372. if (this._excludedMeshes.length) {
  114373. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  114374. }
  114375. return true;
  114376. };
  114377. /**
  114378. * Free any resources and references associated to a mesh.
  114379. * Internal use
  114380. * @param mesh The mesh to free.
  114381. * @hidden
  114382. */
  114383. GlowLayer.prototype._disposeMesh = function (mesh) {
  114384. this.removeIncludedOnlyMesh(mesh);
  114385. this.removeExcludedMesh(mesh);
  114386. };
  114387. /**
  114388. * Gets the class name of the effect layer
  114389. * @returns the string with the class name of the effect layer
  114390. */
  114391. GlowLayer.prototype.getClassName = function () {
  114392. return "GlowLayer";
  114393. };
  114394. /**
  114395. * Serializes this glow layer
  114396. * @returns a serialized glow layer object
  114397. */
  114398. GlowLayer.prototype.serialize = function () {
  114399. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114400. serializationObject.customType = "BABYLON.GlowLayer";
  114401. var index;
  114402. // Included meshes
  114403. serializationObject.includedMeshes = [];
  114404. if (this._includedOnlyMeshes.length) {
  114405. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  114406. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  114407. if (mesh) {
  114408. serializationObject.includedMeshes.push(mesh.id);
  114409. }
  114410. }
  114411. }
  114412. // Excluded meshes
  114413. serializationObject.excludedMeshes = [];
  114414. if (this._excludedMeshes.length) {
  114415. for (index = 0; index < this._excludedMeshes.length; index++) {
  114416. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  114417. if (mesh) {
  114418. serializationObject.excludedMeshes.push(mesh.id);
  114419. }
  114420. }
  114421. }
  114422. return serializationObject;
  114423. };
  114424. /**
  114425. * Creates a Glow Layer from parsed glow layer data
  114426. * @param parsedGlowLayer defines glow layer data
  114427. * @param scene defines the current scene
  114428. * @param rootUrl defines the root URL containing the glow layer information
  114429. * @returns a parsed Glow Layer
  114430. */
  114431. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  114432. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  114433. var index;
  114434. // Excluded meshes
  114435. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  114436. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  114437. if (mesh) {
  114438. gl.addExcludedMesh(mesh);
  114439. }
  114440. }
  114441. // Included meshes
  114442. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  114443. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  114444. if (mesh) {
  114445. gl.addIncludedOnlyMesh(mesh);
  114446. }
  114447. }
  114448. return gl;
  114449. };
  114450. /**
  114451. * Effect Name of the layer.
  114452. */
  114453. GlowLayer.EffectName = "GlowLayer";
  114454. /**
  114455. * The default blur kernel size used for the glow.
  114456. */
  114457. GlowLayer.DefaultBlurKernelSize = 32;
  114458. /**
  114459. * The default texture size ratio used for the glow.
  114460. */
  114461. GlowLayer.DefaultTextureRatio = 0.5;
  114462. __decorate([
  114463. BABYLON.serialize()
  114464. ], GlowLayer.prototype, "blurKernelSize", null);
  114465. __decorate([
  114466. BABYLON.serialize()
  114467. ], GlowLayer.prototype, "intensity", null);
  114468. __decorate([
  114469. BABYLON.serialize("options")
  114470. ], GlowLayer.prototype, "_options", void 0);
  114471. return GlowLayer;
  114472. }(BABYLON.EffectLayer));
  114473. BABYLON.GlowLayer = GlowLayer;
  114474. })(BABYLON || (BABYLON = {}));
  114475. //# sourceMappingURL=babylon.glowLayer.js.map
  114476. var BABYLON;
  114477. (function (BABYLON) {
  114478. /**
  114479. * Defines the list of states available for a task inside a AssetsManager
  114480. */
  114481. var AssetTaskState;
  114482. (function (AssetTaskState) {
  114483. /**
  114484. * Initialization
  114485. */
  114486. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  114487. /**
  114488. * Running
  114489. */
  114490. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  114491. /**
  114492. * Done
  114493. */
  114494. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  114495. /**
  114496. * Error
  114497. */
  114498. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  114499. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  114500. /**
  114501. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  114502. */
  114503. var AbstractAssetTask = /** @class */ (function () {
  114504. /**
  114505. * Creates a new AssetsManager
  114506. * @param name defines the name of the task
  114507. */
  114508. function AbstractAssetTask(
  114509. /**
  114510. * Task name
  114511. */ name) {
  114512. this.name = name;
  114513. this._isCompleted = false;
  114514. this._taskState = AssetTaskState.INIT;
  114515. }
  114516. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  114517. /**
  114518. * Get if the task is completed
  114519. */
  114520. get: function () {
  114521. return this._isCompleted;
  114522. },
  114523. enumerable: true,
  114524. configurable: true
  114525. });
  114526. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  114527. /**
  114528. * Gets the current state of the task
  114529. */
  114530. get: function () {
  114531. return this._taskState;
  114532. },
  114533. enumerable: true,
  114534. configurable: true
  114535. });
  114536. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  114537. /**
  114538. * Gets the current error object (if task is in error)
  114539. */
  114540. get: function () {
  114541. return this._errorObject;
  114542. },
  114543. enumerable: true,
  114544. configurable: true
  114545. });
  114546. /**
  114547. * Internal only
  114548. * @hidden
  114549. */
  114550. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  114551. if (this._errorObject) {
  114552. return;
  114553. }
  114554. this._errorObject = {
  114555. message: message,
  114556. exception: exception
  114557. };
  114558. };
  114559. /**
  114560. * Execute the current task
  114561. * @param scene defines the scene where you want your assets to be loaded
  114562. * @param onSuccess is a callback called when the task is successfully executed
  114563. * @param onError is a callback called if an error occurs
  114564. */
  114565. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114566. var _this = this;
  114567. this._taskState = AssetTaskState.RUNNING;
  114568. this.runTask(scene, function () {
  114569. _this.onDoneCallback(onSuccess, onError);
  114570. }, function (msg, exception) {
  114571. _this.onErrorCallback(onError, msg, exception);
  114572. });
  114573. };
  114574. /**
  114575. * Execute the current task
  114576. * @param scene defines the scene where you want your assets to be loaded
  114577. * @param onSuccess is a callback called when the task is successfully executed
  114578. * @param onError is a callback called if an error occurs
  114579. */
  114580. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114581. throw new Error("runTask is not implemented");
  114582. };
  114583. /**
  114584. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  114585. * This can be used with failed tasks that have the reason for failure fixed.
  114586. */
  114587. AbstractAssetTask.prototype.reset = function () {
  114588. this._taskState = AssetTaskState.INIT;
  114589. };
  114590. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  114591. this._taskState = AssetTaskState.ERROR;
  114592. this._errorObject = {
  114593. message: message,
  114594. exception: exception
  114595. };
  114596. if (this.onError) {
  114597. this.onError(this, message, exception);
  114598. }
  114599. onError();
  114600. };
  114601. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  114602. try {
  114603. this._taskState = AssetTaskState.DONE;
  114604. this._isCompleted = true;
  114605. if (this.onSuccess) {
  114606. this.onSuccess(this);
  114607. }
  114608. onSuccess();
  114609. }
  114610. catch (e) {
  114611. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  114612. }
  114613. };
  114614. return AbstractAssetTask;
  114615. }());
  114616. BABYLON.AbstractAssetTask = AbstractAssetTask;
  114617. /**
  114618. * Class used to share progress information about assets loading
  114619. */
  114620. var AssetsProgressEvent = /** @class */ (function () {
  114621. /**
  114622. * Creates a AssetsProgressEvent
  114623. * @param remainingCount defines the number of remaining tasks to process
  114624. * @param totalCount defines the total number of tasks
  114625. * @param task defines the task that was just processed
  114626. */
  114627. function AssetsProgressEvent(remainingCount, totalCount, task) {
  114628. this.remainingCount = remainingCount;
  114629. this.totalCount = totalCount;
  114630. this.task = task;
  114631. }
  114632. return AssetsProgressEvent;
  114633. }());
  114634. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  114635. /**
  114636. * Define a task used by AssetsManager to load meshes
  114637. */
  114638. var MeshAssetTask = /** @class */ (function (_super) {
  114639. __extends(MeshAssetTask, _super);
  114640. /**
  114641. * Creates a new MeshAssetTask
  114642. * @param name defines the name of the task
  114643. * @param meshesNames defines the list of mesh's names you want to load
  114644. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  114645. * @param sceneFilename defines the filename of the scene to load from
  114646. */
  114647. function MeshAssetTask(
  114648. /**
  114649. * Defines the name of the task
  114650. */
  114651. name,
  114652. /**
  114653. * Defines the list of mesh's names you want to load
  114654. */
  114655. meshesNames,
  114656. /**
  114657. * Defines the root url to use as a base to load your meshes and associated resources
  114658. */
  114659. rootUrl,
  114660. /**
  114661. * Defines the filename of the scene to load from
  114662. */
  114663. sceneFilename) {
  114664. var _this = _super.call(this, name) || this;
  114665. _this.name = name;
  114666. _this.meshesNames = meshesNames;
  114667. _this.rootUrl = rootUrl;
  114668. _this.sceneFilename = sceneFilename;
  114669. return _this;
  114670. }
  114671. /**
  114672. * Execute the current task
  114673. * @param scene defines the scene where you want your assets to be loaded
  114674. * @param onSuccess is a callback called when the task is successfully executed
  114675. * @param onError is a callback called if an error occurs
  114676. */
  114677. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114678. var _this = this;
  114679. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  114680. _this.loadedMeshes = meshes;
  114681. _this.loadedParticleSystems = particleSystems;
  114682. _this.loadedSkeletons = skeletons;
  114683. onSuccess();
  114684. }, null, function (scene, message, exception) {
  114685. onError(message, exception);
  114686. });
  114687. };
  114688. return MeshAssetTask;
  114689. }(AbstractAssetTask));
  114690. BABYLON.MeshAssetTask = MeshAssetTask;
  114691. /**
  114692. * Define a task used by AssetsManager to load text content
  114693. */
  114694. var TextFileAssetTask = /** @class */ (function (_super) {
  114695. __extends(TextFileAssetTask, _super);
  114696. /**
  114697. * Creates a new TextFileAssetTask object
  114698. * @param name defines the name of the task
  114699. * @param url defines the location of the file to load
  114700. */
  114701. function TextFileAssetTask(
  114702. /**
  114703. * Defines the name of the task
  114704. */
  114705. name,
  114706. /**
  114707. * Defines the location of the file to load
  114708. */
  114709. url) {
  114710. var _this = _super.call(this, name) || this;
  114711. _this.name = name;
  114712. _this.url = url;
  114713. return _this;
  114714. }
  114715. /**
  114716. * Execute the current task
  114717. * @param scene defines the scene where you want your assets to be loaded
  114718. * @param onSuccess is a callback called when the task is successfully executed
  114719. * @param onError is a callback called if an error occurs
  114720. */
  114721. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114722. var _this = this;
  114723. scene._loadFile(this.url, function (data) {
  114724. _this.text = data;
  114725. onSuccess();
  114726. }, undefined, false, false, function (request, exception) {
  114727. if (request) {
  114728. onError(request.status + " " + request.statusText, exception);
  114729. }
  114730. });
  114731. };
  114732. return TextFileAssetTask;
  114733. }(AbstractAssetTask));
  114734. BABYLON.TextFileAssetTask = TextFileAssetTask;
  114735. /**
  114736. * Define a task used by AssetsManager to load binary data
  114737. */
  114738. var BinaryFileAssetTask = /** @class */ (function (_super) {
  114739. __extends(BinaryFileAssetTask, _super);
  114740. /**
  114741. * Creates a new BinaryFileAssetTask object
  114742. * @param name defines the name of the new task
  114743. * @param url defines the location of the file to load
  114744. */
  114745. function BinaryFileAssetTask(
  114746. /**
  114747. * Defines the name of the task
  114748. */
  114749. name,
  114750. /**
  114751. * Defines the location of the file to load
  114752. */
  114753. url) {
  114754. var _this = _super.call(this, name) || this;
  114755. _this.name = name;
  114756. _this.url = url;
  114757. return _this;
  114758. }
  114759. /**
  114760. * Execute the current task
  114761. * @param scene defines the scene where you want your assets to be loaded
  114762. * @param onSuccess is a callback called when the task is successfully executed
  114763. * @param onError is a callback called if an error occurs
  114764. */
  114765. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114766. var _this = this;
  114767. scene._loadFile(this.url, function (data) {
  114768. _this.data = data;
  114769. onSuccess();
  114770. }, undefined, true, true, function (request, exception) {
  114771. if (request) {
  114772. onError(request.status + " " + request.statusText, exception);
  114773. }
  114774. });
  114775. };
  114776. return BinaryFileAssetTask;
  114777. }(AbstractAssetTask));
  114778. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  114779. /**
  114780. * Define a task used by AssetsManager to load images
  114781. */
  114782. var ImageAssetTask = /** @class */ (function (_super) {
  114783. __extends(ImageAssetTask, _super);
  114784. /**
  114785. * Creates a new ImageAssetTask
  114786. * @param name defines the name of the task
  114787. * @param url defines the location of the image to load
  114788. */
  114789. function ImageAssetTask(
  114790. /**
  114791. * Defines the name of the task
  114792. */
  114793. name,
  114794. /**
  114795. * Defines the location of the image to load
  114796. */
  114797. url) {
  114798. var _this = _super.call(this, name) || this;
  114799. _this.name = name;
  114800. _this.url = url;
  114801. return _this;
  114802. }
  114803. /**
  114804. * Execute the current task
  114805. * @param scene defines the scene where you want your assets to be loaded
  114806. * @param onSuccess is a callback called when the task is successfully executed
  114807. * @param onError is a callback called if an error occurs
  114808. */
  114809. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114810. var _this = this;
  114811. var img = new Image();
  114812. BABYLON.Tools.SetCorsBehavior(this.url, img);
  114813. img.onload = function () {
  114814. _this.image = img;
  114815. onSuccess();
  114816. };
  114817. img.onerror = function (err) {
  114818. onError("Error loading image", err);
  114819. };
  114820. img.src = this.url;
  114821. };
  114822. return ImageAssetTask;
  114823. }(AbstractAssetTask));
  114824. BABYLON.ImageAssetTask = ImageAssetTask;
  114825. /**
  114826. * Define a task used by AssetsManager to load 2D textures
  114827. */
  114828. var TextureAssetTask = /** @class */ (function (_super) {
  114829. __extends(TextureAssetTask, _super);
  114830. /**
  114831. * Creates a new TextureAssetTask object
  114832. * @param name defines the name of the task
  114833. * @param url defines the location of the file to load
  114834. * @param noMipmap defines if mipmap should not be generated (default is false)
  114835. * @param invertY defines if texture must be inverted on Y axis (default is false)
  114836. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114837. */
  114838. function TextureAssetTask(
  114839. /**
  114840. * Defines the name of the task
  114841. */
  114842. name,
  114843. /**
  114844. * Defines the location of the file to load
  114845. */
  114846. url,
  114847. /**
  114848. * Defines if mipmap should not be generated (default is false)
  114849. */
  114850. noMipmap,
  114851. /**
  114852. * Defines if texture must be inverted on Y axis (default is false)
  114853. */
  114854. invertY,
  114855. /**
  114856. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114857. */
  114858. samplingMode) {
  114859. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114860. var _this = _super.call(this, name) || this;
  114861. _this.name = name;
  114862. _this.url = url;
  114863. _this.noMipmap = noMipmap;
  114864. _this.invertY = invertY;
  114865. _this.samplingMode = samplingMode;
  114866. return _this;
  114867. }
  114868. /**
  114869. * Execute the current task
  114870. * @param scene defines the scene where you want your assets to be loaded
  114871. * @param onSuccess is a callback called when the task is successfully executed
  114872. * @param onError is a callback called if an error occurs
  114873. */
  114874. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114875. var onload = function () {
  114876. onSuccess();
  114877. };
  114878. var onerror = function (message, exception) {
  114879. onError(message, exception);
  114880. };
  114881. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  114882. };
  114883. return TextureAssetTask;
  114884. }(AbstractAssetTask));
  114885. BABYLON.TextureAssetTask = TextureAssetTask;
  114886. /**
  114887. * Define a task used by AssetsManager to load cube textures
  114888. */
  114889. var CubeTextureAssetTask = /** @class */ (function (_super) {
  114890. __extends(CubeTextureAssetTask, _super);
  114891. /**
  114892. * Creates a new CubeTextureAssetTask
  114893. * @param name defines the name of the task
  114894. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114895. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114896. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114897. * @param files defines the explicit list of files (undefined by default)
  114898. */
  114899. function CubeTextureAssetTask(
  114900. /**
  114901. * Defines the name of the task
  114902. */
  114903. name,
  114904. /**
  114905. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114906. */
  114907. url,
  114908. /**
  114909. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114910. */
  114911. extensions,
  114912. /**
  114913. * Defines if mipmaps should not be generated (default is false)
  114914. */
  114915. noMipmap,
  114916. /**
  114917. * Defines the explicit list of files (undefined by default)
  114918. */
  114919. files) {
  114920. var _this = _super.call(this, name) || this;
  114921. _this.name = name;
  114922. _this.url = url;
  114923. _this.extensions = extensions;
  114924. _this.noMipmap = noMipmap;
  114925. _this.files = files;
  114926. return _this;
  114927. }
  114928. /**
  114929. * Execute the current task
  114930. * @param scene defines the scene where you want your assets to be loaded
  114931. * @param onSuccess is a callback called when the task is successfully executed
  114932. * @param onError is a callback called if an error occurs
  114933. */
  114934. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114935. var onload = function () {
  114936. onSuccess();
  114937. };
  114938. var onerror = function (message, exception) {
  114939. onError(message, exception);
  114940. };
  114941. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  114942. };
  114943. return CubeTextureAssetTask;
  114944. }(AbstractAssetTask));
  114945. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  114946. /**
  114947. * Define a task used by AssetsManager to load HDR cube textures
  114948. */
  114949. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  114950. __extends(HDRCubeTextureAssetTask, _super);
  114951. /**
  114952. * Creates a new HDRCubeTextureAssetTask object
  114953. * @param name defines the name of the task
  114954. * @param url defines the location of the file to load
  114955. * @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.
  114956. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114957. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  114958. * @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)
  114959. * @param reserved Internal use only
  114960. */
  114961. function HDRCubeTextureAssetTask(
  114962. /**
  114963. * Defines the name of the task
  114964. */
  114965. name,
  114966. /**
  114967. * Defines the location of the file to load
  114968. */
  114969. url,
  114970. /**
  114971. * Defines the desired size (the more it increases the longer the generation will be)
  114972. */
  114973. size,
  114974. /**
  114975. * Defines if mipmaps should not be generated (default is false)
  114976. */
  114977. noMipmap,
  114978. /**
  114979. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  114980. */
  114981. generateHarmonics,
  114982. /**
  114983. * 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)
  114984. */
  114985. gammaSpace,
  114986. /**
  114987. * Internal Use Only
  114988. */
  114989. reserved) {
  114990. if (noMipmap === void 0) { noMipmap = false; }
  114991. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114992. if (gammaSpace === void 0) { gammaSpace = false; }
  114993. if (reserved === void 0) { reserved = false; }
  114994. var _this = _super.call(this, name) || this;
  114995. _this.name = name;
  114996. _this.url = url;
  114997. _this.size = size;
  114998. _this.noMipmap = noMipmap;
  114999. _this.generateHarmonics = generateHarmonics;
  115000. _this.gammaSpace = gammaSpace;
  115001. _this.reserved = reserved;
  115002. return _this;
  115003. }
  115004. /**
  115005. * Execute the current task
  115006. * @param scene defines the scene where you want your assets to be loaded
  115007. * @param onSuccess is a callback called when the task is successfully executed
  115008. * @param onError is a callback called if an error occurs
  115009. */
  115010. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  115011. var onload = function () {
  115012. onSuccess();
  115013. };
  115014. var onerror = function (message, exception) {
  115015. onError(message, exception);
  115016. };
  115017. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  115018. };
  115019. return HDRCubeTextureAssetTask;
  115020. }(AbstractAssetTask));
  115021. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  115022. /**
  115023. * This class can be used to easily import assets into a scene
  115024. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  115025. */
  115026. var AssetsManager = /** @class */ (function () {
  115027. /**
  115028. * Creates a new AssetsManager
  115029. * @param scene defines the scene to work on
  115030. */
  115031. function AssetsManager(scene) {
  115032. this._isLoading = false;
  115033. this._tasks = new Array();
  115034. this._waitingTasksCount = 0;
  115035. this._totalTasksCount = 0;
  115036. /**
  115037. * Observable called when all tasks are processed
  115038. */
  115039. this.onTaskSuccessObservable = new BABYLON.Observable();
  115040. /**
  115041. * Observable called when a task had an error
  115042. */
  115043. this.onTaskErrorObservable = new BABYLON.Observable();
  115044. /**
  115045. * Observable called when a task is successful
  115046. */
  115047. this.onTasksDoneObservable = new BABYLON.Observable();
  115048. /**
  115049. * Observable called when a task is done (whatever the result is)
  115050. */
  115051. this.onProgressObservable = new BABYLON.Observable();
  115052. /**
  115053. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  115054. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  115055. */
  115056. this.useDefaultLoadingScreen = true;
  115057. this._scene = scene;
  115058. }
  115059. /**
  115060. * Add a MeshAssetTask to the list of active tasks
  115061. * @param taskName defines the name of the new task
  115062. * @param meshesNames defines the name of meshes to load
  115063. * @param rootUrl defines the root url to use to locate files
  115064. * @param sceneFilename defines the filename of the scene file
  115065. * @returns a new MeshAssetTask object
  115066. */
  115067. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  115068. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  115069. this._tasks.push(task);
  115070. return task;
  115071. };
  115072. /**
  115073. * Add a TextFileAssetTask to the list of active tasks
  115074. * @param taskName defines the name of the new task
  115075. * @param url defines the url of the file to load
  115076. * @returns a new TextFileAssetTask object
  115077. */
  115078. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  115079. var task = new TextFileAssetTask(taskName, url);
  115080. this._tasks.push(task);
  115081. return task;
  115082. };
  115083. /**
  115084. * Add a BinaryFileAssetTask to the list of active tasks
  115085. * @param taskName defines the name of the new task
  115086. * @param url defines the url of the file to load
  115087. * @returns a new BinaryFileAssetTask object
  115088. */
  115089. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  115090. var task = new BinaryFileAssetTask(taskName, url);
  115091. this._tasks.push(task);
  115092. return task;
  115093. };
  115094. /**
  115095. * Add a ImageAssetTask to the list of active tasks
  115096. * @param taskName defines the name of the new task
  115097. * @param url defines the url of the file to load
  115098. * @returns a new ImageAssetTask object
  115099. */
  115100. AssetsManager.prototype.addImageTask = function (taskName, url) {
  115101. var task = new ImageAssetTask(taskName, url);
  115102. this._tasks.push(task);
  115103. return task;
  115104. };
  115105. /**
  115106. * Add a TextureAssetTask to the list of active tasks
  115107. * @param taskName defines the name of the new task
  115108. * @param url defines the url of the file to load
  115109. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115110. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  115111. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  115112. * @returns a new TextureAssetTask object
  115113. */
  115114. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  115115. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115116. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  115117. this._tasks.push(task);
  115118. return task;
  115119. };
  115120. /**
  115121. * Add a CubeTextureAssetTask to the list of active tasks
  115122. * @param taskName defines the name of the new task
  115123. * @param url defines the url of the file to load
  115124. * @param extensions defines the extension to use to load the cube map (can be null)
  115125. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115126. * @param files defines the list of files to load (can be null)
  115127. * @returns a new CubeTextureAssetTask object
  115128. */
  115129. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  115130. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  115131. this._tasks.push(task);
  115132. return task;
  115133. };
  115134. /**
  115135. *
  115136. * Add a HDRCubeTextureAssetTask to the list of active tasks
  115137. * @param taskName defines the name of the new task
  115138. * @param url defines the url of the file to load
  115139. * @param size defines the size you want for the cubemap (can be null)
  115140. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115141. * @param generateHarmonics defines if you want to automatically generate (true by default)
  115142. * @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)
  115143. * @param reserved Internal use only
  115144. * @returns a new HDRCubeTextureAssetTask object
  115145. */
  115146. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  115147. if (noMipmap === void 0) { noMipmap = false; }
  115148. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115149. if (gammaSpace === void 0) { gammaSpace = false; }
  115150. if (reserved === void 0) { reserved = false; }
  115151. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  115152. this._tasks.push(task);
  115153. return task;
  115154. };
  115155. /**
  115156. * Remove a task from the assets manager.
  115157. * @param task the task to remove
  115158. */
  115159. AssetsManager.prototype.removeTask = function (task) {
  115160. var index = this._tasks.indexOf(task);
  115161. if (index > -1) {
  115162. this._tasks.splice(index, 1);
  115163. }
  115164. };
  115165. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  115166. this._waitingTasksCount--;
  115167. try {
  115168. if (this.onProgress) {
  115169. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  115170. }
  115171. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  115172. }
  115173. catch (e) {
  115174. BABYLON.Tools.Error("Error running progress callbacks.");
  115175. console.log(e);
  115176. }
  115177. if (this._waitingTasksCount === 0) {
  115178. try {
  115179. if (this.onFinish) {
  115180. this.onFinish(this._tasks);
  115181. }
  115182. // Let's remove successfull tasks
  115183. var currentTasks = this._tasks.slice();
  115184. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  115185. var task = currentTasks_1[_i];
  115186. if (task.taskState === AssetTaskState.DONE) {
  115187. var index = this._tasks.indexOf(task);
  115188. if (index > -1) {
  115189. this._tasks.splice(index, 1);
  115190. }
  115191. }
  115192. }
  115193. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115194. }
  115195. catch (e) {
  115196. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  115197. console.log(e);
  115198. }
  115199. this._isLoading = false;
  115200. this._scene.getEngine().hideLoadingUI();
  115201. }
  115202. };
  115203. AssetsManager.prototype._runTask = function (task) {
  115204. var _this = this;
  115205. var done = function () {
  115206. try {
  115207. if (_this.onTaskSuccess) {
  115208. _this.onTaskSuccess(task);
  115209. }
  115210. _this.onTaskSuccessObservable.notifyObservers(task);
  115211. _this._decreaseWaitingTasksCount(task);
  115212. }
  115213. catch (e) {
  115214. error("Error executing task success callbacks", e);
  115215. }
  115216. };
  115217. var error = function (message, exception) {
  115218. task._setErrorObject(message, exception);
  115219. if (_this.onTaskError) {
  115220. _this.onTaskError(task);
  115221. }
  115222. _this.onTaskErrorObservable.notifyObservers(task);
  115223. _this._decreaseWaitingTasksCount(task);
  115224. };
  115225. task.run(this._scene, done, error);
  115226. };
  115227. /**
  115228. * Reset the AssetsManager and remove all tasks
  115229. * @return the current instance of the AssetsManager
  115230. */
  115231. AssetsManager.prototype.reset = function () {
  115232. this._isLoading = false;
  115233. this._tasks = new Array();
  115234. return this;
  115235. };
  115236. /**
  115237. * Start the loading process
  115238. * @return the current instance of the AssetsManager
  115239. */
  115240. AssetsManager.prototype.load = function () {
  115241. if (this._isLoading) {
  115242. return this;
  115243. }
  115244. this._isLoading = true;
  115245. this._waitingTasksCount = this._tasks.length;
  115246. this._totalTasksCount = this._tasks.length;
  115247. if (this._waitingTasksCount === 0) {
  115248. this._isLoading = false;
  115249. if (this.onFinish) {
  115250. this.onFinish(this._tasks);
  115251. }
  115252. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115253. return this;
  115254. }
  115255. if (this.useDefaultLoadingScreen) {
  115256. this._scene.getEngine().displayLoadingUI();
  115257. }
  115258. for (var index = 0; index < this._tasks.length; index++) {
  115259. var task = this._tasks[index];
  115260. if (task.taskState === AssetTaskState.INIT) {
  115261. this._runTask(task);
  115262. }
  115263. }
  115264. return this;
  115265. };
  115266. return AssetsManager;
  115267. }());
  115268. BABYLON.AssetsManager = AssetsManager;
  115269. })(BABYLON || (BABYLON = {}));
  115270. //# sourceMappingURL=babylon.assetsManager.js.map
  115271. var BABYLON;
  115272. (function (BABYLON) {
  115273. var serializedGeometries = [];
  115274. var serializeGeometry = function (geometry, serializationGeometries) {
  115275. if (serializedGeometries[geometry.id]) {
  115276. return;
  115277. }
  115278. if (geometry.doNotSerialize) {
  115279. return;
  115280. }
  115281. if (geometry instanceof BABYLON.BoxGeometry) {
  115282. serializationGeometries.boxes.push(geometry.serialize());
  115283. }
  115284. else if (geometry instanceof BABYLON.SphereGeometry) {
  115285. serializationGeometries.spheres.push(geometry.serialize());
  115286. }
  115287. else if (geometry instanceof BABYLON.CylinderGeometry) {
  115288. serializationGeometries.cylinders.push(geometry.serialize());
  115289. }
  115290. else if (geometry instanceof BABYLON.TorusGeometry) {
  115291. serializationGeometries.toruses.push(geometry.serialize());
  115292. }
  115293. else if (geometry instanceof BABYLON.GroundGeometry) {
  115294. serializationGeometries.grounds.push(geometry.serialize());
  115295. }
  115296. else if (geometry instanceof BABYLON.Plane) {
  115297. serializationGeometries.planes.push(geometry.serialize());
  115298. }
  115299. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  115300. serializationGeometries.torusKnots.push(geometry.serialize());
  115301. }
  115302. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  115303. throw new Error("Unknown primitive type");
  115304. }
  115305. else {
  115306. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  115307. }
  115308. serializedGeometries[geometry.id] = true;
  115309. };
  115310. var serializeMesh = function (mesh, serializationScene) {
  115311. var serializationObject = {};
  115312. // Geometry
  115313. var geometry = mesh._geometry;
  115314. if (geometry) {
  115315. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  115316. // 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
  115317. serializeGeometry(geometry, serializationScene.geometries);
  115318. }
  115319. }
  115320. // Custom
  115321. if (mesh.serialize) {
  115322. mesh.serialize(serializationObject);
  115323. }
  115324. return serializationObject;
  115325. };
  115326. var finalizeSingleMesh = function (mesh, serializationObject) {
  115327. //only works if the mesh is already loaded
  115328. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115329. //serialize material
  115330. if (mesh.material) {
  115331. if (mesh.material instanceof BABYLON.MultiMaterial) {
  115332. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  115333. serializationObject.materials = serializationObject.materials || [];
  115334. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115335. serializationObject.multiMaterials.push(mesh.material.serialize());
  115336. var _loop_1 = function (submaterial) {
  115337. if (submaterial) {
  115338. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  115339. serializationObject.materials.push(submaterial.serialize());
  115340. }
  115341. }
  115342. };
  115343. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  115344. var submaterial = _a[_i];
  115345. _loop_1(submaterial);
  115346. }
  115347. }
  115348. }
  115349. else {
  115350. serializationObject.materials = serializationObject.materials || [];
  115351. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115352. serializationObject.materials.push(mesh.material.serialize());
  115353. }
  115354. }
  115355. }
  115356. //serialize geometry
  115357. var geometry = mesh._geometry;
  115358. if (geometry) {
  115359. if (!serializationObject.geometries) {
  115360. serializationObject.geometries = {};
  115361. serializationObject.geometries.boxes = [];
  115362. serializationObject.geometries.spheres = [];
  115363. serializationObject.geometries.cylinders = [];
  115364. serializationObject.geometries.toruses = [];
  115365. serializationObject.geometries.grounds = [];
  115366. serializationObject.geometries.planes = [];
  115367. serializationObject.geometries.torusKnots = [];
  115368. serializationObject.geometries.vertexData = [];
  115369. }
  115370. serializeGeometry(geometry, serializationObject.geometries);
  115371. }
  115372. // Skeletons
  115373. if (mesh.skeleton) {
  115374. serializationObject.skeletons = serializationObject.skeletons || [];
  115375. serializationObject.skeletons.push(mesh.skeleton.serialize());
  115376. }
  115377. //serialize the actual mesh
  115378. serializationObject.meshes = serializationObject.meshes || [];
  115379. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115380. }
  115381. };
  115382. /**
  115383. * Class used to serialize a scene into a string
  115384. */
  115385. var SceneSerializer = /** @class */ (function () {
  115386. function SceneSerializer() {
  115387. }
  115388. /**
  115389. * Clear cache used by a previous serialization
  115390. */
  115391. SceneSerializer.ClearCache = function () {
  115392. serializedGeometries = [];
  115393. };
  115394. /**
  115395. * Serialize a scene into a JSON compatible object
  115396. * @param scene defines the scene to serialize
  115397. * @returns a JSON compatible object
  115398. */
  115399. SceneSerializer.Serialize = function (scene) {
  115400. var serializationObject = {};
  115401. SceneSerializer.ClearCache();
  115402. // Scene
  115403. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  115404. serializationObject.autoClear = scene.autoClear;
  115405. serializationObject.clearColor = scene.clearColor.asArray();
  115406. serializationObject.ambientColor = scene.ambientColor.asArray();
  115407. serializationObject.gravity = scene.gravity.asArray();
  115408. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  115409. serializationObject.workerCollisions = scene.workerCollisions;
  115410. // Fog
  115411. if (scene.fogMode && scene.fogMode !== 0) {
  115412. serializationObject.fogMode = scene.fogMode;
  115413. serializationObject.fogColor = scene.fogColor.asArray();
  115414. serializationObject.fogStart = scene.fogStart;
  115415. serializationObject.fogEnd = scene.fogEnd;
  115416. serializationObject.fogDensity = scene.fogDensity;
  115417. }
  115418. //Physics
  115419. if (scene.isPhysicsEnabled()) {
  115420. var physicEngine = scene.getPhysicsEngine();
  115421. if (physicEngine) {
  115422. serializationObject.physicsEnabled = true;
  115423. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  115424. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  115425. }
  115426. }
  115427. // Metadata
  115428. if (scene.metadata) {
  115429. serializationObject.metadata = scene.metadata;
  115430. }
  115431. // Morph targets
  115432. serializationObject.morphTargetManagers = [];
  115433. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  115434. var abstractMesh = _a[_i];
  115435. var manager = abstractMesh.morphTargetManager;
  115436. if (manager) {
  115437. serializationObject.morphTargetManagers.push(manager.serialize());
  115438. }
  115439. }
  115440. // Lights
  115441. serializationObject.lights = [];
  115442. var index;
  115443. var light;
  115444. for (index = 0; index < scene.lights.length; index++) {
  115445. light = scene.lights[index];
  115446. if (!light.doNotSerialize) {
  115447. serializationObject.lights.push(light.serialize());
  115448. }
  115449. }
  115450. // Cameras
  115451. serializationObject.cameras = [];
  115452. for (index = 0; index < scene.cameras.length; index++) {
  115453. var camera = scene.cameras[index];
  115454. if (!camera.doNotSerialize) {
  115455. serializationObject.cameras.push(camera.serialize());
  115456. }
  115457. }
  115458. if (scene.activeCamera) {
  115459. serializationObject.activeCameraID = scene.activeCamera.id;
  115460. }
  115461. // Animations
  115462. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  115463. // Reflection probes
  115464. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  115465. serializationObject.reflectionProbes = [];
  115466. for (index = 0; index < scene.reflectionProbes.length; index++) {
  115467. var reflectionProbe = scene.reflectionProbes[index];
  115468. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  115469. }
  115470. }
  115471. // Materials
  115472. serializationObject.materials = [];
  115473. serializationObject.multiMaterials = [];
  115474. var material;
  115475. for (index = 0; index < scene.materials.length; index++) {
  115476. material = scene.materials[index];
  115477. if (!material.doNotSerialize) {
  115478. serializationObject.materials.push(material.serialize());
  115479. }
  115480. }
  115481. // MultiMaterials
  115482. serializationObject.multiMaterials = [];
  115483. for (index = 0; index < scene.multiMaterials.length; index++) {
  115484. var multiMaterial = scene.multiMaterials[index];
  115485. serializationObject.multiMaterials.push(multiMaterial.serialize());
  115486. }
  115487. // Environment texture
  115488. if (scene.environmentTexture) {
  115489. serializationObject.environmentTexture = scene.environmentTexture.name;
  115490. }
  115491. // Skeletons
  115492. serializationObject.skeletons = [];
  115493. for (index = 0; index < scene.skeletons.length; index++) {
  115494. var skeleton = scene.skeletons[index];
  115495. if (!skeleton.doNotSerialize) {
  115496. serializationObject.skeletons.push(skeleton.serialize());
  115497. }
  115498. }
  115499. // Transform nodes
  115500. serializationObject.transformNodes = [];
  115501. for (index = 0; index < scene.transformNodes.length; index++) {
  115502. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  115503. }
  115504. // Geometries
  115505. serializationObject.geometries = {};
  115506. serializationObject.geometries.boxes = [];
  115507. serializationObject.geometries.spheres = [];
  115508. serializationObject.geometries.cylinders = [];
  115509. serializationObject.geometries.toruses = [];
  115510. serializationObject.geometries.grounds = [];
  115511. serializationObject.geometries.planes = [];
  115512. serializationObject.geometries.torusKnots = [];
  115513. serializationObject.geometries.vertexData = [];
  115514. serializedGeometries = [];
  115515. var geometries = scene.getGeometries();
  115516. for (index = 0; index < geometries.length; index++) {
  115517. var geometry = geometries[index];
  115518. if (geometry.isReady()) {
  115519. serializeGeometry(geometry, serializationObject.geometries);
  115520. }
  115521. }
  115522. // Meshes
  115523. serializationObject.meshes = [];
  115524. for (index = 0; index < scene.meshes.length; index++) {
  115525. var abstractMesh = scene.meshes[index];
  115526. if (abstractMesh instanceof BABYLON.Mesh) {
  115527. var mesh = abstractMesh;
  115528. if (!mesh.doNotSerialize) {
  115529. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115530. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115531. }
  115532. }
  115533. }
  115534. }
  115535. // Particles Systems
  115536. serializationObject.particleSystems = [];
  115537. for (index = 0; index < scene.particleSystems.length; index++) {
  115538. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  115539. }
  115540. // Action Manager
  115541. if (scene.actionManager) {
  115542. serializationObject.actions = scene.actionManager.serialize("scene");
  115543. }
  115544. // Components
  115545. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  115546. var component = _c[_b];
  115547. component.serialize(serializationObject);
  115548. }
  115549. return serializationObject;
  115550. };
  115551. /**
  115552. * Serialize a mesh into a JSON compatible object
  115553. * @param toSerialize defines the mesh to serialize
  115554. * @param withParents defines if parents must be serialized as well
  115555. * @param withChildren defines if children must be serialized as well
  115556. * @returns a JSON compatible object
  115557. */
  115558. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  115559. if (withParents === void 0) { withParents = false; }
  115560. if (withChildren === void 0) { withChildren = false; }
  115561. var serializationObject = {};
  115562. SceneSerializer.ClearCache();
  115563. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  115564. if (withParents || withChildren) {
  115565. //deliberate for loop! not for each, appended should be processed as well.
  115566. for (var i = 0; i < toSerialize.length; ++i) {
  115567. if (withChildren) {
  115568. toSerialize[i].getDescendants().forEach(function (node) {
  115569. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  115570. toSerialize.push(node);
  115571. }
  115572. });
  115573. }
  115574. //make sure the array doesn't contain the object already
  115575. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  115576. toSerialize.push(toSerialize[i].parent);
  115577. }
  115578. }
  115579. }
  115580. toSerialize.forEach(function (mesh) {
  115581. finalizeSingleMesh(mesh, serializationObject);
  115582. });
  115583. return serializationObject;
  115584. };
  115585. return SceneSerializer;
  115586. }());
  115587. BABYLON.SceneSerializer = SceneSerializer;
  115588. })(BABYLON || (BABYLON = {}));
  115589. //# sourceMappingURL=babylon.sceneSerializer.js.map
  115590. var BABYLON;
  115591. (function (BABYLON) {
  115592. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  115593. if (!this.reflectionProbes) {
  115594. return -1;
  115595. }
  115596. var index = this.reflectionProbes.indexOf(toRemove);
  115597. if (index !== -1) {
  115598. this.reflectionProbes.splice(index, 1);
  115599. }
  115600. return index;
  115601. };
  115602. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  115603. if (!this.reflectionProbes) {
  115604. this.reflectionProbes = [];
  115605. }
  115606. this.reflectionProbes.push(newReflectionProbe);
  115607. };
  115608. /**
  115609. * Class used to generate realtime reflection / refraction cube textures
  115610. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115611. */
  115612. var ReflectionProbe = /** @class */ (function () {
  115613. /**
  115614. * Creates a new reflection probe
  115615. * @param name defines the name of the probe
  115616. * @param size defines the texture resolution (for each face)
  115617. * @param scene defines the hosting scene
  115618. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115619. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115620. */
  115621. function ReflectionProbe(
  115622. /** defines the name of the probe */
  115623. name, size, scene, generateMipMaps, useFloat) {
  115624. if (generateMipMaps === void 0) { generateMipMaps = true; }
  115625. if (useFloat === void 0) { useFloat = false; }
  115626. var _this = this;
  115627. this.name = name;
  115628. this._viewMatrix = BABYLON.Matrix.Identity();
  115629. this._target = BABYLON.Vector3.Zero();
  115630. this._add = BABYLON.Vector3.Zero();
  115631. this._invertYAxis = false;
  115632. /** Gets or sets probe position (center of the cube map) */
  115633. this.position = BABYLON.Vector3.Zero();
  115634. this._scene = scene;
  115635. // Create the scene field if not exist.
  115636. if (!this._scene.reflectionProbes) {
  115637. this._scene.reflectionProbes = new Array();
  115638. }
  115639. this._scene.reflectionProbes.push(this);
  115640. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  115641. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  115642. switch (faceIndex) {
  115643. case 0:
  115644. _this._add.copyFromFloats(1, 0, 0);
  115645. break;
  115646. case 1:
  115647. _this._add.copyFromFloats(-1, 0, 0);
  115648. break;
  115649. case 2:
  115650. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  115651. break;
  115652. case 3:
  115653. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  115654. break;
  115655. case 4:
  115656. _this._add.copyFromFloats(0, 0, 1);
  115657. break;
  115658. case 5:
  115659. _this._add.copyFromFloats(0, 0, -1);
  115660. break;
  115661. }
  115662. if (_this._attachedMesh) {
  115663. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  115664. }
  115665. _this.position.addToRef(_this._add, _this._target);
  115666. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  115667. if (scene.activeCamera) {
  115668. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  115669. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  115670. }
  115671. scene._forcedViewPosition = _this.position;
  115672. });
  115673. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  115674. scene._forcedViewPosition = null;
  115675. scene.updateTransformMatrix(true);
  115676. });
  115677. }
  115678. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  115679. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115680. get: function () {
  115681. return this._renderTargetTexture.samples;
  115682. },
  115683. set: function (value) {
  115684. this._renderTargetTexture.samples = value;
  115685. },
  115686. enumerable: true,
  115687. configurable: true
  115688. });
  115689. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  115690. /** Gets or sets the refresh rate to use (on every frame by default) */
  115691. get: function () {
  115692. return this._renderTargetTexture.refreshRate;
  115693. },
  115694. set: function (value) {
  115695. this._renderTargetTexture.refreshRate = value;
  115696. },
  115697. enumerable: true,
  115698. configurable: true
  115699. });
  115700. /**
  115701. * Gets the hosting scene
  115702. * @returns a Scene
  115703. */
  115704. ReflectionProbe.prototype.getScene = function () {
  115705. return this._scene;
  115706. };
  115707. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  115708. /** Gets the internal CubeTexture used to render to */
  115709. get: function () {
  115710. return this._renderTargetTexture;
  115711. },
  115712. enumerable: true,
  115713. configurable: true
  115714. });
  115715. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  115716. /** Gets the list of meshes to render */
  115717. get: function () {
  115718. return this._renderTargetTexture.renderList;
  115719. },
  115720. enumerable: true,
  115721. configurable: true
  115722. });
  115723. /**
  115724. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115725. * @param mesh defines the mesh to attach to
  115726. */
  115727. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  115728. this._attachedMesh = mesh;
  115729. };
  115730. /**
  115731. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115732. * @param renderingGroupId The rendering group id corresponding to its index
  115733. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115734. */
  115735. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  115736. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  115737. };
  115738. /**
  115739. * Clean all associated resources
  115740. */
  115741. ReflectionProbe.prototype.dispose = function () {
  115742. var index = this._scene.reflectionProbes.indexOf(this);
  115743. if (index !== -1) {
  115744. // Remove from the scene if found
  115745. this._scene.reflectionProbes.splice(index, 1);
  115746. }
  115747. if (this._renderTargetTexture) {
  115748. this._renderTargetTexture.dispose();
  115749. this._renderTargetTexture = null;
  115750. }
  115751. };
  115752. /**
  115753. * Converts the reflection probe information to a readable string for debug purpose.
  115754. * @param fullDetails Supports for multiple levels of logging within scene loading
  115755. * @returns the human readable reflection probe info
  115756. */
  115757. ReflectionProbe.prototype.toString = function (fullDetails) {
  115758. var ret = "Name: " + this.name;
  115759. if (fullDetails) {
  115760. ret += ", position: " + this.position.toString();
  115761. if (this._attachedMesh) {
  115762. ret += ", attached mesh: " + this._attachedMesh.name;
  115763. }
  115764. }
  115765. return ret;
  115766. };
  115767. /**
  115768. * Get the class name of the relfection probe.
  115769. * @returns "ReflectionProbe"
  115770. */
  115771. ReflectionProbe.prototype.getClassName = function () {
  115772. return "ReflectionProbe";
  115773. };
  115774. /**
  115775. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115776. * @returns The JSON representation of the texture
  115777. */
  115778. ReflectionProbe.prototype.serialize = function () {
  115779. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  115780. serializationObject.isReflectionProbe = true;
  115781. return serializationObject;
  115782. };
  115783. /**
  115784. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115785. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115786. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115787. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115788. * @returns The parsed reflection probe if successful
  115789. */
  115790. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  115791. var reflectionProbe = null;
  115792. if (scene.reflectionProbes) {
  115793. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  115794. var rp = scene.reflectionProbes[index];
  115795. if (rp.name === parsedReflectionProbe.name) {
  115796. reflectionProbe = rp;
  115797. break;
  115798. }
  115799. }
  115800. }
  115801. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  115802. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  115803. if (parsedReflectionProbe._attachedMesh) {
  115804. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  115805. }
  115806. return reflectionProbe;
  115807. };
  115808. __decorate([
  115809. BABYLON.serializeAsMeshReference()
  115810. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  115811. __decorate([
  115812. BABYLON.serializeAsVector3()
  115813. ], ReflectionProbe.prototype, "position", void 0);
  115814. return ReflectionProbe;
  115815. }());
  115816. BABYLON.ReflectionProbe = ReflectionProbe;
  115817. })(BABYLON || (BABYLON = {}));
  115818. //# sourceMappingURL=babylon.reflectionProbe.js.map
  115819. var BABYLON;
  115820. (function (BABYLON) {
  115821. /**
  115822. * Defines the layer scene component responsible to manage any layers
  115823. * in a given scene.
  115824. */
  115825. var LayerSceneComponent = /** @class */ (function () {
  115826. /**
  115827. * Creates a new instance of the component for the given scene
  115828. * @param scene Defines the scene to register the component in
  115829. */
  115830. function LayerSceneComponent(scene) {
  115831. /**
  115832. * The component name helpfull to identify the component in the list of scene components.
  115833. */
  115834. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  115835. this.scene = scene;
  115836. this._engine = scene.getEngine();
  115837. scene.layers = new Array();
  115838. }
  115839. /**
  115840. * Registers the component in a given scene
  115841. */
  115842. LayerSceneComponent.prototype.register = function () {
  115843. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  115844. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  115845. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  115846. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  115847. };
  115848. /**
  115849. * Rebuilds the elements related to this component in case of
  115850. * context lost for instance.
  115851. */
  115852. LayerSceneComponent.prototype.rebuild = function () {
  115853. var layers = this.scene.layers;
  115854. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  115855. var layer = layers_1[_i];
  115856. layer._rebuild();
  115857. }
  115858. };
  115859. /**
  115860. * Disposes the component and the associated ressources.
  115861. */
  115862. LayerSceneComponent.prototype.dispose = function () {
  115863. var layers = this.scene.layers;
  115864. while (layers.length) {
  115865. layers[0].dispose();
  115866. }
  115867. };
  115868. LayerSceneComponent.prototype._draw = function (predicate) {
  115869. var layers = this.scene.layers;
  115870. if (layers.length) {
  115871. this._engine.setDepthBuffer(false);
  115872. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  115873. var layer = layers_2[_i];
  115874. if (predicate(layer)) {
  115875. layer.render();
  115876. }
  115877. }
  115878. this._engine.setDepthBuffer(true);
  115879. }
  115880. };
  115881. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  115882. return !layer.renderOnlyInRenderTargetTextures &&
  115883. layer.isBackground === isBackground &&
  115884. ((layer.layerMask & cameraLayerMask) !== 0);
  115885. };
  115886. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  115887. var _this = this;
  115888. this._draw(function (layer) {
  115889. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  115890. });
  115891. };
  115892. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  115893. var _this = this;
  115894. this._draw(function (layer) {
  115895. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  115896. });
  115897. };
  115898. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  115899. return (layer.renderTargetTextures.length > 0) &&
  115900. layer.isBackground === isBackground &&
  115901. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  115902. ((layer.layerMask & cameraLayerMask) !== 0);
  115903. };
  115904. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  115905. var _this = this;
  115906. this._draw(function (layer) {
  115907. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  115908. });
  115909. };
  115910. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  115911. var _this = this;
  115912. this._draw(function (layer) {
  115913. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  115914. });
  115915. };
  115916. return LayerSceneComponent;
  115917. }());
  115918. BABYLON.LayerSceneComponent = LayerSceneComponent;
  115919. })(BABYLON || (BABYLON = {}));
  115920. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  115921. var BABYLON;
  115922. (function (BABYLON) {
  115923. /**
  115924. * This represents a full screen 2d layer.
  115925. * This can be useful to display a picture in the background of your scene for instance.
  115926. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115927. */
  115928. var Layer = /** @class */ (function () {
  115929. /**
  115930. * Instantiates a new layer.
  115931. * This represents a full screen 2d layer.
  115932. * This can be useful to display a picture in the background of your scene for instance.
  115933. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115934. * @param name Define the name of the layer in the scene
  115935. * @param imgUrl Define the url of the texture to display in the layer
  115936. * @param scene Define the scene the layer belongs to
  115937. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115938. * @param color Defines a color for the layer
  115939. */
  115940. function Layer(
  115941. /**
  115942. * Define the name of the layer.
  115943. */
  115944. name, imgUrl, scene, isBackground, color) {
  115945. this.name = name;
  115946. /**
  115947. * Define the scale of the layer in order to zoom in out of the texture.
  115948. */
  115949. this.scale = new BABYLON.Vector2(1, 1);
  115950. /**
  115951. * Define an offset for the layer in order to shift the texture.
  115952. */
  115953. this.offset = new BABYLON.Vector2(0, 0);
  115954. /**
  115955. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115956. */
  115957. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  115958. /**
  115959. * Define a mask to restrict the layer to only some of the scene cameras.
  115960. */
  115961. this.layerMask = 0x0FFFFFFF;
  115962. /**
  115963. * Define the list of render target the layer is visible into.
  115964. */
  115965. this.renderTargetTextures = [];
  115966. /**
  115967. * Define if the layer is only used in renderTarget or if it also
  115968. * renders in the main frame buffer of the canvas.
  115969. */
  115970. this.renderOnlyInRenderTargetTextures = false;
  115971. this._vertexBuffers = {};
  115972. /**
  115973. * An event triggered when the layer is disposed.
  115974. */
  115975. this.onDisposeObservable = new BABYLON.Observable();
  115976. /**
  115977. * An event triggered before rendering the scene
  115978. */
  115979. this.onBeforeRenderObservable = new BABYLON.Observable();
  115980. /**
  115981. * An event triggered after rendering the scene
  115982. */
  115983. this.onAfterRenderObservable = new BABYLON.Observable();
  115984. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  115985. this.isBackground = isBackground === undefined ? true : isBackground;
  115986. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  115987. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  115988. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  115989. if (!layerComponent) {
  115990. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  115991. this._scene._addComponent(layerComponent);
  115992. }
  115993. this._scene.layers.push(this);
  115994. var engine = this._scene.getEngine();
  115995. // VBO
  115996. var vertices = [];
  115997. vertices.push(1, 1);
  115998. vertices.push(-1, 1);
  115999. vertices.push(-1, -1);
  116000. vertices.push(1, -1);
  116001. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  116002. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  116003. this._createIndexBuffer();
  116004. // Effects
  116005. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  116006. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  116007. }
  116008. Object.defineProperty(Layer.prototype, "onDispose", {
  116009. /**
  116010. * Back compatibility with callback before the onDisposeObservable existed.
  116011. * The set callback will be triggered when the layer has been disposed.
  116012. */
  116013. set: function (callback) {
  116014. if (this._onDisposeObserver) {
  116015. this.onDisposeObservable.remove(this._onDisposeObserver);
  116016. }
  116017. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  116018. },
  116019. enumerable: true,
  116020. configurable: true
  116021. });
  116022. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  116023. /**
  116024. * Back compatibility with callback before the onBeforeRenderObservable existed.
  116025. * The set callback will be triggered just before rendering the layer.
  116026. */
  116027. set: function (callback) {
  116028. if (this._onBeforeRenderObserver) {
  116029. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  116030. }
  116031. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  116032. },
  116033. enumerable: true,
  116034. configurable: true
  116035. });
  116036. Object.defineProperty(Layer.prototype, "onAfterRender", {
  116037. /**
  116038. * Back compatibility with callback before the onAfterRenderObservable existed.
  116039. * The set callback will be triggered just after rendering the layer.
  116040. */
  116041. set: function (callback) {
  116042. if (this._onAfterRenderObserver) {
  116043. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116044. }
  116045. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  116046. },
  116047. enumerable: true,
  116048. configurable: true
  116049. });
  116050. Layer.prototype._createIndexBuffer = function () {
  116051. var engine = this._scene.getEngine();
  116052. // Indices
  116053. var indices = [];
  116054. indices.push(0);
  116055. indices.push(1);
  116056. indices.push(2);
  116057. indices.push(0);
  116058. indices.push(2);
  116059. indices.push(3);
  116060. this._indexBuffer = engine.createIndexBuffer(indices);
  116061. };
  116062. /** @hidden */
  116063. Layer.prototype._rebuild = function () {
  116064. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116065. if (vb) {
  116066. vb._rebuild();
  116067. }
  116068. this._createIndexBuffer();
  116069. };
  116070. /**
  116071. * Renders the layer in the scene.
  116072. */
  116073. Layer.prototype.render = function () {
  116074. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  116075. // Check
  116076. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  116077. return;
  116078. }
  116079. var engine = this._scene.getEngine();
  116080. this.onBeforeRenderObservable.notifyObservers(this);
  116081. // Render
  116082. engine.enableEffect(currentEffect);
  116083. engine.setState(false);
  116084. // Texture
  116085. currentEffect.setTexture("textureSampler", this.texture);
  116086. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  116087. // Color
  116088. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  116089. // Scale / offset
  116090. currentEffect.setVector2("offset", this.offset);
  116091. currentEffect.setVector2("scale", this.scale);
  116092. // VBOs
  116093. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  116094. // Draw order
  116095. if (!this.alphaTest) {
  116096. engine.setAlphaMode(this.alphaBlendingMode);
  116097. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116098. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  116099. }
  116100. else {
  116101. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116102. }
  116103. this.onAfterRenderObservable.notifyObservers(this);
  116104. };
  116105. /**
  116106. * Disposes and releases the associated ressources.
  116107. */
  116108. Layer.prototype.dispose = function () {
  116109. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116110. if (vertexBuffer) {
  116111. vertexBuffer.dispose();
  116112. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  116113. }
  116114. if (this._indexBuffer) {
  116115. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  116116. this._indexBuffer = null;
  116117. }
  116118. if (this.texture) {
  116119. this.texture.dispose();
  116120. this.texture = null;
  116121. }
  116122. // Clean RTT list
  116123. this.renderTargetTextures = [];
  116124. // Remove from scene
  116125. var index = this._scene.layers.indexOf(this);
  116126. this._scene.layers.splice(index, 1);
  116127. // Callback
  116128. this.onDisposeObservable.notifyObservers(this);
  116129. this.onDisposeObservable.clear();
  116130. this.onAfterRenderObservable.clear();
  116131. this.onBeforeRenderObservable.clear();
  116132. };
  116133. return Layer;
  116134. }());
  116135. BABYLON.Layer = Layer;
  116136. })(BABYLON || (BABYLON = {}));
  116137. //# sourceMappingURL=babylon.layer.js.map
  116138. var BABYLON;
  116139. (function (BABYLON) {
  116140. /**
  116141. * Class used to host texture specific utilities
  116142. */
  116143. var TextureTools = /** @class */ (function () {
  116144. function TextureTools() {
  116145. }
  116146. /**
  116147. * Uses the GPU to create a copy texture rescaled at a given size
  116148. * @param texture Texture to copy from
  116149. * @param width defines the desired width
  116150. * @param height defines the desired height
  116151. * @param useBilinearMode defines if bilinear mode has to be used
  116152. * @return the generated texture
  116153. */
  116154. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  116155. if (useBilinearMode === void 0) { useBilinearMode = true; }
  116156. var scene = texture.getScene();
  116157. var engine = scene.getEngine();
  116158. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  116159. rtt.wrapU = texture.wrapU;
  116160. rtt.wrapV = texture.wrapV;
  116161. rtt.uOffset = texture.uOffset;
  116162. rtt.vOffset = texture.vOffset;
  116163. rtt.uScale = texture.uScale;
  116164. rtt.vScale = texture.vScale;
  116165. rtt.uAng = texture.uAng;
  116166. rtt.vAng = texture.vAng;
  116167. rtt.wAng = texture.wAng;
  116168. rtt.coordinatesIndex = texture.coordinatesIndex;
  116169. rtt.level = texture.level;
  116170. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  116171. rtt._texture.isReady = false;
  116172. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116173. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116174. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  116175. passPostProcess.getEffect().executeWhenCompiled(function () {
  116176. passPostProcess.onApply = function (effect) {
  116177. effect.setTexture("textureSampler", texture);
  116178. };
  116179. var internalTexture = rtt.getInternalTexture();
  116180. if (internalTexture) {
  116181. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  116182. engine.unBindFramebuffer(internalTexture);
  116183. rtt.disposeFramebufferObjects();
  116184. passPostProcess.dispose();
  116185. internalTexture.isReady = true;
  116186. }
  116187. });
  116188. return rtt;
  116189. };
  116190. /**
  116191. * Gets an environment BRDF texture for a given scene
  116192. * @param scene defines the hosting scene
  116193. * @returns the environment BRDF texture
  116194. */
  116195. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  116196. if (!scene._environmentBRDFTexture) {
  116197. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  116198. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116199. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116200. scene._environmentBRDFTexture = texture;
  116201. }
  116202. return scene._environmentBRDFTexture;
  116203. };
  116204. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  116205. return TextureTools;
  116206. }());
  116207. BABYLON.TextureTools = TextureTools;
  116208. })(BABYLON || (BABYLON = {}));
  116209. //# sourceMappingURL=babylon.textureTools.js.map
  116210. var BABYLON;
  116211. (function (BABYLON) {
  116212. /**
  116213. * 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.
  116214. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  116215. */
  116216. var FramingBehavior = /** @class */ (function () {
  116217. function FramingBehavior() {
  116218. this._mode = FramingBehavior.FitFrustumSidesMode;
  116219. this._radiusScale = 1.0;
  116220. this._positionScale = 0.5;
  116221. this._defaultElevation = 0.3;
  116222. this._elevationReturnTime = 1500;
  116223. this._elevationReturnWaitTime = 1000;
  116224. this._zoomStopsAnimation = false;
  116225. this._framingTime = 1500;
  116226. /**
  116227. * Define if the behavior should automatically change the configured
  116228. * camera limits and sensibilities.
  116229. */
  116230. this.autoCorrectCameraLimitsAndSensibility = true;
  116231. this._isPointerDown = false;
  116232. this._lastInteractionTime = -Infinity;
  116233. // Framing control
  116234. this._animatables = new Array();
  116235. this._betaIsAnimating = false;
  116236. }
  116237. Object.defineProperty(FramingBehavior.prototype, "name", {
  116238. /**
  116239. * Gets the name of the behavior.
  116240. */
  116241. get: function () {
  116242. return "Framing";
  116243. },
  116244. enumerable: true,
  116245. configurable: true
  116246. });
  116247. Object.defineProperty(FramingBehavior.prototype, "mode", {
  116248. /**
  116249. * Gets current mode used by the behavior.
  116250. */
  116251. get: function () {
  116252. return this._mode;
  116253. },
  116254. /**
  116255. * Sets the current mode used by the behavior
  116256. */
  116257. set: function (mode) {
  116258. this._mode = mode;
  116259. },
  116260. enumerable: true,
  116261. configurable: true
  116262. });
  116263. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  116264. /**
  116265. * Gets the scale applied to the radius
  116266. */
  116267. get: function () {
  116268. return this._radiusScale;
  116269. },
  116270. /**
  116271. * Sets the scale applied to the radius (1 by default)
  116272. */
  116273. set: function (radius) {
  116274. this._radiusScale = radius;
  116275. },
  116276. enumerable: true,
  116277. configurable: true
  116278. });
  116279. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  116280. /**
  116281. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116282. */
  116283. get: function () {
  116284. return this._positionScale;
  116285. },
  116286. /**
  116287. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116288. */
  116289. set: function (scale) {
  116290. this._positionScale = scale;
  116291. },
  116292. enumerable: true,
  116293. configurable: true
  116294. });
  116295. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  116296. /**
  116297. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116298. * behaviour is triggered, in radians.
  116299. */
  116300. get: function () {
  116301. return this._defaultElevation;
  116302. },
  116303. /**
  116304. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116305. * behaviour is triggered, in radians.
  116306. */
  116307. set: function (elevation) {
  116308. this._defaultElevation = elevation;
  116309. },
  116310. enumerable: true,
  116311. configurable: true
  116312. });
  116313. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  116314. /**
  116315. * Gets the time (in milliseconds) taken to return to the default beta position.
  116316. * Negative value indicates camera should not return to default.
  116317. */
  116318. get: function () {
  116319. return this._elevationReturnTime;
  116320. },
  116321. /**
  116322. * Sets the time (in milliseconds) taken to return to the default beta position.
  116323. * Negative value indicates camera should not return to default.
  116324. */
  116325. set: function (speed) {
  116326. this._elevationReturnTime = speed;
  116327. },
  116328. enumerable: true,
  116329. configurable: true
  116330. });
  116331. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  116332. /**
  116333. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116334. */
  116335. get: function () {
  116336. return this._elevationReturnWaitTime;
  116337. },
  116338. /**
  116339. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116340. */
  116341. set: function (time) {
  116342. this._elevationReturnWaitTime = time;
  116343. },
  116344. enumerable: true,
  116345. configurable: true
  116346. });
  116347. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  116348. /**
  116349. * Gets the flag that indicates if user zooming should stop animation.
  116350. */
  116351. get: function () {
  116352. return this._zoomStopsAnimation;
  116353. },
  116354. /**
  116355. * Sets the flag that indicates if user zooming should stop animation.
  116356. */
  116357. set: function (flag) {
  116358. this._zoomStopsAnimation = flag;
  116359. },
  116360. enumerable: true,
  116361. configurable: true
  116362. });
  116363. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  116364. /**
  116365. * Gets the transition time when framing the mesh, in milliseconds
  116366. */
  116367. get: function () {
  116368. return this._framingTime;
  116369. },
  116370. /**
  116371. * Sets the transition time when framing the mesh, in milliseconds
  116372. */
  116373. set: function (time) {
  116374. this._framingTime = time;
  116375. },
  116376. enumerable: true,
  116377. configurable: true
  116378. });
  116379. /**
  116380. * Initializes the behavior.
  116381. */
  116382. FramingBehavior.prototype.init = function () {
  116383. // Do notihng
  116384. };
  116385. /**
  116386. * Attaches the behavior to its arc rotate camera.
  116387. * @param camera Defines the camera to attach the behavior to
  116388. */
  116389. FramingBehavior.prototype.attach = function (camera) {
  116390. var _this = this;
  116391. this._attachedCamera = camera;
  116392. var scene = this._attachedCamera.getScene();
  116393. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  116394. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116395. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116396. _this._isPointerDown = true;
  116397. return;
  116398. }
  116399. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116400. _this._isPointerDown = false;
  116401. }
  116402. });
  116403. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116404. if (mesh) {
  116405. _this.zoomOnMesh(mesh);
  116406. }
  116407. });
  116408. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116409. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116410. _this._applyUserInteraction();
  116411. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  116412. // back to the default position after a given timeout
  116413. _this._maintainCameraAboveGround();
  116414. });
  116415. };
  116416. /**
  116417. * Detaches the behavior from its current arc rotate camera.
  116418. */
  116419. FramingBehavior.prototype.detach = function () {
  116420. if (!this._attachedCamera) {
  116421. return;
  116422. }
  116423. var scene = this._attachedCamera.getScene();
  116424. if (this._onPrePointerObservableObserver) {
  116425. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116426. }
  116427. if (this._onAfterCheckInputsObserver) {
  116428. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116429. }
  116430. if (this._onMeshTargetChangedObserver) {
  116431. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116432. }
  116433. this._attachedCamera = null;
  116434. };
  116435. /**
  116436. * Targets the given mesh and updates zoom level accordingly.
  116437. * @param mesh The mesh to target.
  116438. * @param radius Optional. If a cached radius position already exists, overrides default.
  116439. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116440. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116441. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116442. */
  116443. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116444. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116445. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116446. mesh.computeWorldMatrix(true);
  116447. var boundingBox = mesh.getBoundingInfo().boundingBox;
  116448. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  116449. };
  116450. /**
  116451. * Targets the given mesh with its children and updates zoom level accordingly.
  116452. * @param mesh The mesh to target.
  116453. * @param radius Optional. If a cached radius position already exists, overrides default.
  116454. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116455. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116456. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116457. */
  116458. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116459. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116460. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116461. mesh.computeWorldMatrix(true);
  116462. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  116463. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  116464. };
  116465. /**
  116466. * Targets the given meshes with their children and updates zoom level accordingly.
  116467. * @param meshes The mesh to target.
  116468. * @param radius Optional. If a cached radius position already exists, overrides default.
  116469. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116470. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116471. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116472. */
  116473. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  116474. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116475. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116476. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  116477. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  116478. for (var i = 0; i < meshes.length; i++) {
  116479. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  116480. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  116481. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  116482. }
  116483. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  116484. };
  116485. /**
  116486. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  116487. * @param minimumWorld Determines the smaller position of the bounding box extend
  116488. * @param maximumWorld Determines the bigger position of the bounding box extend
  116489. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116490. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116491. */
  116492. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  116493. var _this = this;
  116494. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116495. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116496. var zoomTarget;
  116497. if (!this._attachedCamera) {
  116498. return;
  116499. }
  116500. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  116501. var bottom = minimumWorld.y;
  116502. var top = maximumWorld.y;
  116503. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  116504. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  116505. if (focusOnOriginXZ) {
  116506. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  116507. }
  116508. else {
  116509. var centerWorld = minimumWorld.add(radiusWorld);
  116510. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  116511. }
  116512. if (!this._vectorTransition) {
  116513. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  116514. }
  116515. this._betaIsAnimating = true;
  116516. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  116517. if (animatable) {
  116518. this._animatables.push(animatable);
  116519. }
  116520. // sets the radius and lower radius bounds
  116521. // Small delta ensures camera is not always at lower zoom limit.
  116522. var radius = 0;
  116523. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  116524. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116525. if (this.autoCorrectCameraLimitsAndSensibility) {
  116526. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  116527. }
  116528. radius = position;
  116529. }
  116530. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116531. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116532. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  116533. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  116534. }
  116535. }
  116536. // Set sensibilities
  116537. if (this.autoCorrectCameraLimitsAndSensibility) {
  116538. var extend = maximumWorld.subtract(minimumWorld).length();
  116539. this._attachedCamera.panningSensibility = 5000 / extend;
  116540. this._attachedCamera.wheelPrecision = 100 / radius;
  116541. }
  116542. // transition to new radius
  116543. if (!this._radiusTransition) {
  116544. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116545. }
  116546. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  116547. _this.stopAllAnimations();
  116548. if (onAnimationEnd) {
  116549. onAnimationEnd();
  116550. }
  116551. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  116552. _this._attachedCamera.storeState();
  116553. }
  116554. });
  116555. if (animatable) {
  116556. this._animatables.push(animatable);
  116557. }
  116558. };
  116559. /**
  116560. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  116561. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  116562. * frustum width.
  116563. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  116564. * to fully enclose the mesh in the viewing frustum.
  116565. */
  116566. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  116567. var size = maximumWorld.subtract(minimumWorld);
  116568. var boxVectorGlobalDiagonal = size.length();
  116569. var frustumSlope = this._getFrustumSlope();
  116570. // Formula for setting distance
  116571. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  116572. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  116573. // Horizon distance
  116574. var radius = radiusWithoutFraming * this._radiusScale;
  116575. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  116576. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  116577. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  116578. var camera = this._attachedCamera;
  116579. if (!camera) {
  116580. return 0;
  116581. }
  116582. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116583. // Don't exceed the requested limit
  116584. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  116585. }
  116586. // Don't exceed the upper radius limit
  116587. if (camera.upperRadiusLimit) {
  116588. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  116589. }
  116590. return distance;
  116591. };
  116592. /**
  116593. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  116594. * is automatically returned to its default position (expected to be above ground plane).
  116595. */
  116596. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  116597. var _this = this;
  116598. if (this._elevationReturnTime < 0) {
  116599. return;
  116600. }
  116601. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  116602. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  116603. var limitBeta = Math.PI * 0.5;
  116604. // Bring the camera back up if below the ground plane
  116605. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  116606. this._betaIsAnimating = true;
  116607. //Transition to new position
  116608. this.stopAllAnimations();
  116609. if (!this._betaTransition) {
  116610. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116611. }
  116612. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  116613. _this._clearAnimationLocks();
  116614. _this.stopAllAnimations();
  116615. });
  116616. if (animatabe) {
  116617. this._animatables.push(animatabe);
  116618. }
  116619. }
  116620. };
  116621. /**
  116622. * Returns the frustum slope based on the canvas ratio and camera FOV
  116623. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  116624. */
  116625. FramingBehavior.prototype._getFrustumSlope = function () {
  116626. // Calculate the viewport ratio
  116627. // Aspect Ratio is Height/Width.
  116628. var camera = this._attachedCamera;
  116629. if (!camera) {
  116630. return BABYLON.Vector2.Zero();
  116631. }
  116632. var engine = camera.getScene().getEngine();
  116633. var aspectRatio = engine.getAspectRatio(camera);
  116634. // Camera FOV is the vertical field of view (top-bottom) in radians.
  116635. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  116636. var frustumSlopeY = Math.tan(camera.fov / 2);
  116637. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  116638. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  116639. // along the forward vector.
  116640. var frustumSlopeX = frustumSlopeY * aspectRatio;
  116641. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  116642. };
  116643. /**
  116644. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  116645. */
  116646. FramingBehavior.prototype._clearAnimationLocks = function () {
  116647. this._betaIsAnimating = false;
  116648. };
  116649. /**
  116650. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116651. */
  116652. FramingBehavior.prototype._applyUserInteraction = function () {
  116653. if (this.isUserIsMoving) {
  116654. this._lastInteractionTime = BABYLON.Tools.Now;
  116655. this.stopAllAnimations();
  116656. this._clearAnimationLocks();
  116657. }
  116658. };
  116659. /**
  116660. * Stops and removes all animations that have been applied to the camera
  116661. */
  116662. FramingBehavior.prototype.stopAllAnimations = function () {
  116663. if (this._attachedCamera) {
  116664. this._attachedCamera.animations = [];
  116665. }
  116666. while (this._animatables.length) {
  116667. if (this._animatables[0]) {
  116668. this._animatables[0].onAnimationEnd = null;
  116669. this._animatables[0].stop();
  116670. }
  116671. this._animatables.shift();
  116672. }
  116673. };
  116674. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  116675. /**
  116676. * Gets a value indicating if the user is moving the camera
  116677. */
  116678. get: function () {
  116679. if (!this._attachedCamera) {
  116680. return false;
  116681. }
  116682. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116683. this._attachedCamera.inertialBetaOffset !== 0 ||
  116684. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116685. this._attachedCamera.inertialPanningX !== 0 ||
  116686. this._attachedCamera.inertialPanningY !== 0 ||
  116687. this._isPointerDown;
  116688. },
  116689. enumerable: true,
  116690. configurable: true
  116691. });
  116692. /**
  116693. * The easing function used by animations
  116694. */
  116695. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  116696. /**
  116697. * The easing mode used by animations
  116698. */
  116699. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  116700. // Statics
  116701. /**
  116702. * The camera can move all the way towards the mesh.
  116703. */
  116704. FramingBehavior.IgnoreBoundsSizeMode = 0;
  116705. /**
  116706. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  116707. */
  116708. FramingBehavior.FitFrustumSidesMode = 1;
  116709. return FramingBehavior;
  116710. }());
  116711. BABYLON.FramingBehavior = FramingBehavior;
  116712. })(BABYLON || (BABYLON = {}));
  116713. //# sourceMappingURL=babylon.framingBehavior.js.map
  116714. var BABYLON;
  116715. (function (BABYLON) {
  116716. /**
  116717. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  116718. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  116719. */
  116720. var BouncingBehavior = /** @class */ (function () {
  116721. function BouncingBehavior() {
  116722. /**
  116723. * The duration of the animation, in milliseconds
  116724. */
  116725. this.transitionDuration = 450;
  116726. /**
  116727. * Length of the distance animated by the transition when lower radius is reached
  116728. */
  116729. this.lowerRadiusTransitionRange = 2;
  116730. /**
  116731. * Length of the distance animated by the transition when upper radius is reached
  116732. */
  116733. this.upperRadiusTransitionRange = -2;
  116734. this._autoTransitionRange = false;
  116735. // Animations
  116736. this._radiusIsAnimating = false;
  116737. this._radiusBounceTransition = null;
  116738. this._animatables = new Array();
  116739. }
  116740. Object.defineProperty(BouncingBehavior.prototype, "name", {
  116741. /**
  116742. * Gets the name of the behavior.
  116743. */
  116744. get: function () {
  116745. return "Bouncing";
  116746. },
  116747. enumerable: true,
  116748. configurable: true
  116749. });
  116750. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  116751. /**
  116752. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116753. */
  116754. get: function () {
  116755. return this._autoTransitionRange;
  116756. },
  116757. /**
  116758. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116759. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  116760. */
  116761. set: function (value) {
  116762. var _this = this;
  116763. if (this._autoTransitionRange === value) {
  116764. return;
  116765. }
  116766. this._autoTransitionRange = value;
  116767. var camera = this._attachedCamera;
  116768. if (!camera) {
  116769. return;
  116770. }
  116771. if (value) {
  116772. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116773. if (!mesh) {
  116774. return;
  116775. }
  116776. mesh.computeWorldMatrix(true);
  116777. var diagonal = mesh.getBoundingInfo().diagonalLength;
  116778. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  116779. _this.upperRadiusTransitionRange = diagonal * 0.05;
  116780. });
  116781. }
  116782. else if (this._onMeshTargetChangedObserver) {
  116783. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116784. }
  116785. },
  116786. enumerable: true,
  116787. configurable: true
  116788. });
  116789. /**
  116790. * Initializes the behavior.
  116791. */
  116792. BouncingBehavior.prototype.init = function () {
  116793. // Do notihng
  116794. };
  116795. /**
  116796. * Attaches the behavior to its arc rotate camera.
  116797. * @param camera Defines the camera to attach the behavior to
  116798. */
  116799. BouncingBehavior.prototype.attach = function (camera) {
  116800. var _this = this;
  116801. this._attachedCamera = camera;
  116802. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116803. if (!_this._attachedCamera) {
  116804. return;
  116805. }
  116806. // Add the bounce animation to the lower radius limit
  116807. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  116808. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  116809. }
  116810. // Add the bounce animation to the upper radius limit
  116811. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  116812. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  116813. }
  116814. });
  116815. };
  116816. /**
  116817. * Detaches the behavior from its current arc rotate camera.
  116818. */
  116819. BouncingBehavior.prototype.detach = function () {
  116820. if (!this._attachedCamera) {
  116821. return;
  116822. }
  116823. if (this._onAfterCheckInputsObserver) {
  116824. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116825. }
  116826. if (this._onMeshTargetChangedObserver) {
  116827. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116828. }
  116829. this._attachedCamera = null;
  116830. };
  116831. /**
  116832. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  116833. * @param radiusLimit The limit to check against.
  116834. * @return Bool to indicate if at limit.
  116835. */
  116836. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  116837. if (!this._attachedCamera) {
  116838. return false;
  116839. }
  116840. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  116841. return true;
  116842. }
  116843. return false;
  116844. };
  116845. /**
  116846. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  116847. * @param radiusDelta The delta by which to animate to. Can be negative.
  116848. */
  116849. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  116850. var _this = this;
  116851. if (!this._attachedCamera) {
  116852. return;
  116853. }
  116854. if (!this._radiusBounceTransition) {
  116855. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  116856. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  116857. }
  116858. // Prevent zoom until bounce has completed
  116859. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  116860. this._attachedCamera.wheelPrecision = Infinity;
  116861. this._attachedCamera.inertialRadiusOffset = 0;
  116862. // Animate to the radius limit
  116863. this.stopAllAnimations();
  116864. this._radiusIsAnimating = true;
  116865. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  116866. if (animatable) {
  116867. this._animatables.push(animatable);
  116868. }
  116869. };
  116870. /**
  116871. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  116872. */
  116873. BouncingBehavior.prototype._clearAnimationLocks = function () {
  116874. this._radiusIsAnimating = false;
  116875. if (this._attachedCamera) {
  116876. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  116877. }
  116878. };
  116879. /**
  116880. * Stops and removes all animations that have been applied to the camera
  116881. */
  116882. BouncingBehavior.prototype.stopAllAnimations = function () {
  116883. if (this._attachedCamera) {
  116884. this._attachedCamera.animations = [];
  116885. }
  116886. while (this._animatables.length) {
  116887. this._animatables[0].onAnimationEnd = null;
  116888. this._animatables[0].stop();
  116889. this._animatables.shift();
  116890. }
  116891. };
  116892. /**
  116893. * The easing function used by animations
  116894. */
  116895. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  116896. /**
  116897. * The easing mode used by animations
  116898. */
  116899. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  116900. return BouncingBehavior;
  116901. }());
  116902. BABYLON.BouncingBehavior = BouncingBehavior;
  116903. })(BABYLON || (BABYLON = {}));
  116904. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  116905. var BABYLON;
  116906. (function (BABYLON) {
  116907. /**
  116908. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  116909. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  116910. */
  116911. var AutoRotationBehavior = /** @class */ (function () {
  116912. function AutoRotationBehavior() {
  116913. this._zoomStopsAnimation = false;
  116914. this._idleRotationSpeed = 0.05;
  116915. this._idleRotationWaitTime = 2000;
  116916. this._idleRotationSpinupTime = 2000;
  116917. this._isPointerDown = false;
  116918. this._lastFrameTime = null;
  116919. this._lastInteractionTime = -Infinity;
  116920. this._cameraRotationSpeed = 0;
  116921. this._lastFrameRadius = 0;
  116922. }
  116923. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  116924. /**
  116925. * Gets the name of the behavior.
  116926. */
  116927. get: function () {
  116928. return "AutoRotation";
  116929. },
  116930. enumerable: true,
  116931. configurable: true
  116932. });
  116933. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  116934. /**
  116935. * Gets the flag that indicates if user zooming should stop animation.
  116936. */
  116937. get: function () {
  116938. return this._zoomStopsAnimation;
  116939. },
  116940. /**
  116941. * Sets the flag that indicates if user zooming should stop animation.
  116942. */
  116943. set: function (flag) {
  116944. this._zoomStopsAnimation = flag;
  116945. },
  116946. enumerable: true,
  116947. configurable: true
  116948. });
  116949. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  116950. /**
  116951. * Gets the default speed at which the camera rotates around the model.
  116952. */
  116953. get: function () {
  116954. return this._idleRotationSpeed;
  116955. },
  116956. /**
  116957. * Sets the default speed at which the camera rotates around the model.
  116958. */
  116959. set: function (speed) {
  116960. this._idleRotationSpeed = speed;
  116961. },
  116962. enumerable: true,
  116963. configurable: true
  116964. });
  116965. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  116966. /**
  116967. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  116968. */
  116969. get: function () {
  116970. return this._idleRotationWaitTime;
  116971. },
  116972. /**
  116973. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  116974. */
  116975. set: function (time) {
  116976. this._idleRotationWaitTime = time;
  116977. },
  116978. enumerable: true,
  116979. configurable: true
  116980. });
  116981. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  116982. /**
  116983. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  116984. */
  116985. get: function () {
  116986. return this._idleRotationSpinupTime;
  116987. },
  116988. /**
  116989. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  116990. */
  116991. set: function (time) {
  116992. this._idleRotationSpinupTime = time;
  116993. },
  116994. enumerable: true,
  116995. configurable: true
  116996. });
  116997. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  116998. /**
  116999. * Gets a value indicating if the camera is currently rotating because of this behavior
  117000. */
  117001. get: function () {
  117002. return Math.abs(this._cameraRotationSpeed) > 0;
  117003. },
  117004. enumerable: true,
  117005. configurable: true
  117006. });
  117007. /**
  117008. * Initializes the behavior.
  117009. */
  117010. AutoRotationBehavior.prototype.init = function () {
  117011. // Do notihng
  117012. };
  117013. /**
  117014. * Attaches the behavior to its arc rotate camera.
  117015. * @param camera Defines the camera to attach the behavior to
  117016. */
  117017. AutoRotationBehavior.prototype.attach = function (camera) {
  117018. var _this = this;
  117019. this._attachedCamera = camera;
  117020. var scene = this._attachedCamera.getScene();
  117021. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  117022. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  117023. _this._isPointerDown = true;
  117024. return;
  117025. }
  117026. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  117027. _this._isPointerDown = false;
  117028. }
  117029. });
  117030. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  117031. var now = BABYLON.Tools.Now;
  117032. var dt = 0;
  117033. if (_this._lastFrameTime != null) {
  117034. dt = now - _this._lastFrameTime;
  117035. }
  117036. _this._lastFrameTime = now;
  117037. // Stop the animation if there is user interaction and the animation should stop for this interaction
  117038. _this._applyUserInteraction();
  117039. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  117040. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  117041. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  117042. // Step camera rotation by rotation speed
  117043. if (_this._attachedCamera) {
  117044. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  117045. }
  117046. });
  117047. };
  117048. /**
  117049. * Detaches the behavior from its current arc rotate camera.
  117050. */
  117051. AutoRotationBehavior.prototype.detach = function () {
  117052. if (!this._attachedCamera) {
  117053. return;
  117054. }
  117055. var scene = this._attachedCamera.getScene();
  117056. if (this._onPrePointerObservableObserver) {
  117057. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  117058. }
  117059. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  117060. this._attachedCamera = null;
  117061. };
  117062. /**
  117063. * Returns true if user is scrolling.
  117064. * @return true if user is scrolling.
  117065. */
  117066. AutoRotationBehavior.prototype._userIsZooming = function () {
  117067. if (!this._attachedCamera) {
  117068. return false;
  117069. }
  117070. return this._attachedCamera.inertialRadiusOffset !== 0;
  117071. };
  117072. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  117073. if (!this._attachedCamera) {
  117074. return false;
  117075. }
  117076. var zoomHasHitLimit = false;
  117077. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  117078. zoomHasHitLimit = true;
  117079. }
  117080. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  117081. this._lastFrameRadius = this._attachedCamera.radius;
  117082. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  117083. };
  117084. /**
  117085. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  117086. */
  117087. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  117088. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  117089. this._lastInteractionTime = BABYLON.Tools.Now;
  117090. }
  117091. };
  117092. // Tools
  117093. AutoRotationBehavior.prototype._userIsMoving = function () {
  117094. if (!this._attachedCamera) {
  117095. return false;
  117096. }
  117097. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  117098. this._attachedCamera.inertialBetaOffset !== 0 ||
  117099. this._attachedCamera.inertialRadiusOffset !== 0 ||
  117100. this._attachedCamera.inertialPanningX !== 0 ||
  117101. this._attachedCamera.inertialPanningY !== 0 ||
  117102. this._isPointerDown;
  117103. };
  117104. return AutoRotationBehavior;
  117105. }());
  117106. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  117107. })(BABYLON || (BABYLON = {}));
  117108. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  117109. var BABYLON;
  117110. (function (BABYLON) {
  117111. /**
  117112. * Options to create the null engine
  117113. */
  117114. var NullEngineOptions = /** @class */ (function () {
  117115. function NullEngineOptions() {
  117116. /**
  117117. * Render width (Default: 512)
  117118. */
  117119. this.renderWidth = 512;
  117120. /**
  117121. * Render height (Default: 256)
  117122. */
  117123. this.renderHeight = 256;
  117124. /**
  117125. * Texture size (Default: 512)
  117126. */
  117127. this.textureSize = 512;
  117128. /**
  117129. * If delta time between frames should be constant
  117130. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117131. */
  117132. this.deterministicLockstep = false;
  117133. /**
  117134. * Maximum about of steps between frames (Default: 4)
  117135. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117136. */
  117137. this.lockstepMaxSteps = 4;
  117138. }
  117139. return NullEngineOptions;
  117140. }());
  117141. BABYLON.NullEngineOptions = NullEngineOptions;
  117142. /**
  117143. * The null engine class provides support for headless version of babylon.js.
  117144. * This can be used in server side scenario or for testing purposes
  117145. */
  117146. var NullEngine = /** @class */ (function (_super) {
  117147. __extends(NullEngine, _super);
  117148. function NullEngine(options) {
  117149. if (options === void 0) { options = new NullEngineOptions(); }
  117150. var _this = _super.call(this, null) || this;
  117151. if (options.deterministicLockstep === undefined) {
  117152. options.deterministicLockstep = false;
  117153. }
  117154. if (options.lockstepMaxSteps === undefined) {
  117155. options.lockstepMaxSteps = 4;
  117156. }
  117157. _this._options = options;
  117158. // Init caps
  117159. // We consider we are on a webgl1 capable device
  117160. _this._caps = new BABYLON.EngineCapabilities();
  117161. _this._caps.maxTexturesImageUnits = 16;
  117162. _this._caps.maxVertexTextureImageUnits = 16;
  117163. _this._caps.maxTextureSize = 512;
  117164. _this._caps.maxCubemapTextureSize = 512;
  117165. _this._caps.maxRenderTextureSize = 512;
  117166. _this._caps.maxVertexAttribs = 16;
  117167. _this._caps.maxVaryingVectors = 16;
  117168. _this._caps.maxFragmentUniformVectors = 16;
  117169. _this._caps.maxVertexUniformVectors = 16;
  117170. // Extensions
  117171. _this._caps.standardDerivatives = false;
  117172. _this._caps.astc = null;
  117173. _this._caps.s3tc = null;
  117174. _this._caps.pvrtc = null;
  117175. _this._caps.etc1 = null;
  117176. _this._caps.etc2 = null;
  117177. _this._caps.textureAnisotropicFilterExtension = null;
  117178. _this._caps.maxAnisotropy = 0;
  117179. _this._caps.uintIndices = false;
  117180. _this._caps.fragmentDepthSupported = false;
  117181. _this._caps.highPrecisionShaderSupported = true;
  117182. _this._caps.colorBufferFloat = false;
  117183. _this._caps.textureFloat = false;
  117184. _this._caps.textureFloatLinearFiltering = false;
  117185. _this._caps.textureFloatRender = false;
  117186. _this._caps.textureHalfFloat = false;
  117187. _this._caps.textureHalfFloatLinearFiltering = false;
  117188. _this._caps.textureHalfFloatRender = false;
  117189. _this._caps.textureLOD = false;
  117190. _this._caps.drawBuffersExtension = false;
  117191. _this._caps.depthTextureExtension = false;
  117192. _this._caps.vertexArrayObject = false;
  117193. _this._caps.instancedArrays = false;
  117194. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  117195. // Wrappers
  117196. if (typeof URL === "undefined") {
  117197. URL = {
  117198. createObjectURL: function () { },
  117199. revokeObjectURL: function () { }
  117200. };
  117201. }
  117202. if (typeof Blob === "undefined") {
  117203. Blob = function () { };
  117204. }
  117205. return _this;
  117206. }
  117207. /**
  117208. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117209. */
  117210. NullEngine.prototype.isDeterministicLockStep = function () {
  117211. return this._options.deterministicLockstep;
  117212. };
  117213. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  117214. NullEngine.prototype.getLockstepMaxSteps = function () {
  117215. return this._options.lockstepMaxSteps;
  117216. };
  117217. /**
  117218. * Sets hardware scaling, used to save performance if needed
  117219. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  117220. */
  117221. NullEngine.prototype.getHardwareScalingLevel = function () {
  117222. return 1.0;
  117223. };
  117224. NullEngine.prototype.createVertexBuffer = function (vertices) {
  117225. return {
  117226. capacity: 0,
  117227. references: 1,
  117228. is32Bits: false
  117229. };
  117230. };
  117231. NullEngine.prototype.createIndexBuffer = function (indices) {
  117232. return {
  117233. capacity: 0,
  117234. references: 1,
  117235. is32Bits: false
  117236. };
  117237. };
  117238. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  117239. if (stencil === void 0) { stencil = false; }
  117240. };
  117241. NullEngine.prototype.getRenderWidth = function (useScreen) {
  117242. if (useScreen === void 0) { useScreen = false; }
  117243. if (!useScreen && this._currentRenderTarget) {
  117244. return this._currentRenderTarget.width;
  117245. }
  117246. return this._options.renderWidth;
  117247. };
  117248. NullEngine.prototype.getRenderHeight = function (useScreen) {
  117249. if (useScreen === void 0) { useScreen = false; }
  117250. if (!useScreen && this._currentRenderTarget) {
  117251. return this._currentRenderTarget.height;
  117252. }
  117253. return this._options.renderHeight;
  117254. };
  117255. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  117256. this._cachedViewport = viewport;
  117257. };
  117258. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  117259. return {
  117260. transformFeedback: null,
  117261. __SPECTOR_rebuildProgram: null,
  117262. isParallelCompiled: false
  117263. };
  117264. };
  117265. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  117266. return [];
  117267. };
  117268. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  117269. return [];
  117270. };
  117271. NullEngine.prototype.bindSamplers = function (effect) {
  117272. this._currentEffect = null;
  117273. };
  117274. NullEngine.prototype.enableEffect = function (effect) {
  117275. this._currentEffect = effect;
  117276. if (effect.onBind) {
  117277. effect.onBind(effect);
  117278. }
  117279. if (effect._onBindObservable) {
  117280. effect._onBindObservable.notifyObservers(effect);
  117281. }
  117282. };
  117283. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  117284. if (zOffset === void 0) { zOffset = 0; }
  117285. if (reverseSide === void 0) { reverseSide = false; }
  117286. };
  117287. NullEngine.prototype.setIntArray = function (uniform, array) {
  117288. };
  117289. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  117290. };
  117291. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  117292. };
  117293. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  117294. };
  117295. NullEngine.prototype.setFloatArray = function (uniform, array) {
  117296. };
  117297. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  117298. };
  117299. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  117300. };
  117301. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  117302. };
  117303. NullEngine.prototype.setArray = function (uniform, array) {
  117304. };
  117305. NullEngine.prototype.setArray2 = function (uniform, array) {
  117306. };
  117307. NullEngine.prototype.setArray3 = function (uniform, array) {
  117308. };
  117309. NullEngine.prototype.setArray4 = function (uniform, array) {
  117310. };
  117311. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  117312. };
  117313. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  117314. };
  117315. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  117316. };
  117317. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  117318. };
  117319. NullEngine.prototype.setFloat = function (uniform, value) {
  117320. };
  117321. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  117322. };
  117323. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  117324. };
  117325. NullEngine.prototype.setBool = function (uniform, bool) {
  117326. };
  117327. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  117328. };
  117329. NullEngine.prototype.setColor3 = function (uniform, color3) {
  117330. };
  117331. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  117332. };
  117333. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  117334. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  117335. if (this._alphaMode === mode) {
  117336. return;
  117337. }
  117338. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  117339. if (!noDepthWriteChange) {
  117340. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  117341. }
  117342. this._alphaMode = mode;
  117343. };
  117344. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  117345. };
  117346. NullEngine.prototype.wipeCaches = function (bruteForce) {
  117347. if (this.preventCacheWipeBetweenFrames) {
  117348. return;
  117349. }
  117350. this.resetTextureCache();
  117351. this._currentEffect = null;
  117352. if (bruteForce) {
  117353. this._currentProgram = null;
  117354. this._stencilState.reset();
  117355. this._depthCullingState.reset();
  117356. this._alphaState.reset();
  117357. }
  117358. this._cachedVertexBuffers = null;
  117359. this._cachedIndexBuffer = null;
  117360. this._cachedEffectForVertexBuffers = null;
  117361. };
  117362. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  117363. };
  117364. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  117365. };
  117366. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  117367. };
  117368. /** @hidden */
  117369. NullEngine.prototype._createTexture = function () {
  117370. return {};
  117371. };
  117372. /** @hidden */
  117373. NullEngine.prototype._releaseTexture = function (texture) {
  117374. };
  117375. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  117376. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  117377. if (onLoad === void 0) { onLoad = null; }
  117378. if (onError === void 0) { onError = null; }
  117379. if (buffer === void 0) { buffer = null; }
  117380. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  117381. var url = String(urlArg);
  117382. texture.url = url;
  117383. texture.generateMipMaps = !noMipmap;
  117384. texture.samplingMode = samplingMode;
  117385. texture.invertY = invertY;
  117386. texture.baseWidth = this._options.textureSize;
  117387. texture.baseHeight = this._options.textureSize;
  117388. texture.width = this._options.textureSize;
  117389. texture.height = this._options.textureSize;
  117390. if (format) {
  117391. texture.format = format;
  117392. }
  117393. texture.isReady = true;
  117394. if (onLoad) {
  117395. onLoad();
  117396. }
  117397. this._internalTexturesCache.push(texture);
  117398. return texture;
  117399. };
  117400. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  117401. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  117402. if (options !== undefined && typeof options === "object") {
  117403. fullOptions.generateMipMaps = options.generateMipMaps;
  117404. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  117405. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  117406. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  117407. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  117408. }
  117409. else {
  117410. fullOptions.generateMipMaps = options;
  117411. fullOptions.generateDepthBuffer = true;
  117412. fullOptions.generateStencilBuffer = false;
  117413. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  117414. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  117415. }
  117416. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  117417. var width = size.width || size;
  117418. var height = size.height || size;
  117419. texture._depthStencilBuffer = {};
  117420. texture._framebuffer = {};
  117421. texture.baseWidth = width;
  117422. texture.baseHeight = height;
  117423. texture.width = width;
  117424. texture.height = height;
  117425. texture.isReady = true;
  117426. texture.samples = 1;
  117427. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  117428. texture.samplingMode = fullOptions.samplingMode;
  117429. texture.type = fullOptions.type;
  117430. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  117431. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  117432. this._internalTexturesCache.push(texture);
  117433. return texture;
  117434. };
  117435. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  117436. texture.samplingMode = samplingMode;
  117437. };
  117438. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  117439. if (this._currentRenderTarget) {
  117440. this.unBindFramebuffer(this._currentRenderTarget);
  117441. }
  117442. this._currentRenderTarget = texture;
  117443. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  117444. if (this._cachedViewport && !forceFullscreenViewport) {
  117445. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  117446. }
  117447. };
  117448. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  117449. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  117450. this._currentRenderTarget = null;
  117451. if (onBeforeUnbind) {
  117452. if (texture._MSAAFramebuffer) {
  117453. this._currentFramebuffer = texture._framebuffer;
  117454. }
  117455. onBeforeUnbind();
  117456. }
  117457. this._currentFramebuffer = null;
  117458. };
  117459. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  117460. var vbo = {
  117461. capacity: 1,
  117462. references: 1,
  117463. is32Bits: false
  117464. };
  117465. return vbo;
  117466. };
  117467. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  117468. if (premulAlpha === void 0) { premulAlpha = false; }
  117469. };
  117470. NullEngine.prototype.areAllEffectsReady = function () {
  117471. return true;
  117472. };
  117473. /**
  117474. * @hidden
  117475. * Get the current error code of the webGL context
  117476. * @returns the error code
  117477. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  117478. */
  117479. NullEngine.prototype.getError = function () {
  117480. return 0;
  117481. };
  117482. /** @hidden */
  117483. NullEngine.prototype._getUnpackAlignement = function () {
  117484. return 1;
  117485. };
  117486. /** @hidden */
  117487. NullEngine.prototype._unpackFlipY = function (value) {
  117488. };
  117489. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  117490. if (offset === void 0) { offset = 0; }
  117491. };
  117492. /**
  117493. * Updates a dynamic vertex buffer.
  117494. * @param vertexBuffer the vertex buffer to update
  117495. * @param data the data used to update the vertex buffer
  117496. * @param byteOffset the byte offset of the data (optional)
  117497. * @param byteLength the byte length of the data (optional)
  117498. */
  117499. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  117500. };
  117501. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  117502. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  117503. this._boundTexturesCache[this._activeChannel] = texture;
  117504. return true;
  117505. }
  117506. return false;
  117507. };
  117508. /** @hidden */
  117509. NullEngine.prototype._bindTexture = function (channel, texture) {
  117510. if (channel < 0) {
  117511. return;
  117512. }
  117513. this._bindTextureDirectly(0, texture);
  117514. };
  117515. /** @hidden */
  117516. NullEngine.prototype._releaseBuffer = function (buffer) {
  117517. buffer.references--;
  117518. if (buffer.references === 0) {
  117519. return true;
  117520. }
  117521. return false;
  117522. };
  117523. NullEngine.prototype.releaseEffects = function () {
  117524. };
  117525. NullEngine.prototype.displayLoadingUI = function () {
  117526. };
  117527. NullEngine.prototype.hideLoadingUI = function () {
  117528. };
  117529. /** @hidden */
  117530. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  117531. if (faceIndex === void 0) { faceIndex = 0; }
  117532. if (lod === void 0) { lod = 0; }
  117533. };
  117534. /** @hidden */
  117535. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  117536. if (faceIndex === void 0) { faceIndex = 0; }
  117537. if (lod === void 0) { lod = 0; }
  117538. };
  117539. /** @hidden */
  117540. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  117541. if (faceIndex === void 0) { faceIndex = 0; }
  117542. if (lod === void 0) { lod = 0; }
  117543. };
  117544. /** @hidden */
  117545. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  117546. if (faceIndex === void 0) { faceIndex = 0; }
  117547. if (lod === void 0) { lod = 0; }
  117548. };
  117549. return NullEngine;
  117550. }(BABYLON.Engine));
  117551. BABYLON.NullEngine = NullEngine;
  117552. })(BABYLON || (BABYLON = {}));
  117553. //# sourceMappingURL=babylon.nullEngine.js.map
  117554. var BABYLON;
  117555. (function (BABYLON) {
  117556. /**
  117557. * This class can be used to get instrumentation data from a Babylon engine
  117558. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117559. */
  117560. var EngineInstrumentation = /** @class */ (function () {
  117561. /**
  117562. * Instantiates a new engine instrumentation.
  117563. * This class can be used to get instrumentation data from a Babylon engine
  117564. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117565. * @param engine Defines the engine to instrument
  117566. */
  117567. function EngineInstrumentation(
  117568. /**
  117569. * Define the instrumented engine.
  117570. */
  117571. engine) {
  117572. this.engine = engine;
  117573. this._captureGPUFrameTime = false;
  117574. this._gpuFrameTime = new BABYLON.PerfCounter();
  117575. this._captureShaderCompilationTime = false;
  117576. this._shaderCompilationTime = new BABYLON.PerfCounter();
  117577. // Observers
  117578. this._onBeginFrameObserver = null;
  117579. this._onEndFrameObserver = null;
  117580. this._onBeforeShaderCompilationObserver = null;
  117581. this._onAfterShaderCompilationObserver = null;
  117582. }
  117583. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  117584. // Properties
  117585. /**
  117586. * Gets the perf counter used for GPU frame time
  117587. */
  117588. get: function () {
  117589. return this._gpuFrameTime;
  117590. },
  117591. enumerable: true,
  117592. configurable: true
  117593. });
  117594. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  117595. /**
  117596. * Gets the GPU frame time capture status
  117597. */
  117598. get: function () {
  117599. return this._captureGPUFrameTime;
  117600. },
  117601. /**
  117602. * Enable or disable the GPU frame time capture
  117603. */
  117604. set: function (value) {
  117605. var _this = this;
  117606. if (value === this._captureGPUFrameTime) {
  117607. return;
  117608. }
  117609. this._captureGPUFrameTime = value;
  117610. if (value) {
  117611. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  117612. if (!_this._gpuFrameTimeToken) {
  117613. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  117614. }
  117615. });
  117616. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  117617. if (!_this._gpuFrameTimeToken) {
  117618. return;
  117619. }
  117620. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  117621. if (time > -1) {
  117622. _this._gpuFrameTimeToken = null;
  117623. _this._gpuFrameTime.fetchNewFrame();
  117624. _this._gpuFrameTime.addCount(time, true);
  117625. }
  117626. });
  117627. }
  117628. else {
  117629. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117630. this._onBeginFrameObserver = null;
  117631. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117632. this._onEndFrameObserver = null;
  117633. }
  117634. },
  117635. enumerable: true,
  117636. configurable: true
  117637. });
  117638. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  117639. /**
  117640. * Gets the perf counter used for shader compilation time
  117641. */
  117642. get: function () {
  117643. return this._shaderCompilationTime;
  117644. },
  117645. enumerable: true,
  117646. configurable: true
  117647. });
  117648. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  117649. /**
  117650. * Gets the shader compilation time capture status
  117651. */
  117652. get: function () {
  117653. return this._captureShaderCompilationTime;
  117654. },
  117655. /**
  117656. * Enable or disable the shader compilation time capture
  117657. */
  117658. set: function (value) {
  117659. var _this = this;
  117660. if (value === this._captureShaderCompilationTime) {
  117661. return;
  117662. }
  117663. this._captureShaderCompilationTime = value;
  117664. if (value) {
  117665. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  117666. _this._shaderCompilationTime.fetchNewFrame();
  117667. _this._shaderCompilationTime.beginMonitoring();
  117668. });
  117669. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  117670. _this._shaderCompilationTime.endMonitoring();
  117671. });
  117672. }
  117673. else {
  117674. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117675. this._onBeforeShaderCompilationObserver = null;
  117676. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117677. this._onAfterShaderCompilationObserver = null;
  117678. }
  117679. },
  117680. enumerable: true,
  117681. configurable: true
  117682. });
  117683. /**
  117684. * Dispose and release associated resources.
  117685. */
  117686. EngineInstrumentation.prototype.dispose = function () {
  117687. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117688. this._onBeginFrameObserver = null;
  117689. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117690. this._onEndFrameObserver = null;
  117691. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117692. this._onBeforeShaderCompilationObserver = null;
  117693. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117694. this._onAfterShaderCompilationObserver = null;
  117695. this.engine = null;
  117696. };
  117697. return EngineInstrumentation;
  117698. }());
  117699. BABYLON.EngineInstrumentation = EngineInstrumentation;
  117700. })(BABYLON || (BABYLON = {}));
  117701. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  117702. var BABYLON;
  117703. (function (BABYLON) {
  117704. /**
  117705. * This class can be used to get instrumentation data from a Babylon engine
  117706. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117707. */
  117708. var SceneInstrumentation = /** @class */ (function () {
  117709. /**
  117710. * Instantiates a new scene instrumentation.
  117711. * This class can be used to get instrumentation data from a Babylon engine
  117712. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117713. * @param scene Defines the scene to instrument
  117714. */
  117715. function SceneInstrumentation(
  117716. /**
  117717. * Defines the scene to instrument
  117718. */
  117719. scene) {
  117720. var _this = this;
  117721. this.scene = scene;
  117722. this._captureActiveMeshesEvaluationTime = false;
  117723. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  117724. this._captureRenderTargetsRenderTime = false;
  117725. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  117726. this._captureFrameTime = false;
  117727. this._frameTime = new BABYLON.PerfCounter();
  117728. this._captureRenderTime = false;
  117729. this._renderTime = new BABYLON.PerfCounter();
  117730. this._captureInterFrameTime = false;
  117731. this._interFrameTime = new BABYLON.PerfCounter();
  117732. this._captureParticlesRenderTime = false;
  117733. this._particlesRenderTime = new BABYLON.PerfCounter();
  117734. this._captureSpritesRenderTime = false;
  117735. this._spritesRenderTime = new BABYLON.PerfCounter();
  117736. this._capturePhysicsTime = false;
  117737. this._physicsTime = new BABYLON.PerfCounter();
  117738. this._captureAnimationsTime = false;
  117739. this._animationsTime = new BABYLON.PerfCounter();
  117740. this._captureCameraRenderTime = false;
  117741. this._cameraRenderTime = new BABYLON.PerfCounter();
  117742. // Observers
  117743. this._onBeforeActiveMeshesEvaluationObserver = null;
  117744. this._onAfterActiveMeshesEvaluationObserver = null;
  117745. this._onBeforeRenderTargetsRenderObserver = null;
  117746. this._onAfterRenderTargetsRenderObserver = null;
  117747. this._onAfterRenderObserver = null;
  117748. this._onBeforeDrawPhaseObserver = null;
  117749. this._onAfterDrawPhaseObserver = null;
  117750. this._onBeforeAnimationsObserver = null;
  117751. this._onBeforeParticlesRenderingObserver = null;
  117752. this._onAfterParticlesRenderingObserver = null;
  117753. this._onBeforeSpritesRenderingObserver = null;
  117754. this._onAfterSpritesRenderingObserver = null;
  117755. this._onBeforePhysicsObserver = null;
  117756. this._onAfterPhysicsObserver = null;
  117757. this._onAfterAnimationsObserver = null;
  117758. this._onBeforeCameraRenderObserver = null;
  117759. this._onAfterCameraRenderObserver = null;
  117760. // Before render
  117761. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  117762. if (_this._captureActiveMeshesEvaluationTime) {
  117763. _this._activeMeshesEvaluationTime.fetchNewFrame();
  117764. }
  117765. if (_this._captureRenderTargetsRenderTime) {
  117766. _this._renderTargetsRenderTime.fetchNewFrame();
  117767. }
  117768. if (_this._captureFrameTime) {
  117769. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  117770. _this._frameTime.beginMonitoring();
  117771. }
  117772. if (_this._captureInterFrameTime) {
  117773. _this._interFrameTime.endMonitoring();
  117774. }
  117775. if (_this._captureParticlesRenderTime) {
  117776. _this._particlesRenderTime.fetchNewFrame();
  117777. }
  117778. if (_this._captureSpritesRenderTime) {
  117779. _this._spritesRenderTime.fetchNewFrame();
  117780. }
  117781. if (_this._captureAnimationsTime) {
  117782. _this._animationsTime.beginMonitoring();
  117783. }
  117784. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  117785. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  117786. });
  117787. // After render
  117788. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  117789. if (_this._captureFrameTime) {
  117790. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  117791. _this._frameTime.endMonitoring();
  117792. }
  117793. if (_this._captureRenderTime) {
  117794. _this._renderTime.endMonitoring(false);
  117795. }
  117796. if (_this._captureInterFrameTime) {
  117797. _this._interFrameTime.beginMonitoring();
  117798. }
  117799. });
  117800. }
  117801. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  117802. // Properties
  117803. /**
  117804. * Gets the perf counter used for active meshes evaluation time
  117805. */
  117806. get: function () {
  117807. return this._activeMeshesEvaluationTime;
  117808. },
  117809. enumerable: true,
  117810. configurable: true
  117811. });
  117812. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  117813. /**
  117814. * Gets the active meshes evaluation time capture status
  117815. */
  117816. get: function () {
  117817. return this._captureActiveMeshesEvaluationTime;
  117818. },
  117819. /**
  117820. * Enable or disable the active meshes evaluation time capture
  117821. */
  117822. set: function (value) {
  117823. var _this = this;
  117824. if (value === this._captureActiveMeshesEvaluationTime) {
  117825. return;
  117826. }
  117827. this._captureActiveMeshesEvaluationTime = value;
  117828. if (value) {
  117829. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  117830. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  117831. _this._activeMeshesEvaluationTime.beginMonitoring();
  117832. });
  117833. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  117834. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  117835. _this._activeMeshesEvaluationTime.endMonitoring();
  117836. });
  117837. }
  117838. else {
  117839. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117840. this._onBeforeActiveMeshesEvaluationObserver = null;
  117841. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117842. this._onAfterActiveMeshesEvaluationObserver = null;
  117843. }
  117844. },
  117845. enumerable: true,
  117846. configurable: true
  117847. });
  117848. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  117849. /**
  117850. * Gets the perf counter used for render targets render time
  117851. */
  117852. get: function () {
  117853. return this._renderTargetsRenderTime;
  117854. },
  117855. enumerable: true,
  117856. configurable: true
  117857. });
  117858. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  117859. /**
  117860. * Gets the render targets render time capture status
  117861. */
  117862. get: function () {
  117863. return this._captureRenderTargetsRenderTime;
  117864. },
  117865. /**
  117866. * Enable or disable the render targets render time capture
  117867. */
  117868. set: function (value) {
  117869. var _this = this;
  117870. if (value === this._captureRenderTargetsRenderTime) {
  117871. return;
  117872. }
  117873. this._captureRenderTargetsRenderTime = value;
  117874. if (value) {
  117875. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  117876. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  117877. _this._renderTargetsRenderTime.beginMonitoring();
  117878. });
  117879. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  117880. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  117881. _this._renderTargetsRenderTime.endMonitoring(false);
  117882. });
  117883. }
  117884. else {
  117885. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117886. this._onBeforeRenderTargetsRenderObserver = null;
  117887. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117888. this._onAfterRenderTargetsRenderObserver = null;
  117889. }
  117890. },
  117891. enumerable: true,
  117892. configurable: true
  117893. });
  117894. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  117895. /**
  117896. * Gets the perf counter used for particles render time
  117897. */
  117898. get: function () {
  117899. return this._particlesRenderTime;
  117900. },
  117901. enumerable: true,
  117902. configurable: true
  117903. });
  117904. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  117905. /**
  117906. * Gets the particles render time capture status
  117907. */
  117908. get: function () {
  117909. return this._captureParticlesRenderTime;
  117910. },
  117911. /**
  117912. * Enable or disable the particles render time capture
  117913. */
  117914. set: function (value) {
  117915. var _this = this;
  117916. if (value === this._captureParticlesRenderTime) {
  117917. return;
  117918. }
  117919. this._captureParticlesRenderTime = value;
  117920. if (value) {
  117921. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  117922. BABYLON.Tools.StartPerformanceCounter("Particles");
  117923. _this._particlesRenderTime.beginMonitoring();
  117924. });
  117925. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  117926. BABYLON.Tools.EndPerformanceCounter("Particles");
  117927. _this._particlesRenderTime.endMonitoring(false);
  117928. });
  117929. }
  117930. else {
  117931. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117932. this._onBeforeParticlesRenderingObserver = null;
  117933. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117934. this._onAfterParticlesRenderingObserver = null;
  117935. }
  117936. },
  117937. enumerable: true,
  117938. configurable: true
  117939. });
  117940. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  117941. /**
  117942. * Gets the perf counter used for sprites render time
  117943. */
  117944. get: function () {
  117945. return this._spritesRenderTime;
  117946. },
  117947. enumerable: true,
  117948. configurable: true
  117949. });
  117950. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  117951. /**
  117952. * Gets the sprites render time capture status
  117953. */
  117954. get: function () {
  117955. return this._captureSpritesRenderTime;
  117956. },
  117957. /**
  117958. * Enable or disable the sprites render time capture
  117959. */
  117960. set: function (value) {
  117961. var _this = this;
  117962. if (value === this._captureSpritesRenderTime) {
  117963. return;
  117964. }
  117965. this._captureSpritesRenderTime = value;
  117966. if (!this.scene.spriteManagers) {
  117967. return;
  117968. }
  117969. if (value) {
  117970. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  117971. BABYLON.Tools.StartPerformanceCounter("Sprites");
  117972. _this._spritesRenderTime.beginMonitoring();
  117973. });
  117974. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  117975. BABYLON.Tools.EndPerformanceCounter("Sprites");
  117976. _this._spritesRenderTime.endMonitoring(false);
  117977. });
  117978. }
  117979. else {
  117980. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117981. this._onBeforeSpritesRenderingObserver = null;
  117982. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117983. this._onAfterSpritesRenderingObserver = null;
  117984. }
  117985. },
  117986. enumerable: true,
  117987. configurable: true
  117988. });
  117989. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  117990. /**
  117991. * Gets the perf counter used for physics time
  117992. */
  117993. get: function () {
  117994. return this._physicsTime;
  117995. },
  117996. enumerable: true,
  117997. configurable: true
  117998. });
  117999. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  118000. /**
  118001. * Gets the physics time capture status
  118002. */
  118003. get: function () {
  118004. return this._capturePhysicsTime;
  118005. },
  118006. /**
  118007. * Enable or disable the physics time capture
  118008. */
  118009. set: function (value) {
  118010. var _this = this;
  118011. if (value === this._capturePhysicsTime) {
  118012. return;
  118013. }
  118014. if (!this.scene.onBeforePhysicsObservable) {
  118015. return;
  118016. }
  118017. this._capturePhysicsTime = value;
  118018. if (value) {
  118019. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  118020. BABYLON.Tools.StartPerformanceCounter("Physics");
  118021. _this._physicsTime.beginMonitoring();
  118022. });
  118023. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  118024. BABYLON.Tools.EndPerformanceCounter("Physics");
  118025. _this._physicsTime.endMonitoring();
  118026. });
  118027. }
  118028. else {
  118029. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118030. this._onBeforePhysicsObserver = null;
  118031. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118032. this._onAfterPhysicsObserver = null;
  118033. }
  118034. },
  118035. enumerable: true,
  118036. configurable: true
  118037. });
  118038. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  118039. /**
  118040. * Gets the perf counter used for animations time
  118041. */
  118042. get: function () {
  118043. return this._animationsTime;
  118044. },
  118045. enumerable: true,
  118046. configurable: true
  118047. });
  118048. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  118049. /**
  118050. * Gets the animations time capture status
  118051. */
  118052. get: function () {
  118053. return this._captureAnimationsTime;
  118054. },
  118055. /**
  118056. * Enable or disable the animations time capture
  118057. */
  118058. set: function (value) {
  118059. var _this = this;
  118060. if (value === this._captureAnimationsTime) {
  118061. return;
  118062. }
  118063. this._captureAnimationsTime = value;
  118064. if (value) {
  118065. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  118066. _this._animationsTime.endMonitoring();
  118067. });
  118068. }
  118069. else {
  118070. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118071. this._onAfterAnimationsObserver = null;
  118072. }
  118073. },
  118074. enumerable: true,
  118075. configurable: true
  118076. });
  118077. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  118078. /**
  118079. * Gets the perf counter used for frame time capture
  118080. */
  118081. get: function () {
  118082. return this._frameTime;
  118083. },
  118084. enumerable: true,
  118085. configurable: true
  118086. });
  118087. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  118088. /**
  118089. * Gets the frame time capture status
  118090. */
  118091. get: function () {
  118092. return this._captureFrameTime;
  118093. },
  118094. /**
  118095. * Enable or disable the frame time capture
  118096. */
  118097. set: function (value) {
  118098. this._captureFrameTime = value;
  118099. },
  118100. enumerable: true,
  118101. configurable: true
  118102. });
  118103. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  118104. /**
  118105. * Gets the perf counter used for inter-frames time capture
  118106. */
  118107. get: function () {
  118108. return this._interFrameTime;
  118109. },
  118110. enumerable: true,
  118111. configurable: true
  118112. });
  118113. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  118114. /**
  118115. * Gets the inter-frames time capture status
  118116. */
  118117. get: function () {
  118118. return this._captureInterFrameTime;
  118119. },
  118120. /**
  118121. * Enable or disable the inter-frames time capture
  118122. */
  118123. set: function (value) {
  118124. this._captureInterFrameTime = value;
  118125. },
  118126. enumerable: true,
  118127. configurable: true
  118128. });
  118129. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  118130. /**
  118131. * Gets the perf counter used for render time capture
  118132. */
  118133. get: function () {
  118134. return this._renderTime;
  118135. },
  118136. enumerable: true,
  118137. configurable: true
  118138. });
  118139. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  118140. /**
  118141. * Gets the render time capture status
  118142. */
  118143. get: function () {
  118144. return this._captureRenderTime;
  118145. },
  118146. /**
  118147. * Enable or disable the render time capture
  118148. */
  118149. set: function (value) {
  118150. var _this = this;
  118151. if (value === this._captureRenderTime) {
  118152. return;
  118153. }
  118154. this._captureRenderTime = value;
  118155. if (value) {
  118156. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  118157. _this._renderTime.beginMonitoring();
  118158. BABYLON.Tools.StartPerformanceCounter("Main render");
  118159. });
  118160. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  118161. _this._renderTime.endMonitoring(false);
  118162. BABYLON.Tools.EndPerformanceCounter("Main render");
  118163. });
  118164. }
  118165. else {
  118166. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118167. this._onBeforeDrawPhaseObserver = null;
  118168. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118169. this._onAfterDrawPhaseObserver = null;
  118170. }
  118171. },
  118172. enumerable: true,
  118173. configurable: true
  118174. });
  118175. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  118176. /**
  118177. * Gets the perf counter used for camera render time capture
  118178. */
  118179. get: function () {
  118180. return this._cameraRenderTime;
  118181. },
  118182. enumerable: true,
  118183. configurable: true
  118184. });
  118185. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  118186. /**
  118187. * Gets the camera render time capture status
  118188. */
  118189. get: function () {
  118190. return this._captureCameraRenderTime;
  118191. },
  118192. /**
  118193. * Enable or disable the camera render time capture
  118194. */
  118195. set: function (value) {
  118196. var _this = this;
  118197. if (value === this._captureCameraRenderTime) {
  118198. return;
  118199. }
  118200. this._captureCameraRenderTime = value;
  118201. if (value) {
  118202. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  118203. _this._cameraRenderTime.beginMonitoring();
  118204. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  118205. });
  118206. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  118207. _this._cameraRenderTime.endMonitoring(false);
  118208. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  118209. });
  118210. }
  118211. else {
  118212. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118213. this._onBeforeCameraRenderObserver = null;
  118214. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118215. this._onAfterCameraRenderObserver = null;
  118216. }
  118217. },
  118218. enumerable: true,
  118219. configurable: true
  118220. });
  118221. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  118222. /**
  118223. * Gets the perf counter used for draw calls
  118224. */
  118225. get: function () {
  118226. return this.scene.getEngine()._drawCalls;
  118227. },
  118228. enumerable: true,
  118229. configurable: true
  118230. });
  118231. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  118232. /**
  118233. * Gets the perf counter used for texture collisions
  118234. */
  118235. get: function () {
  118236. return this.scene.getEngine()._textureCollisions;
  118237. },
  118238. enumerable: true,
  118239. configurable: true
  118240. });
  118241. /**
  118242. * Dispose and release associated resources.
  118243. */
  118244. SceneInstrumentation.prototype.dispose = function () {
  118245. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  118246. this._onAfterRenderObserver = null;
  118247. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  118248. this._onBeforeActiveMeshesEvaluationObserver = null;
  118249. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  118250. this._onAfterActiveMeshesEvaluationObserver = null;
  118251. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  118252. this._onBeforeRenderTargetsRenderObserver = null;
  118253. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  118254. this._onAfterRenderTargetsRenderObserver = null;
  118255. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  118256. this._onBeforeAnimationsObserver = null;
  118257. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  118258. this._onBeforeParticlesRenderingObserver = null;
  118259. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  118260. this._onAfterParticlesRenderingObserver = null;
  118261. if (this._onBeforeSpritesRenderingObserver) {
  118262. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118263. this._onBeforeSpritesRenderingObserver = null;
  118264. }
  118265. if (this._onAfterSpritesRenderingObserver) {
  118266. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118267. this._onAfterSpritesRenderingObserver = null;
  118268. }
  118269. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118270. this._onBeforeDrawPhaseObserver = null;
  118271. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118272. this._onAfterDrawPhaseObserver = null;
  118273. if (this._onBeforePhysicsObserver) {
  118274. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118275. this._onBeforePhysicsObserver = null;
  118276. }
  118277. if (this._onAfterPhysicsObserver) {
  118278. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118279. this._onAfterPhysicsObserver = null;
  118280. }
  118281. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118282. this._onAfterAnimationsObserver = null;
  118283. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118284. this._onBeforeCameraRenderObserver = null;
  118285. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118286. this._onAfterCameraRenderObserver = null;
  118287. this.scene = null;
  118288. };
  118289. return SceneInstrumentation;
  118290. }());
  118291. BABYLON.SceneInstrumentation = SceneInstrumentation;
  118292. })(BABYLON || (BABYLON = {}));
  118293. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  118294. var BABYLON;
  118295. (function (BABYLON) {
  118296. /**
  118297. * @hidden
  118298. **/
  118299. var _TimeToken = /** @class */ (function () {
  118300. function _TimeToken() {
  118301. this._timeElapsedQueryEnded = false;
  118302. }
  118303. return _TimeToken;
  118304. }());
  118305. BABYLON._TimeToken = _TimeToken;
  118306. })(BABYLON || (BABYLON = {}));
  118307. //# sourceMappingURL=babylon.timeToken.js.map
  118308. var BABYLON;
  118309. (function (BABYLON) {
  118310. /**
  118311. * Background material defines definition.
  118312. * @hidden Mainly internal Use
  118313. */
  118314. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  118315. __extends(BackgroundMaterialDefines, _super);
  118316. /**
  118317. * Constructor of the defines.
  118318. */
  118319. function BackgroundMaterialDefines() {
  118320. var _this = _super.call(this) || this;
  118321. /**
  118322. * True if the diffuse texture is in use.
  118323. */
  118324. _this.DIFFUSE = false;
  118325. /**
  118326. * The direct UV channel to use.
  118327. */
  118328. _this.DIFFUSEDIRECTUV = 0;
  118329. /**
  118330. * True if the diffuse texture is in gamma space.
  118331. */
  118332. _this.GAMMADIFFUSE = false;
  118333. /**
  118334. * True if the diffuse texture has opacity in the alpha channel.
  118335. */
  118336. _this.DIFFUSEHASALPHA = false;
  118337. /**
  118338. * True if you want the material to fade to transparent at grazing angle.
  118339. */
  118340. _this.OPACITYFRESNEL = false;
  118341. /**
  118342. * True if an extra blur needs to be added in the reflection.
  118343. */
  118344. _this.REFLECTIONBLUR = false;
  118345. /**
  118346. * True if you want the material to fade to reflection at grazing angle.
  118347. */
  118348. _this.REFLECTIONFRESNEL = false;
  118349. /**
  118350. * True if you want the material to falloff as far as you move away from the scene center.
  118351. */
  118352. _this.REFLECTIONFALLOFF = false;
  118353. /**
  118354. * False if the current Webgl implementation does not support the texture lod extension.
  118355. */
  118356. _this.TEXTURELODSUPPORT = false;
  118357. /**
  118358. * True to ensure the data are premultiplied.
  118359. */
  118360. _this.PREMULTIPLYALPHA = false;
  118361. /**
  118362. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  118363. */
  118364. _this.USERGBCOLOR = false;
  118365. /**
  118366. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  118367. * stays aligned with the desired configuration.
  118368. */
  118369. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  118370. /**
  118371. * True to add noise in order to reduce the banding effect.
  118372. */
  118373. _this.NOISE = false;
  118374. /**
  118375. * is the reflection texture in BGR color scheme?
  118376. * Mainly used to solve a bug in ios10 video tag
  118377. */
  118378. _this.REFLECTIONBGR = false;
  118379. _this.IMAGEPROCESSING = false;
  118380. _this.VIGNETTE = false;
  118381. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  118382. _this.VIGNETTEBLENDMODEOPAQUE = false;
  118383. _this.TONEMAPPING = false;
  118384. _this.TONEMAPPING_ACES = false;
  118385. _this.CONTRAST = false;
  118386. _this.COLORCURVES = false;
  118387. _this.COLORGRADING = false;
  118388. _this.COLORGRADING3D = false;
  118389. _this.SAMPLER3DGREENDEPTH = false;
  118390. _this.SAMPLER3DBGRMAP = false;
  118391. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  118392. _this.EXPOSURE = false;
  118393. // Reflection.
  118394. _this.REFLECTION = false;
  118395. _this.REFLECTIONMAP_3D = false;
  118396. _this.REFLECTIONMAP_SPHERICAL = false;
  118397. _this.REFLECTIONMAP_PLANAR = false;
  118398. _this.REFLECTIONMAP_CUBIC = false;
  118399. _this.REFLECTIONMAP_PROJECTION = false;
  118400. _this.REFLECTIONMAP_SKYBOX = false;
  118401. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118402. _this.REFLECTIONMAP_EXPLICIT = false;
  118403. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118404. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118405. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118406. _this.INVERTCUBICMAP = false;
  118407. _this.REFLECTIONMAP_OPPOSITEZ = false;
  118408. _this.LODINREFLECTIONALPHA = false;
  118409. _this.GAMMAREFLECTION = false;
  118410. _this.RGBDREFLECTION = false;
  118411. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  118412. // Default BJS.
  118413. _this.MAINUV1 = false;
  118414. _this.MAINUV2 = false;
  118415. _this.UV1 = false;
  118416. _this.UV2 = false;
  118417. _this.CLIPPLANE = false;
  118418. _this.CLIPPLANE2 = false;
  118419. _this.CLIPPLANE3 = false;
  118420. _this.CLIPPLANE4 = false;
  118421. _this.POINTSIZE = false;
  118422. _this.FOG = false;
  118423. _this.NORMAL = false;
  118424. _this.NUM_BONE_INFLUENCERS = 0;
  118425. _this.BonesPerMesh = 0;
  118426. _this.INSTANCES = false;
  118427. _this.SHADOWFLOAT = false;
  118428. _this.rebuild();
  118429. return _this;
  118430. }
  118431. return BackgroundMaterialDefines;
  118432. }(BABYLON.MaterialDefines));
  118433. /**
  118434. * Background material used to create an efficient environement around your scene.
  118435. */
  118436. var BackgroundMaterial = /** @class */ (function (_super) {
  118437. __extends(BackgroundMaterial, _super);
  118438. /**
  118439. * Instantiates a Background Material in the given scene
  118440. * @param name The friendly name of the material
  118441. * @param scene The scene to add the material to
  118442. */
  118443. function BackgroundMaterial(name, scene) {
  118444. var _this = _super.call(this, name, scene) || this;
  118445. /**
  118446. * Key light Color (multiply against the environement texture)
  118447. */
  118448. _this.primaryColor = BABYLON.Color3.White();
  118449. _this._primaryColorShadowLevel = 0;
  118450. _this._primaryColorHighlightLevel = 0;
  118451. /**
  118452. * Reflection Texture used in the material.
  118453. * Should be author in a specific way for the best result (refer to the documentation).
  118454. */
  118455. _this.reflectionTexture = null;
  118456. /**
  118457. * Reflection Texture level of blur.
  118458. *
  118459. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  118460. * texture twice.
  118461. */
  118462. _this.reflectionBlur = 0;
  118463. /**
  118464. * Diffuse Texture used in the material.
  118465. * Should be author in a specific way for the best result (refer to the documentation).
  118466. */
  118467. _this.diffuseTexture = null;
  118468. _this._shadowLights = null;
  118469. /**
  118470. * Specify the list of lights casting shadow on the material.
  118471. * All scene shadow lights will be included if null.
  118472. */
  118473. _this.shadowLights = null;
  118474. /**
  118475. * Helps adjusting the shadow to a softer level if required.
  118476. * 0 means black shadows and 1 means no shadows.
  118477. */
  118478. _this.shadowLevel = 0;
  118479. /**
  118480. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  118481. * It is usually zero but might be interesting to modify according to your setup.
  118482. */
  118483. _this.sceneCenter = BABYLON.Vector3.Zero();
  118484. /**
  118485. * This helps specifying that the material is falling off to the sky box at grazing angle.
  118486. * This helps ensuring a nice transition when the camera goes under the ground.
  118487. */
  118488. _this.opacityFresnel = true;
  118489. /**
  118490. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  118491. * This helps adding a mirror texture on the ground.
  118492. */
  118493. _this.reflectionFresnel = false;
  118494. /**
  118495. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  118496. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  118497. */
  118498. _this.reflectionFalloffDistance = 0.0;
  118499. /**
  118500. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  118501. */
  118502. _this.reflectionAmount = 1.0;
  118503. /**
  118504. * This specifies the weight of the reflection at grazing angle.
  118505. */
  118506. _this.reflectionReflectance0 = 0.05;
  118507. /**
  118508. * This specifies the weight of the reflection at a perpendicular point of view.
  118509. */
  118510. _this.reflectionReflectance90 = 0.5;
  118511. /**
  118512. * Helps to directly use the maps channels instead of their level.
  118513. */
  118514. _this.useRGBColor = true;
  118515. /**
  118516. * This helps reducing the banding effect that could occur on the background.
  118517. */
  118518. _this.enableNoise = false;
  118519. _this._fovMultiplier = 1.0;
  118520. /**
  118521. * Enable the FOV adjustment feature controlled by fovMultiplier.
  118522. */
  118523. _this.useEquirectangularFOV = false;
  118524. _this._maxSimultaneousLights = 4;
  118525. /**
  118526. * Number of Simultaneous lights allowed on the material.
  118527. */
  118528. _this.maxSimultaneousLights = 4;
  118529. /**
  118530. * Keep track of the image processing observer to allow dispose and replace.
  118531. */
  118532. _this._imageProcessingObserver = null;
  118533. /**
  118534. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  118535. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  118536. */
  118537. _this.switchToBGR = false;
  118538. // Temp values kept as cache in the material.
  118539. _this._renderTargets = new BABYLON.SmartArray(16);
  118540. _this._reflectionControls = BABYLON.Vector4.Zero();
  118541. _this._white = BABYLON.Color3.White();
  118542. _this._primaryShadowColor = BABYLON.Color3.Black();
  118543. _this._primaryHighlightColor = BABYLON.Color3.Black();
  118544. // Setup the default processing configuration to the scene.
  118545. _this._attachImageProcessingConfiguration(null);
  118546. _this.getRenderTargetTextures = function () {
  118547. _this._renderTargets.reset();
  118548. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  118549. _this._renderTargets.push(_this._diffuseTexture);
  118550. }
  118551. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  118552. _this._renderTargets.push(_this._reflectionTexture);
  118553. }
  118554. return _this._renderTargets;
  118555. };
  118556. return _this;
  118557. }
  118558. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  118559. /**
  118560. * Experimental Internal Use Only.
  118561. *
  118562. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  118563. * This acts as a helper to set the primary color to a more "human friendly" value.
  118564. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  118565. * output color as close as possible from the chosen value.
  118566. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  118567. * part of lighting setup.)
  118568. */
  118569. get: function () {
  118570. return this.__perceptualColor;
  118571. },
  118572. set: function (value) {
  118573. this.__perceptualColor = value;
  118574. this._computePrimaryColorFromPerceptualColor();
  118575. this._markAllSubMeshesAsLightsDirty();
  118576. },
  118577. enumerable: true,
  118578. configurable: true
  118579. });
  118580. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  118581. /**
  118582. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  118583. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  118584. */
  118585. get: function () {
  118586. return this._primaryColorShadowLevel;
  118587. },
  118588. set: function (value) {
  118589. this._primaryColorShadowLevel = value;
  118590. this._computePrimaryColors();
  118591. this._markAllSubMeshesAsLightsDirty();
  118592. },
  118593. enumerable: true,
  118594. configurable: true
  118595. });
  118596. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  118597. /**
  118598. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  118599. * The primary color is used at the level chosen to define what the white area would look.
  118600. */
  118601. get: function () {
  118602. return this._primaryColorHighlightLevel;
  118603. },
  118604. set: function (value) {
  118605. this._primaryColorHighlightLevel = value;
  118606. this._computePrimaryColors();
  118607. this._markAllSubMeshesAsLightsDirty();
  118608. },
  118609. enumerable: true,
  118610. configurable: true
  118611. });
  118612. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  118613. /**
  118614. * Sets the reflection reflectance fresnel values according to the default standard
  118615. * empirically know to work well :-)
  118616. */
  118617. set: function (value) {
  118618. var reflectionWeight = value;
  118619. if (reflectionWeight < 0.5) {
  118620. reflectionWeight = reflectionWeight * 2.0;
  118621. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  118622. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  118623. }
  118624. else {
  118625. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  118626. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  118627. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  118628. }
  118629. },
  118630. enumerable: true,
  118631. configurable: true
  118632. });
  118633. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  118634. /**
  118635. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118636. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  118637. * Recommended to be keep at 1.0 except for special cases.
  118638. */
  118639. get: function () {
  118640. return this._fovMultiplier;
  118641. },
  118642. set: function (value) {
  118643. if (isNaN(value)) {
  118644. value = 1.0;
  118645. }
  118646. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  118647. },
  118648. enumerable: true,
  118649. configurable: true
  118650. });
  118651. /**
  118652. * Attaches a new image processing configuration to the PBR Material.
  118653. * @param configuration (if null the scene configuration will be use)
  118654. */
  118655. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  118656. var _this = this;
  118657. if (configuration === this._imageProcessingConfiguration) {
  118658. return;
  118659. }
  118660. // Detaches observer.
  118661. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118662. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118663. }
  118664. // Pick the scene configuration if needed.
  118665. if (!configuration) {
  118666. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  118667. }
  118668. else {
  118669. this._imageProcessingConfiguration = configuration;
  118670. }
  118671. // Attaches observer.
  118672. if (this._imageProcessingConfiguration) {
  118673. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  118674. _this._computePrimaryColorFromPerceptualColor();
  118675. _this._markAllSubMeshesAsImageProcessingDirty();
  118676. });
  118677. }
  118678. };
  118679. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  118680. /**
  118681. * Gets the image processing configuration used either in this material.
  118682. */
  118683. get: function () {
  118684. return this._imageProcessingConfiguration;
  118685. },
  118686. /**
  118687. * Sets the Default image processing configuration used either in the this material.
  118688. *
  118689. * If sets to null, the scene one is in use.
  118690. */
  118691. set: function (value) {
  118692. this._attachImageProcessingConfiguration(value);
  118693. // Ensure the effect will be rebuilt.
  118694. this._markAllSubMeshesAsTexturesDirty();
  118695. },
  118696. enumerable: true,
  118697. configurable: true
  118698. });
  118699. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  118700. /**
  118701. * Gets wether the color curves effect is enabled.
  118702. */
  118703. get: function () {
  118704. return this.imageProcessingConfiguration.colorCurvesEnabled;
  118705. },
  118706. /**
  118707. * Sets wether the color curves effect is enabled.
  118708. */
  118709. set: function (value) {
  118710. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  118711. },
  118712. enumerable: true,
  118713. configurable: true
  118714. });
  118715. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  118716. /**
  118717. * Gets wether the color grading effect is enabled.
  118718. */
  118719. get: function () {
  118720. return this.imageProcessingConfiguration.colorGradingEnabled;
  118721. },
  118722. /**
  118723. * Gets wether the color grading effect is enabled.
  118724. */
  118725. set: function (value) {
  118726. this.imageProcessingConfiguration.colorGradingEnabled = value;
  118727. },
  118728. enumerable: true,
  118729. configurable: true
  118730. });
  118731. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  118732. /**
  118733. * Gets wether tonemapping is enabled or not.
  118734. */
  118735. get: function () {
  118736. return this._imageProcessingConfiguration.toneMappingEnabled;
  118737. },
  118738. /**
  118739. * Sets wether tonemapping is enabled or not
  118740. */
  118741. set: function (value) {
  118742. this._imageProcessingConfiguration.toneMappingEnabled = value;
  118743. },
  118744. enumerable: true,
  118745. configurable: true
  118746. });
  118747. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  118748. /**
  118749. * The camera exposure used on this material.
  118750. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118751. * This corresponds to a photographic exposure.
  118752. */
  118753. get: function () {
  118754. return this._imageProcessingConfiguration.exposure;
  118755. },
  118756. /**
  118757. * The camera exposure used on this material.
  118758. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118759. * This corresponds to a photographic exposure.
  118760. */
  118761. set: function (value) {
  118762. this._imageProcessingConfiguration.exposure = value;
  118763. },
  118764. enumerable: true,
  118765. configurable: true
  118766. });
  118767. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  118768. /**
  118769. * Gets The camera contrast used on this material.
  118770. */
  118771. get: function () {
  118772. return this._imageProcessingConfiguration.contrast;
  118773. },
  118774. /**
  118775. * Sets The camera contrast used on this material.
  118776. */
  118777. set: function (value) {
  118778. this._imageProcessingConfiguration.contrast = value;
  118779. },
  118780. enumerable: true,
  118781. configurable: true
  118782. });
  118783. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  118784. /**
  118785. * Gets the Color Grading 2D Lookup Texture.
  118786. */
  118787. get: function () {
  118788. return this._imageProcessingConfiguration.colorGradingTexture;
  118789. },
  118790. /**
  118791. * Sets the Color Grading 2D Lookup Texture.
  118792. */
  118793. set: function (value) {
  118794. this.imageProcessingConfiguration.colorGradingTexture = value;
  118795. },
  118796. enumerable: true,
  118797. configurable: true
  118798. });
  118799. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  118800. /**
  118801. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118802. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118803. * 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;
  118804. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118805. */
  118806. get: function () {
  118807. return this.imageProcessingConfiguration.colorCurves;
  118808. },
  118809. /**
  118810. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118811. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118812. * 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;
  118813. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118814. */
  118815. set: function (value) {
  118816. this.imageProcessingConfiguration.colorCurves = value;
  118817. },
  118818. enumerable: true,
  118819. configurable: true
  118820. });
  118821. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  118822. /**
  118823. * Gets a boolean indicating that current material needs to register RTT
  118824. */
  118825. get: function () {
  118826. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118827. return true;
  118828. }
  118829. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118830. return true;
  118831. }
  118832. return false;
  118833. },
  118834. enumerable: true,
  118835. configurable: true
  118836. });
  118837. /**
  118838. * The entire material has been created in order to prevent overdraw.
  118839. * @returns false
  118840. */
  118841. BackgroundMaterial.prototype.needAlphaTesting = function () {
  118842. return true;
  118843. };
  118844. /**
  118845. * The entire material has been created in order to prevent overdraw.
  118846. * @returns true if blending is enable
  118847. */
  118848. BackgroundMaterial.prototype.needAlphaBlending = function () {
  118849. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  118850. };
  118851. /**
  118852. * Checks wether the material is ready to be rendered for a given mesh.
  118853. * @param mesh The mesh to render
  118854. * @param subMesh The submesh to check against
  118855. * @param useInstances Specify wether or not the material is used with instances
  118856. * @returns true if all the dependencies are ready (Textures, Effects...)
  118857. */
  118858. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  118859. var _this = this;
  118860. if (useInstances === void 0) { useInstances = false; }
  118861. if (subMesh.effect && this.isFrozen) {
  118862. if (this._wasPreviouslyReady) {
  118863. return true;
  118864. }
  118865. }
  118866. if (!subMesh._materialDefines) {
  118867. subMesh._materialDefines = new BackgroundMaterialDefines();
  118868. }
  118869. var scene = this.getScene();
  118870. var defines = subMesh._materialDefines;
  118871. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  118872. if (defines._renderId === scene.getRenderId()) {
  118873. return true;
  118874. }
  118875. }
  118876. var engine = scene.getEngine();
  118877. // Lights
  118878. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  118879. defines._needNormals = true;
  118880. // Textures
  118881. if (defines._areTexturesDirty) {
  118882. defines._needUVs = false;
  118883. if (scene.texturesEnabled) {
  118884. if (scene.getEngine().getCaps().textureLOD) {
  118885. defines.TEXTURELODSUPPORT = true;
  118886. }
  118887. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118888. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  118889. return false;
  118890. }
  118891. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  118892. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  118893. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  118894. defines.OPACITYFRESNEL = this._opacityFresnel;
  118895. }
  118896. else {
  118897. defines.DIFFUSE = false;
  118898. defines.DIFFUSEHASALPHA = false;
  118899. defines.GAMMADIFFUSE = false;
  118900. defines.OPACITYFRESNEL = false;
  118901. }
  118902. var reflectionTexture = this._reflectionTexture;
  118903. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118904. if (!reflectionTexture.isReadyOrNotBlocking()) {
  118905. return false;
  118906. }
  118907. defines.REFLECTION = true;
  118908. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  118909. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  118910. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  118911. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  118912. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  118913. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  118914. defines.REFLECTIONBGR = this.switchToBGR;
  118915. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  118916. defines.INVERTCUBICMAP = true;
  118917. }
  118918. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  118919. switch (reflectionTexture.coordinatesMode) {
  118920. case BABYLON.Texture.EXPLICIT_MODE:
  118921. defines.REFLECTIONMAP_EXPLICIT = true;
  118922. break;
  118923. case BABYLON.Texture.PLANAR_MODE:
  118924. defines.REFLECTIONMAP_PLANAR = true;
  118925. break;
  118926. case BABYLON.Texture.PROJECTION_MODE:
  118927. defines.REFLECTIONMAP_PROJECTION = true;
  118928. break;
  118929. case BABYLON.Texture.SKYBOX_MODE:
  118930. defines.REFLECTIONMAP_SKYBOX = true;
  118931. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  118932. break;
  118933. case BABYLON.Texture.SPHERICAL_MODE:
  118934. defines.REFLECTIONMAP_SPHERICAL = true;
  118935. break;
  118936. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  118937. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  118938. break;
  118939. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  118940. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  118941. break;
  118942. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  118943. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  118944. break;
  118945. case BABYLON.Texture.CUBIC_MODE:
  118946. case BABYLON.Texture.INVCUBIC_MODE:
  118947. default:
  118948. defines.REFLECTIONMAP_CUBIC = true;
  118949. break;
  118950. }
  118951. if (this.reflectionFresnel) {
  118952. defines.REFLECTIONFRESNEL = true;
  118953. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  118954. this._reflectionControls.x = this.reflectionAmount;
  118955. this._reflectionControls.y = this.reflectionReflectance0;
  118956. this._reflectionControls.z = this.reflectionReflectance90;
  118957. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  118958. }
  118959. else {
  118960. defines.REFLECTIONFRESNEL = false;
  118961. defines.REFLECTIONFALLOFF = false;
  118962. }
  118963. }
  118964. else {
  118965. defines.REFLECTION = false;
  118966. defines.REFLECTIONFRESNEL = false;
  118967. defines.REFLECTIONFALLOFF = false;
  118968. defines.REFLECTIONBLUR = false;
  118969. defines.REFLECTIONMAP_3D = false;
  118970. defines.REFLECTIONMAP_SPHERICAL = false;
  118971. defines.REFLECTIONMAP_PLANAR = false;
  118972. defines.REFLECTIONMAP_CUBIC = false;
  118973. defines.REFLECTIONMAP_PROJECTION = false;
  118974. defines.REFLECTIONMAP_SKYBOX = false;
  118975. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118976. defines.REFLECTIONMAP_EXPLICIT = false;
  118977. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118978. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118979. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118980. defines.INVERTCUBICMAP = false;
  118981. defines.REFLECTIONMAP_OPPOSITEZ = false;
  118982. defines.LODINREFLECTIONALPHA = false;
  118983. defines.GAMMAREFLECTION = false;
  118984. defines.RGBDREFLECTION = false;
  118985. }
  118986. }
  118987. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  118988. defines.USERGBCOLOR = this._useRGBColor;
  118989. defines.NOISE = this._enableNoise;
  118990. }
  118991. if (defines._areLightsDirty) {
  118992. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  118993. }
  118994. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  118995. if (!this._imageProcessingConfiguration.isReady()) {
  118996. return false;
  118997. }
  118998. this._imageProcessingConfiguration.prepareDefines(defines);
  118999. }
  119000. // Misc.
  119001. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  119002. // Values that need to be evaluated on every frame
  119003. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  119004. // Attribs
  119005. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  119006. if (mesh) {
  119007. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  119008. mesh.createNormals(true);
  119009. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  119010. }
  119011. }
  119012. }
  119013. // Get correct effect
  119014. if (defines.isDirty) {
  119015. defines.markAsProcessed();
  119016. scene.resetCachedMaterial();
  119017. // Fallbacks
  119018. var fallbacks = new BABYLON.EffectFallbacks();
  119019. if (defines.FOG) {
  119020. fallbacks.addFallback(0, "FOG");
  119021. }
  119022. if (defines.POINTSIZE) {
  119023. fallbacks.addFallback(1, "POINTSIZE");
  119024. }
  119025. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  119026. if (defines.NUM_BONE_INFLUENCERS > 0) {
  119027. fallbacks.addCPUSkinningFallback(0, mesh);
  119028. }
  119029. //Attributes
  119030. var attribs = [BABYLON.VertexBuffer.PositionKind];
  119031. if (defines.NORMAL) {
  119032. attribs.push(BABYLON.VertexBuffer.NormalKind);
  119033. }
  119034. if (defines.UV1) {
  119035. attribs.push(BABYLON.VertexBuffer.UVKind);
  119036. }
  119037. if (defines.UV2) {
  119038. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  119039. }
  119040. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  119041. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  119042. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  119043. "vFogInfos", "vFogColor", "pointSize",
  119044. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  119045. "vPrimaryColor", "vPrimaryColorShadow",
  119046. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  119047. "shadowLevel", "alpha",
  119048. "vBackgroundCenter", "vReflectionControl",
  119049. "vDiffuseInfos", "diffuseMatrix",
  119050. ];
  119051. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  119052. var uniformBuffers = ["Material", "Scene"];
  119053. if (BABYLON.ImageProcessingConfiguration) {
  119054. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  119055. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  119056. }
  119057. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  119058. uniformsNames: uniforms,
  119059. uniformBuffersNames: uniformBuffers,
  119060. samplers: samplers,
  119061. defines: defines,
  119062. maxSimultaneousLights: this._maxSimultaneousLights
  119063. });
  119064. var onCompiled = function (effect) {
  119065. if (_this.onCompiled) {
  119066. _this.onCompiled(effect);
  119067. }
  119068. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  119069. };
  119070. var join = defines.toString();
  119071. subMesh.setEffect(scene.getEngine().createEffect("background", {
  119072. attributes: attribs,
  119073. uniformsNames: uniforms,
  119074. uniformBuffersNames: uniformBuffers,
  119075. samplers: samplers,
  119076. defines: join,
  119077. fallbacks: fallbacks,
  119078. onCompiled: onCompiled,
  119079. onError: this.onError,
  119080. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  119081. }, engine), defines);
  119082. this.buildUniformLayout();
  119083. }
  119084. if (!subMesh.effect || !subMesh.effect.isReady()) {
  119085. return false;
  119086. }
  119087. defines._renderId = scene.getRenderId();
  119088. this._wasPreviouslyReady = true;
  119089. return true;
  119090. };
  119091. /**
  119092. * Compute the primary color according to the chosen perceptual color.
  119093. */
  119094. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  119095. if (!this.__perceptualColor) {
  119096. return;
  119097. }
  119098. this._primaryColor.copyFrom(this.__perceptualColor);
  119099. // Revert gamma space.
  119100. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  119101. // Revert image processing configuration.
  119102. if (this._imageProcessingConfiguration) {
  119103. // Revert Exposure.
  119104. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  119105. }
  119106. this._computePrimaryColors();
  119107. };
  119108. /**
  119109. * Compute the highlights and shadow colors according to their chosen levels.
  119110. */
  119111. BackgroundMaterial.prototype._computePrimaryColors = function () {
  119112. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  119113. return;
  119114. }
  119115. // Find the highlight color based on the configuration.
  119116. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  119117. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  119118. // Find the shadow color based on the configuration.
  119119. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  119120. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  119121. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  119122. };
  119123. /**
  119124. * Build the uniform buffer used in the material.
  119125. */
  119126. BackgroundMaterial.prototype.buildUniformLayout = function () {
  119127. // Order is important !
  119128. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  119129. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  119130. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  119131. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  119132. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  119133. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  119134. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  119135. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  119136. this._uniformBuffer.addUniform("pointSize", 1);
  119137. this._uniformBuffer.addUniform("shadowLevel", 1);
  119138. this._uniformBuffer.addUniform("alpha", 1);
  119139. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  119140. this._uniformBuffer.addUniform("vReflectionControl", 4);
  119141. this._uniformBuffer.create();
  119142. };
  119143. /**
  119144. * Unbind the material.
  119145. */
  119146. BackgroundMaterial.prototype.unbind = function () {
  119147. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  119148. this._uniformBuffer.setTexture("diffuseSampler", null);
  119149. }
  119150. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  119151. this._uniformBuffer.setTexture("reflectionSampler", null);
  119152. }
  119153. _super.prototype.unbind.call(this);
  119154. };
  119155. /**
  119156. * Bind only the world matrix to the material.
  119157. * @param world The world matrix to bind.
  119158. */
  119159. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  119160. this._activeEffect.setMatrix("world", world);
  119161. };
  119162. /**
  119163. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  119164. * @param world The world matrix to bind.
  119165. * @param subMesh The submesh to bind for.
  119166. */
  119167. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  119168. var scene = this.getScene();
  119169. var defines = subMesh._materialDefines;
  119170. if (!defines) {
  119171. return;
  119172. }
  119173. var effect = subMesh.effect;
  119174. if (!effect) {
  119175. return;
  119176. }
  119177. this._activeEffect = effect;
  119178. // Matrices
  119179. this.bindOnlyWorldMatrix(world);
  119180. // Bones
  119181. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  119182. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  119183. if (mustRebind) {
  119184. this._uniformBuffer.bindToEffect(effect, "Material");
  119185. this.bindViewProjection(effect);
  119186. var reflectionTexture = this._reflectionTexture;
  119187. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  119188. // Texture uniforms
  119189. if (scene.texturesEnabled) {
  119190. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119191. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  119192. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  119193. }
  119194. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119195. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  119196. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  119197. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  119198. }
  119199. }
  119200. if (this.shadowLevel > 0) {
  119201. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  119202. }
  119203. this._uniformBuffer.updateFloat("alpha", this.alpha);
  119204. // Point size
  119205. if (this.pointsCloud) {
  119206. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  119207. }
  119208. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  119209. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  119210. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  119211. }
  119212. else {
  119213. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  119214. }
  119215. }
  119216. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  119217. // Textures
  119218. if (scene.texturesEnabled) {
  119219. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119220. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  119221. }
  119222. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119223. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  119224. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119225. }
  119226. else if (!defines.REFLECTIONBLUR) {
  119227. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119228. }
  119229. else {
  119230. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  119231. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  119232. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  119233. }
  119234. if (defines.REFLECTIONFRESNEL) {
  119235. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  119236. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  119237. }
  119238. }
  119239. }
  119240. // Clip plane
  119241. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  119242. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  119243. }
  119244. if (mustRebind || !this.isFrozen) {
  119245. if (scene.lightsEnabled) {
  119246. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  119247. }
  119248. // View
  119249. this.bindView(effect);
  119250. // Fog
  119251. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  119252. // image processing
  119253. if (this._imageProcessingConfiguration) {
  119254. this._imageProcessingConfiguration.bind(this._activeEffect);
  119255. }
  119256. }
  119257. this._uniformBuffer.update();
  119258. this._afterBind(mesh, this._activeEffect);
  119259. };
  119260. /**
  119261. * Dispose the material.
  119262. * @param forceDisposeEffect Force disposal of the associated effect.
  119263. * @param forceDisposeTextures Force disposal of the associated textures.
  119264. */
  119265. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  119266. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  119267. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  119268. if (forceDisposeTextures) {
  119269. if (this.diffuseTexture) {
  119270. this.diffuseTexture.dispose();
  119271. }
  119272. if (this.reflectionTexture) {
  119273. this.reflectionTexture.dispose();
  119274. }
  119275. }
  119276. this._renderTargets.dispose();
  119277. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  119278. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  119279. }
  119280. _super.prototype.dispose.call(this, forceDisposeEffect);
  119281. };
  119282. /**
  119283. * Clones the material.
  119284. * @param name The cloned name.
  119285. * @returns The cloned material.
  119286. */
  119287. BackgroundMaterial.prototype.clone = function (name) {
  119288. var _this = this;
  119289. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  119290. };
  119291. /**
  119292. * Serializes the current material to its JSON representation.
  119293. * @returns The JSON representation.
  119294. */
  119295. BackgroundMaterial.prototype.serialize = function () {
  119296. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  119297. serializationObject.customType = "BABYLON.BackgroundMaterial";
  119298. return serializationObject;
  119299. };
  119300. /**
  119301. * Gets the class name of the material
  119302. * @returns "BackgroundMaterial"
  119303. */
  119304. BackgroundMaterial.prototype.getClassName = function () {
  119305. return "BackgroundMaterial";
  119306. };
  119307. /**
  119308. * Parse a JSON input to create back a background material.
  119309. * @param source The JSON data to parse
  119310. * @param scene The scene to create the parsed material in
  119311. * @param rootUrl The root url of the assets the material depends upon
  119312. * @returns the instantiated BackgroundMaterial.
  119313. */
  119314. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  119315. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  119316. };
  119317. /**
  119318. * Standard reflectance value at parallel view angle.
  119319. */
  119320. BackgroundMaterial.StandardReflectance0 = 0.05;
  119321. /**
  119322. * Standard reflectance value at grazing angle.
  119323. */
  119324. BackgroundMaterial.StandardReflectance90 = 0.5;
  119325. __decorate([
  119326. BABYLON.serializeAsColor3()
  119327. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  119328. __decorate([
  119329. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119330. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  119331. __decorate([
  119332. BABYLON.serializeAsColor3()
  119333. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  119334. __decorate([
  119335. BABYLON.serialize()
  119336. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  119337. __decorate([
  119338. BABYLON.serialize()
  119339. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  119340. __decorate([
  119341. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119342. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  119343. __decorate([
  119344. BABYLON.serializeAsTexture()
  119345. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  119346. __decorate([
  119347. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119348. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  119349. __decorate([
  119350. BABYLON.serialize()
  119351. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  119352. __decorate([
  119353. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119354. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  119355. __decorate([
  119356. BABYLON.serializeAsTexture()
  119357. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  119358. __decorate([
  119359. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119360. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  119361. __decorate([
  119362. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119363. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  119364. __decorate([
  119365. BABYLON.serialize()
  119366. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  119367. __decorate([
  119368. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119369. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  119370. __decorate([
  119371. BABYLON.serializeAsVector3()
  119372. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  119373. __decorate([
  119374. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119375. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  119376. __decorate([
  119377. BABYLON.serialize()
  119378. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  119379. __decorate([
  119380. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119381. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  119382. __decorate([
  119383. BABYLON.serialize()
  119384. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  119385. __decorate([
  119386. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119387. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  119388. __decorate([
  119389. BABYLON.serialize()
  119390. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  119391. __decorate([
  119392. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119393. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  119394. __decorate([
  119395. BABYLON.serialize()
  119396. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  119397. __decorate([
  119398. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119399. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  119400. __decorate([
  119401. BABYLON.serialize()
  119402. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  119403. __decorate([
  119404. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119405. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  119406. __decorate([
  119407. BABYLON.serialize()
  119408. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  119409. __decorate([
  119410. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119411. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  119412. __decorate([
  119413. BABYLON.serialize()
  119414. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  119415. __decorate([
  119416. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119417. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  119418. __decorate([
  119419. BABYLON.serialize()
  119420. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  119421. __decorate([
  119422. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119423. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  119424. __decorate([
  119425. BABYLON.serialize()
  119426. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  119427. __decorate([
  119428. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119429. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  119430. __decorate([
  119431. BABYLON.serializeAsImageProcessingConfiguration()
  119432. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  119433. return BackgroundMaterial;
  119434. }(BABYLON.PushMaterial));
  119435. BABYLON.BackgroundMaterial = BackgroundMaterial;
  119436. })(BABYLON || (BABYLON = {}));
  119437. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  119438. var __assign = (this && this.__assign) || function () {
  119439. __assign = Object.assign || function(t) {
  119440. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119441. s = arguments[i];
  119442. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119443. t[p] = s[p];
  119444. }
  119445. return t;
  119446. };
  119447. return __assign.apply(this, arguments);
  119448. };
  119449. var BABYLON;
  119450. (function (BABYLON) {
  119451. /**
  119452. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  119453. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  119454. * It also helps with the default setup of your imageProcessing configuration.
  119455. */
  119456. var EnvironmentHelper = /** @class */ (function () {
  119457. /**
  119458. * constructor
  119459. * @param options
  119460. * @param scene The scene to add the material to
  119461. */
  119462. function EnvironmentHelper(options, scene) {
  119463. var _this = this;
  119464. this._errorHandler = function (message, exception) {
  119465. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  119466. };
  119467. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  119468. this._scene = scene;
  119469. this.onErrorObservable = new BABYLON.Observable();
  119470. this._setupBackground();
  119471. this._setupImageProcessing();
  119472. }
  119473. /**
  119474. * Creates the default options for the helper.
  119475. */
  119476. EnvironmentHelper._getDefaultOptions = function () {
  119477. return {
  119478. createGround: true,
  119479. groundSize: 15,
  119480. groundTexture: this._groundTextureCDNUrl,
  119481. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119482. groundOpacity: 0.9,
  119483. enableGroundShadow: true,
  119484. groundShadowLevel: 0.5,
  119485. enableGroundMirror: false,
  119486. groundMirrorSizeRatio: 0.3,
  119487. groundMirrorBlurKernel: 64,
  119488. groundMirrorAmount: 1,
  119489. groundMirrorFresnelWeight: 1,
  119490. groundMirrorFallOffDistance: 0,
  119491. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  119492. groundYBias: 0.00001,
  119493. createSkybox: true,
  119494. skyboxSize: 20,
  119495. skyboxTexture: this._skyboxTextureCDNUrl,
  119496. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119497. backgroundYRotation: 0,
  119498. sizeAuto: true,
  119499. rootPosition: BABYLON.Vector3.Zero(),
  119500. setupImageProcessing: true,
  119501. environmentTexture: this._environmentTextureCDNUrl,
  119502. cameraExposure: 0.8,
  119503. cameraContrast: 1.2,
  119504. toneMappingEnabled: true,
  119505. };
  119506. };
  119507. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  119508. /**
  119509. * Gets the root mesh created by the helper.
  119510. */
  119511. get: function () {
  119512. return this._rootMesh;
  119513. },
  119514. enumerable: true,
  119515. configurable: true
  119516. });
  119517. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  119518. /**
  119519. * Gets the skybox created by the helper.
  119520. */
  119521. get: function () {
  119522. return this._skybox;
  119523. },
  119524. enumerable: true,
  119525. configurable: true
  119526. });
  119527. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  119528. /**
  119529. * Gets the skybox texture created by the helper.
  119530. */
  119531. get: function () {
  119532. return this._skyboxTexture;
  119533. },
  119534. enumerable: true,
  119535. configurable: true
  119536. });
  119537. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  119538. /**
  119539. * Gets the skybox material created by the helper.
  119540. */
  119541. get: function () {
  119542. return this._skyboxMaterial;
  119543. },
  119544. enumerable: true,
  119545. configurable: true
  119546. });
  119547. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  119548. /**
  119549. * Gets the ground mesh created by the helper.
  119550. */
  119551. get: function () {
  119552. return this._ground;
  119553. },
  119554. enumerable: true,
  119555. configurable: true
  119556. });
  119557. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  119558. /**
  119559. * Gets the ground texture created by the helper.
  119560. */
  119561. get: function () {
  119562. return this._groundTexture;
  119563. },
  119564. enumerable: true,
  119565. configurable: true
  119566. });
  119567. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  119568. /**
  119569. * Gets the ground mirror created by the helper.
  119570. */
  119571. get: function () {
  119572. return this._groundMirror;
  119573. },
  119574. enumerable: true,
  119575. configurable: true
  119576. });
  119577. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  119578. /**
  119579. * Gets the ground mirror render list to helps pushing the meshes
  119580. * you wish in the ground reflection.
  119581. */
  119582. get: function () {
  119583. if (this._groundMirror) {
  119584. return this._groundMirror.renderList;
  119585. }
  119586. return null;
  119587. },
  119588. enumerable: true,
  119589. configurable: true
  119590. });
  119591. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  119592. /**
  119593. * Gets the ground material created by the helper.
  119594. */
  119595. get: function () {
  119596. return this._groundMaterial;
  119597. },
  119598. enumerable: true,
  119599. configurable: true
  119600. });
  119601. /**
  119602. * Updates the background according to the new options
  119603. * @param options
  119604. */
  119605. EnvironmentHelper.prototype.updateOptions = function (options) {
  119606. var newOptions = __assign({}, this._options, options);
  119607. if (this._ground && !newOptions.createGround) {
  119608. this._ground.dispose();
  119609. this._ground = null;
  119610. }
  119611. if (this._groundMaterial && !newOptions.createGround) {
  119612. this._groundMaterial.dispose();
  119613. this._groundMaterial = null;
  119614. }
  119615. if (this._groundTexture) {
  119616. if (this._options.groundTexture != newOptions.groundTexture) {
  119617. this._groundTexture.dispose();
  119618. this._groundTexture = null;
  119619. }
  119620. }
  119621. if (this._skybox && !newOptions.createSkybox) {
  119622. this._skybox.dispose();
  119623. this._skybox = null;
  119624. }
  119625. if (this._skyboxMaterial && !newOptions.createSkybox) {
  119626. this._skyboxMaterial.dispose();
  119627. this._skyboxMaterial = null;
  119628. }
  119629. if (this._skyboxTexture) {
  119630. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  119631. this._skyboxTexture.dispose();
  119632. this._skyboxTexture = null;
  119633. }
  119634. }
  119635. if (this._groundMirror && !newOptions.enableGroundMirror) {
  119636. this._groundMirror.dispose();
  119637. this._groundMirror = null;
  119638. }
  119639. if (this._scene.environmentTexture) {
  119640. if (this._options.environmentTexture != newOptions.environmentTexture) {
  119641. this._scene.environmentTexture.dispose();
  119642. }
  119643. }
  119644. this._options = newOptions;
  119645. this._setupBackground();
  119646. this._setupImageProcessing();
  119647. };
  119648. /**
  119649. * Sets the primary color of all the available elements.
  119650. * @param color the main color to affect to the ground and the background
  119651. */
  119652. EnvironmentHelper.prototype.setMainColor = function (color) {
  119653. if (this.groundMaterial) {
  119654. this.groundMaterial.primaryColor = color;
  119655. }
  119656. if (this.skyboxMaterial) {
  119657. this.skyboxMaterial.primaryColor = color;
  119658. }
  119659. if (this.groundMirror) {
  119660. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  119661. }
  119662. };
  119663. /**
  119664. * Setup the image processing according to the specified options.
  119665. */
  119666. EnvironmentHelper.prototype._setupImageProcessing = function () {
  119667. if (this._options.setupImageProcessing) {
  119668. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  119669. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  119670. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  119671. this._setupEnvironmentTexture();
  119672. }
  119673. };
  119674. /**
  119675. * Setup the environment texture according to the specified options.
  119676. */
  119677. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  119678. if (this._scene.environmentTexture) {
  119679. return;
  119680. }
  119681. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  119682. this._scene.environmentTexture = this._options.environmentTexture;
  119683. return;
  119684. }
  119685. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  119686. this._scene.environmentTexture = environmentTexture;
  119687. };
  119688. /**
  119689. * Setup the background according to the specified options.
  119690. */
  119691. EnvironmentHelper.prototype._setupBackground = function () {
  119692. if (!this._rootMesh) {
  119693. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  119694. }
  119695. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  119696. var sceneSize = this._getSceneSize();
  119697. if (this._options.createGround) {
  119698. this._setupGround(sceneSize);
  119699. this._setupGroundMaterial();
  119700. this._setupGroundDiffuseTexture();
  119701. if (this._options.enableGroundMirror) {
  119702. this._setupGroundMirrorTexture(sceneSize);
  119703. }
  119704. this._setupMirrorInGroundMaterial();
  119705. }
  119706. if (this._options.createSkybox) {
  119707. this._setupSkybox(sceneSize);
  119708. this._setupSkyboxMaterial();
  119709. this._setupSkyboxReflectionTexture();
  119710. }
  119711. this._rootMesh.position.x = sceneSize.rootPosition.x;
  119712. this._rootMesh.position.z = sceneSize.rootPosition.z;
  119713. this._rootMesh.position.y = sceneSize.rootPosition.y;
  119714. };
  119715. /**
  119716. * Get the scene sizes according to the setup.
  119717. */
  119718. EnvironmentHelper.prototype._getSceneSize = function () {
  119719. var _this = this;
  119720. var groundSize = this._options.groundSize;
  119721. var skyboxSize = this._options.skyboxSize;
  119722. var rootPosition = this._options.rootPosition;
  119723. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  119724. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119725. }
  119726. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  119727. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  119728. });
  119729. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  119730. if (this._options.sizeAuto) {
  119731. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  119732. this._scene.activeCamera.upperRadiusLimit) {
  119733. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  119734. skyboxSize = groundSize;
  119735. }
  119736. var sceneDiagonalLenght = sceneDiagonal.length();
  119737. if (sceneDiagonalLenght > groundSize) {
  119738. groundSize = sceneDiagonalLenght * 2;
  119739. skyboxSize = groundSize;
  119740. }
  119741. // 10 % bigger.
  119742. groundSize *= 1.1;
  119743. skyboxSize *= 1.5;
  119744. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  119745. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  119746. }
  119747. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119748. };
  119749. /**
  119750. * Setup the ground according to the specified options.
  119751. */
  119752. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  119753. var _this = this;
  119754. if (!this._ground || this._ground.isDisposed()) {
  119755. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  119756. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  119757. this._ground.parent = this._rootMesh;
  119758. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  119759. }
  119760. this._ground.receiveShadows = this._options.enableGroundShadow;
  119761. };
  119762. /**
  119763. * Setup the ground material according to the specified options.
  119764. */
  119765. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  119766. if (!this._groundMaterial) {
  119767. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  119768. }
  119769. this._groundMaterial.alpha = this._options.groundOpacity;
  119770. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  119771. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  119772. this._groundMaterial.primaryColor = this._options.groundColor;
  119773. this._groundMaterial.useRGBColor = false;
  119774. this._groundMaterial.enableNoise = true;
  119775. if (this._ground) {
  119776. this._ground.material = this._groundMaterial;
  119777. }
  119778. };
  119779. /**
  119780. * Setup the ground diffuse texture according to the specified options.
  119781. */
  119782. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  119783. if (!this._groundMaterial) {
  119784. return;
  119785. }
  119786. if (this._groundTexture) {
  119787. return;
  119788. }
  119789. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  119790. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  119791. return;
  119792. }
  119793. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119794. diffuseTexture.gammaSpace = false;
  119795. diffuseTexture.hasAlpha = true;
  119796. this._groundMaterial.diffuseTexture = diffuseTexture;
  119797. };
  119798. /**
  119799. * Setup the ground mirror texture according to the specified options.
  119800. */
  119801. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  119802. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119803. if (!this._groundMirror) {
  119804. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  119805. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  119806. this._groundMirror.anisotropicFilteringLevel = 1;
  119807. this._groundMirror.wrapU = wrapping;
  119808. this._groundMirror.wrapV = wrapping;
  119809. this._groundMirror.gammaSpace = false;
  119810. if (this._groundMirror.renderList) {
  119811. for (var i = 0; i < this._scene.meshes.length; i++) {
  119812. var mesh = this._scene.meshes[i];
  119813. if (mesh !== this._ground &&
  119814. mesh !== this._skybox &&
  119815. mesh !== this._rootMesh) {
  119816. this._groundMirror.renderList.push(mesh);
  119817. }
  119818. }
  119819. }
  119820. }
  119821. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  119822. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  119823. };
  119824. /**
  119825. * Setup the ground to receive the mirror texture.
  119826. */
  119827. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  119828. if (this._groundMaterial) {
  119829. this._groundMaterial.reflectionTexture = this._groundMirror;
  119830. this._groundMaterial.reflectionFresnel = true;
  119831. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  119832. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  119833. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  119834. }
  119835. };
  119836. /**
  119837. * Setup the skybox according to the specified options.
  119838. */
  119839. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  119840. var _this = this;
  119841. if (!this._skybox || this._skybox.isDisposed()) {
  119842. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  119843. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  119844. }
  119845. this._skybox.parent = this._rootMesh;
  119846. };
  119847. /**
  119848. * Setup the skybox material according to the specified options.
  119849. */
  119850. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  119851. if (!this._skybox) {
  119852. return;
  119853. }
  119854. if (!this._skyboxMaterial) {
  119855. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  119856. }
  119857. this._skyboxMaterial.useRGBColor = false;
  119858. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  119859. this._skyboxMaterial.enableNoise = true;
  119860. this._skybox.material = this._skyboxMaterial;
  119861. };
  119862. /**
  119863. * Setup the skybox reflection texture according to the specified options.
  119864. */
  119865. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  119866. if (!this._skyboxMaterial) {
  119867. return;
  119868. }
  119869. if (this._skyboxTexture) {
  119870. return;
  119871. }
  119872. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  119873. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  119874. return;
  119875. }
  119876. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119877. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119878. this._skyboxTexture.gammaSpace = false;
  119879. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  119880. };
  119881. /**
  119882. * Dispose all the elements created by the Helper.
  119883. */
  119884. EnvironmentHelper.prototype.dispose = function () {
  119885. if (this._groundMaterial) {
  119886. this._groundMaterial.dispose(true, true);
  119887. }
  119888. if (this._skyboxMaterial) {
  119889. this._skyboxMaterial.dispose(true, true);
  119890. }
  119891. this._rootMesh.dispose(false);
  119892. };
  119893. /**
  119894. * Default ground texture URL.
  119895. */
  119896. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  119897. /**
  119898. * Default skybox texture URL.
  119899. */
  119900. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  119901. /**
  119902. * Default environment texture URL.
  119903. */
  119904. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  119905. return EnvironmentHelper;
  119906. }());
  119907. BABYLON.EnvironmentHelper = EnvironmentHelper;
  119908. })(BABYLON || (BABYLON = {}));
  119909. //# sourceMappingURL=babylon.environmentHelper.js.map
  119910. var BABYLON;
  119911. (function (BABYLON) {
  119912. /** Internal class used to store shapes for emitters */
  119913. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  119914. function ParticleSystemSetEmitterCreationOptions() {
  119915. }
  119916. return ParticleSystemSetEmitterCreationOptions;
  119917. }());
  119918. /**
  119919. * Represents a set of particle systems working together to create a specific effect
  119920. */
  119921. var ParticleSystemSet = /** @class */ (function () {
  119922. function ParticleSystemSet() {
  119923. /**
  119924. * Gets the particle system list
  119925. */
  119926. this.systems = new Array();
  119927. }
  119928. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  119929. /**
  119930. * Gets the emitter node used with this set
  119931. */
  119932. get: function () {
  119933. return this._emitterNode;
  119934. },
  119935. enumerable: true,
  119936. configurable: true
  119937. });
  119938. /**
  119939. * Creates a new emitter mesh as a sphere
  119940. * @param options defines the options used to create the sphere
  119941. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119942. * @param scene defines the hosting scene
  119943. */
  119944. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  119945. if (this._emitterNode) {
  119946. this._emitterNode.dispose();
  119947. }
  119948. this._emitterCreationOptions = {
  119949. kind: "Sphere",
  119950. options: options,
  119951. renderingGroupId: renderingGroupId
  119952. };
  119953. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  119954. emitterMesh.renderingGroupId = renderingGroupId;
  119955. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  119956. material.emissiveColor = options.color;
  119957. emitterMesh.material = material;
  119958. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119959. var system = _a[_i];
  119960. system.emitter = emitterMesh;
  119961. }
  119962. this._emitterNode = emitterMesh;
  119963. };
  119964. /**
  119965. * Starts all particle systems of the set
  119966. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119967. */
  119968. ParticleSystemSet.prototype.start = function (emitter) {
  119969. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119970. var system = _a[_i];
  119971. if (emitter) {
  119972. system.emitter = emitter;
  119973. }
  119974. system.start();
  119975. }
  119976. };
  119977. /**
  119978. * Release all associated resources
  119979. */
  119980. ParticleSystemSet.prototype.dispose = function () {
  119981. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119982. var system = _a[_i];
  119983. system.dispose();
  119984. }
  119985. this.systems = [];
  119986. if (this._emitterNode) {
  119987. this._emitterNode.dispose();
  119988. this._emitterNode = null;
  119989. }
  119990. };
  119991. /**
  119992. * Serialize the set into a JSON compatible object
  119993. * @returns a JSON compatible representation of the set
  119994. */
  119995. ParticleSystemSet.prototype.serialize = function () {
  119996. var result = {};
  119997. result.systems = [];
  119998. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119999. var system = _a[_i];
  120000. result.systems.push(system.serialize());
  120001. }
  120002. if (this._emitterNode) {
  120003. result.emitter = this._emitterCreationOptions;
  120004. }
  120005. return result;
  120006. };
  120007. /**
  120008. * Parse a new ParticleSystemSet from a serialized source
  120009. * @param data defines a JSON compatible representation of the set
  120010. * @param scene defines the hosting scene
  120011. * @param gpu defines if we want GPU particles or CPU particles
  120012. * @returns a new ParticleSystemSet
  120013. */
  120014. ParticleSystemSet.Parse = function (data, scene, gpu) {
  120015. if (gpu === void 0) { gpu = false; }
  120016. var result = new ParticleSystemSet();
  120017. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  120018. scene = scene || BABYLON.Engine.LastCreatedScene;
  120019. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  120020. var system = _a[_i];
  120021. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  120022. }
  120023. if (data.emitter) {
  120024. var options = data.emitter.options;
  120025. switch (data.emitter.kind) {
  120026. case "Sphere":
  120027. result.setEmitterAsSphere({
  120028. diameter: options.diameter,
  120029. segments: options.segments,
  120030. color: BABYLON.Color3.FromArray(options.color)
  120031. }, data.emitter.renderingGroupId, scene);
  120032. break;
  120033. }
  120034. }
  120035. return result;
  120036. };
  120037. return ParticleSystemSet;
  120038. }());
  120039. BABYLON.ParticleSystemSet = ParticleSystemSet;
  120040. })(BABYLON || (BABYLON = {}));
  120041. //# sourceMappingURL=babylon.particleSystemSet.js.map
  120042. var BABYLON;
  120043. (function (BABYLON) {
  120044. /**
  120045. * This class is made for on one-liner static method to help creating particle system set.
  120046. */
  120047. var ParticleHelper = /** @class */ (function () {
  120048. function ParticleHelper() {
  120049. }
  120050. /**
  120051. * Create a default particle system that you can tweak
  120052. * @param emitter defines the emitter to use
  120053. * @param capacity defines the system capacity (default is 500 particles)
  120054. * @param scene defines the hosting scene
  120055. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120056. * @returns the new Particle system
  120057. */
  120058. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  120059. if (capacity === void 0) { capacity = 500; }
  120060. if (useGPU === void 0) { useGPU = false; }
  120061. var system;
  120062. if (useGPU) {
  120063. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  120064. }
  120065. else {
  120066. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  120067. }
  120068. system.emitter = emitter;
  120069. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  120070. system.createConeEmitter(0.1, Math.PI / 4);
  120071. // Particle color
  120072. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120073. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120074. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  120075. // Particle Size
  120076. system.minSize = 0.1;
  120077. system.maxSize = 0.1;
  120078. // Emission speed
  120079. system.minEmitPower = 2;
  120080. system.maxEmitPower = 2;
  120081. // Update speed
  120082. system.updateSpeed = 1 / 60;
  120083. system.emitRate = 30;
  120084. return system;
  120085. };
  120086. /**
  120087. * This is the main static method (one-liner) of this helper to create different particle systems
  120088. * @param type This string represents the type to the particle system to create
  120089. * @param scene The scene where the particle system should live
  120090. * @param gpu If the system will use gpu
  120091. * @returns the ParticleSystemSet created
  120092. */
  120093. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  120094. if (gpu === void 0) { gpu = false; }
  120095. if (!scene) {
  120096. scene = BABYLON.Engine.LastCreatedScene;
  120097. }
  120098. var token = {};
  120099. scene._addPendingData(token);
  120100. return new Promise(function (resolve, reject) {
  120101. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  120102. scene._removePendingData(token);
  120103. return reject("Particle system with GPU is not supported.");
  120104. }
  120105. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  120106. scene._removePendingData(token);
  120107. var newData = JSON.parse(data.toString());
  120108. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  120109. }, undefined, undefined, undefined, function (req, exception) {
  120110. scene._removePendingData(token);
  120111. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  120112. });
  120113. });
  120114. };
  120115. /**
  120116. * Static function used to export a particle system to a ParticleSystemSet variable.
  120117. * Please note that the emitter shape is not exported
  120118. * @param systems defines the particle systems to export
  120119. * @returns the created particle system set
  120120. */
  120121. ParticleHelper.ExportSet = function (systems) {
  120122. var set = new BABYLON.ParticleSystemSet();
  120123. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  120124. var system = systems_1[_i];
  120125. set.systems.push(system);
  120126. }
  120127. return set;
  120128. };
  120129. /**
  120130. * Gets or sets base Assets URL
  120131. */
  120132. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  120133. return ParticleHelper;
  120134. }());
  120135. BABYLON.ParticleHelper = ParticleHelper;
  120136. })(BABYLON || (BABYLON = {}));
  120137. //# sourceMappingURL=babylon.particleHelper.js.map
  120138. var BABYLON;
  120139. (function (BABYLON) {
  120140. /**
  120141. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  120142. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  120143. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  120144. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120145. */
  120146. var VideoDome = /** @class */ (function (_super) {
  120147. __extends(VideoDome, _super);
  120148. /**
  120149. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  120150. * @param name Element's name, child elements will append suffixes for their own names.
  120151. * @param urlsOrVideo defines the url(s) or the video element to use
  120152. * @param options An object containing optional or exposed sub element properties
  120153. */
  120154. function VideoDome(name, urlsOrVideo, options, scene) {
  120155. var _this = _super.call(this, name, scene) || this;
  120156. _this._useDirectMapping = false;
  120157. // set defaults and manage values
  120158. name = name || "videoDome";
  120159. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120160. options.clickToPlay = Boolean(options.clickToPlay);
  120161. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  120162. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  120163. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120164. if (options.useDirectMapping === undefined) {
  120165. _this._useDirectMapping = true;
  120166. }
  120167. else {
  120168. _this._useDirectMapping = options.useDirectMapping;
  120169. }
  120170. _this._setReady(false);
  120171. // create
  120172. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  120173. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120174. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  120175. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120176. texture.onLoadObservable.addOnce(function () {
  120177. _this._setReady(true);
  120178. });
  120179. // configure material
  120180. material.useEquirectangularFOV = true;
  120181. material.fovMultiplier = 1.0;
  120182. material.opacityFresnel = false;
  120183. if (_this._useDirectMapping) {
  120184. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120185. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120186. material.diffuseTexture = texture;
  120187. }
  120188. else {
  120189. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120190. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120191. material.reflectionTexture = texture;
  120192. }
  120193. // configure mesh
  120194. _this._mesh.material = material;
  120195. _this._mesh.parent = _this;
  120196. // optional configuration
  120197. if (options.clickToPlay) {
  120198. scene.onPointerUp = function () {
  120199. _this._videoTexture.video.play();
  120200. };
  120201. }
  120202. return _this;
  120203. }
  120204. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  120205. /**
  120206. * Gets the video texture being displayed on the sphere
  120207. */
  120208. get: function () {
  120209. return this._videoTexture;
  120210. },
  120211. enumerable: true,
  120212. configurable: true
  120213. });
  120214. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  120215. /**
  120216. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120217. * Also see the options.resolution property.
  120218. */
  120219. get: function () {
  120220. return this._material.fovMultiplier;
  120221. },
  120222. set: function (value) {
  120223. this._material.fovMultiplier = value;
  120224. },
  120225. enumerable: true,
  120226. configurable: true
  120227. });
  120228. /**
  120229. * Releases resources associated with this node.
  120230. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120231. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120232. */
  120233. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120234. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120235. this._videoTexture.dispose();
  120236. this._mesh.dispose();
  120237. this._material.dispose();
  120238. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120239. };
  120240. return VideoDome;
  120241. }(BABYLON.TransformNode));
  120242. BABYLON.VideoDome = VideoDome;
  120243. })(BABYLON || (BABYLON = {}));
  120244. //# sourceMappingURL=babylon.videoDome.js.map
  120245. var BABYLON;
  120246. (function (BABYLON) {
  120247. /**
  120248. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  120249. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  120250. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  120251. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120252. */
  120253. var PhotoDome = /** @class */ (function (_super) {
  120254. __extends(PhotoDome, _super);
  120255. /**
  120256. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  120257. * @param name Element's name, child elements will append suffixes for their own names.
  120258. * @param urlsOfPhoto defines the url of the photo to display
  120259. * @param options defines an object containing optional or exposed sub element properties
  120260. * @param onError defines a callback called when an error occured while loading the texture
  120261. */
  120262. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  120263. if (onError === void 0) { onError = null; }
  120264. var _this = _super.call(this, name, scene) || this;
  120265. _this._useDirectMapping = false;
  120266. /**
  120267. * Observable raised when an error occured while loading the 360 image
  120268. */
  120269. _this.onLoadErrorObservable = new BABYLON.Observable();
  120270. // set defaults and manage values
  120271. name = name || "photoDome";
  120272. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120273. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120274. if (options.useDirectMapping === undefined) {
  120275. _this._useDirectMapping = true;
  120276. }
  120277. else {
  120278. _this._useDirectMapping = options.useDirectMapping;
  120279. }
  120280. _this._setReady(false);
  120281. // create
  120282. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120283. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120284. // configure material
  120285. material.opacityFresnel = false;
  120286. material.useEquirectangularFOV = true;
  120287. material.fovMultiplier = 1.0;
  120288. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  120289. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  120290. if (onError) {
  120291. onError(message, exception);
  120292. }
  120293. });
  120294. _this.photoTexture.onLoadObservable.addOnce(function () {
  120295. _this._setReady(true);
  120296. });
  120297. // configure mesh
  120298. _this._mesh.material = material;
  120299. _this._mesh.parent = _this;
  120300. return _this;
  120301. }
  120302. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  120303. /**
  120304. * Gets or sets the texture being displayed on the sphere
  120305. */
  120306. get: function () {
  120307. return this._photoTexture;
  120308. },
  120309. set: function (value) {
  120310. if (this._photoTexture === value) {
  120311. return;
  120312. }
  120313. this._photoTexture = value;
  120314. if (this._useDirectMapping) {
  120315. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120316. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120317. this._material.diffuseTexture = this._photoTexture;
  120318. }
  120319. else {
  120320. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120321. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120322. this._material.reflectionTexture = this._photoTexture;
  120323. }
  120324. },
  120325. enumerable: true,
  120326. configurable: true
  120327. });
  120328. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  120329. /**
  120330. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120331. * Also see the options.resolution property.
  120332. */
  120333. get: function () {
  120334. return this._material.fovMultiplier;
  120335. },
  120336. set: function (value) {
  120337. this._material.fovMultiplier = value;
  120338. },
  120339. enumerable: true,
  120340. configurable: true
  120341. });
  120342. /**
  120343. * Releases resources associated with this node.
  120344. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120345. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120346. */
  120347. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120348. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120349. this._photoTexture.dispose();
  120350. this._mesh.dispose();
  120351. this._material.dispose();
  120352. this.onLoadErrorObservable.clear();
  120353. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120354. };
  120355. return PhotoDome;
  120356. }(BABYLON.TransformNode));
  120357. BABYLON.PhotoDome = PhotoDome;
  120358. })(BABYLON || (BABYLON = {}));
  120359. //# sourceMappingURL=babylon.photoDome.js.map
  120360. var BABYLON;
  120361. (function (BABYLON) {
  120362. /** @hidden */
  120363. var _OcclusionDataStorage = /** @class */ (function () {
  120364. function _OcclusionDataStorage() {
  120365. /** @hidden */
  120366. this.occlusionInternalRetryCounter = 0;
  120367. /** @hidden */
  120368. this.isOcclusionQueryInProgress = false;
  120369. /** @hidden */
  120370. this.isOccluded = false;
  120371. /** @hidden */
  120372. this.occlusionRetryCount = -1;
  120373. /** @hidden */
  120374. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  120375. /** @hidden */
  120376. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  120377. }
  120378. return _OcclusionDataStorage;
  120379. }());
  120380. BABYLON.Engine.prototype.createQuery = function () {
  120381. return this._gl.createQuery();
  120382. };
  120383. BABYLON.Engine.prototype.deleteQuery = function (query) {
  120384. this._gl.deleteQuery(query);
  120385. return this;
  120386. };
  120387. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  120388. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  120389. };
  120390. BABYLON.Engine.prototype.getQueryResult = function (query) {
  120391. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  120392. };
  120393. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  120394. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120395. this._gl.beginQuery(glAlgorithm, query);
  120396. return this;
  120397. };
  120398. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  120399. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120400. this._gl.endQuery(glAlgorithm);
  120401. return this;
  120402. };
  120403. BABYLON.Engine.prototype._createTimeQuery = function () {
  120404. var timerQuery = this.getCaps().timerQuery;
  120405. if (timerQuery.createQueryEXT) {
  120406. return timerQuery.createQueryEXT();
  120407. }
  120408. return this.createQuery();
  120409. };
  120410. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  120411. var timerQuery = this.getCaps().timerQuery;
  120412. if (timerQuery.deleteQueryEXT) {
  120413. timerQuery.deleteQueryEXT(query);
  120414. return;
  120415. }
  120416. this.deleteQuery(query);
  120417. };
  120418. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  120419. var timerQuery = this.getCaps().timerQuery;
  120420. if (timerQuery.getQueryObjectEXT) {
  120421. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  120422. }
  120423. return this.getQueryResult(query);
  120424. };
  120425. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  120426. var timerQuery = this.getCaps().timerQuery;
  120427. if (timerQuery.getQueryObjectEXT) {
  120428. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  120429. }
  120430. return this.isQueryResultAvailable(query);
  120431. };
  120432. BABYLON.Engine.prototype.startTimeQuery = function () {
  120433. var caps = this.getCaps();
  120434. var timerQuery = caps.timerQuery;
  120435. if (!timerQuery) {
  120436. return null;
  120437. }
  120438. var token = new BABYLON._TimeToken();
  120439. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120440. if (caps.canUseTimestampForTimerQuery) {
  120441. token._startTimeQuery = this._createTimeQuery();
  120442. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  120443. }
  120444. else {
  120445. if (this._currentNonTimestampToken) {
  120446. return this._currentNonTimestampToken;
  120447. }
  120448. token._timeElapsedQuery = this._createTimeQuery();
  120449. if (timerQuery.beginQueryEXT) {
  120450. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120451. }
  120452. else {
  120453. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120454. }
  120455. this._currentNonTimestampToken = token;
  120456. }
  120457. return token;
  120458. };
  120459. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  120460. var caps = this.getCaps();
  120461. var timerQuery = caps.timerQuery;
  120462. if (!timerQuery || !token) {
  120463. return -1;
  120464. }
  120465. if (caps.canUseTimestampForTimerQuery) {
  120466. if (!token._startTimeQuery) {
  120467. return -1;
  120468. }
  120469. if (!token._endTimeQuery) {
  120470. token._endTimeQuery = this._createTimeQuery();
  120471. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  120472. }
  120473. }
  120474. else if (!token._timeElapsedQueryEnded) {
  120475. if (!token._timeElapsedQuery) {
  120476. return -1;
  120477. }
  120478. if (timerQuery.endQueryEXT) {
  120479. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  120480. }
  120481. else {
  120482. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  120483. }
  120484. token._timeElapsedQueryEnded = true;
  120485. }
  120486. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120487. var available = false;
  120488. if (token._endTimeQuery) {
  120489. available = this._getTimeQueryAvailability(token._endTimeQuery);
  120490. }
  120491. else if (token._timeElapsedQuery) {
  120492. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  120493. }
  120494. if (available && !disjoint) {
  120495. var result = 0;
  120496. if (caps.canUseTimestampForTimerQuery) {
  120497. if (!token._startTimeQuery || !token._endTimeQuery) {
  120498. return -1;
  120499. }
  120500. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  120501. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  120502. result = timeEnd - timeStart;
  120503. this._deleteTimeQuery(token._startTimeQuery);
  120504. this._deleteTimeQuery(token._endTimeQuery);
  120505. token._startTimeQuery = null;
  120506. token._endTimeQuery = null;
  120507. }
  120508. else {
  120509. if (!token._timeElapsedQuery) {
  120510. return -1;
  120511. }
  120512. result = this._getTimeQueryResult(token._timeElapsedQuery);
  120513. this._deleteTimeQuery(token._timeElapsedQuery);
  120514. token._timeElapsedQuery = null;
  120515. token._timeElapsedQueryEnded = false;
  120516. this._currentNonTimestampToken = null;
  120517. }
  120518. return result;
  120519. }
  120520. return -1;
  120521. };
  120522. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  120523. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  120524. };
  120525. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  120526. get: function () {
  120527. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  120528. },
  120529. enumerable: false,
  120530. configurable: true
  120531. });
  120532. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  120533. get: function () {
  120534. if (!this.__occlusionDataStorage) {
  120535. this.__occlusionDataStorage = new _OcclusionDataStorage();
  120536. }
  120537. return this.__occlusionDataStorage;
  120538. },
  120539. enumerable: false,
  120540. configurable: true
  120541. });
  120542. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  120543. get: function () {
  120544. return this._occlusionDataStorage.isOccluded;
  120545. },
  120546. set: function (value) {
  120547. this._occlusionDataStorage.isOccluded = value;
  120548. },
  120549. enumerable: true,
  120550. configurable: true
  120551. });
  120552. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  120553. get: function () {
  120554. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  120555. },
  120556. set: function (value) {
  120557. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  120558. },
  120559. enumerable: true,
  120560. configurable: true
  120561. });
  120562. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  120563. get: function () {
  120564. return this._occlusionDataStorage.occlusionType;
  120565. },
  120566. set: function (value) {
  120567. this._occlusionDataStorage.occlusionType = value;
  120568. },
  120569. enumerable: true,
  120570. configurable: true
  120571. });
  120572. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  120573. get: function () {
  120574. return this._occlusionDataStorage.occlusionRetryCount;
  120575. },
  120576. set: function (value) {
  120577. this._occlusionDataStorage.occlusionRetryCount = value;
  120578. },
  120579. enumerable: true,
  120580. configurable: true
  120581. });
  120582. // We also need to update AbstractMesh as there is a portion of the code there
  120583. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  120584. var dataStorage = this._occlusionDataStorage;
  120585. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  120586. dataStorage.isOccluded = false;
  120587. return false;
  120588. }
  120589. var engine = this.getEngine();
  120590. if (engine.webGLVersion < 2) {
  120591. dataStorage.isOccluded = false;
  120592. return false;
  120593. }
  120594. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  120595. dataStorage.isOccluded = false;
  120596. return false;
  120597. }
  120598. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  120599. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  120600. if (isOcclusionQueryAvailable) {
  120601. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  120602. dataStorage.isOcclusionQueryInProgress = false;
  120603. dataStorage.occlusionInternalRetryCounter = 0;
  120604. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  120605. }
  120606. else {
  120607. dataStorage.occlusionInternalRetryCounter++;
  120608. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  120609. dataStorage.isOcclusionQueryInProgress = false;
  120610. dataStorage.occlusionInternalRetryCounter = 0;
  120611. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  120612. // if strict continue the last state of the object.
  120613. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  120614. }
  120615. else {
  120616. return false;
  120617. }
  120618. }
  120619. }
  120620. var scene = this.getScene();
  120621. if (scene.getBoundingBoxRenderer) {
  120622. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  120623. if (!this._occlusionQuery) {
  120624. this._occlusionQuery = engine.createQuery();
  120625. }
  120626. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  120627. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  120628. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  120629. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  120630. }
  120631. return dataStorage.isOccluded;
  120632. };
  120633. })(BABYLON || (BABYLON = {}));
  120634. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  120635. var BABYLON;
  120636. (function (BABYLON) {
  120637. /**
  120638. * Class used to generate noise procedural textures
  120639. */
  120640. var NoiseProceduralTexture = /** @class */ (function (_super) {
  120641. __extends(NoiseProceduralTexture, _super);
  120642. /**
  120643. * Creates a new NoiseProceduralTexture
  120644. * @param name defines the name fo the texture
  120645. * @param size defines the size of the texture (default is 256)
  120646. * @param scene defines the hosting scene
  120647. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120648. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120649. */
  120650. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  120651. if (size === void 0) { size = 256; }
  120652. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  120653. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  120654. _this._time = 0;
  120655. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120656. _this.brightness = 0.2;
  120657. /** Defines the number of octaves to process */
  120658. _this.octaves = 3;
  120659. /** Defines the level of persistence (0.8 by default) */
  120660. _this.persistence = 0.8;
  120661. /** Gets or sets animation speed factor (default is 1) */
  120662. _this.animationSpeedFactor = 1;
  120663. _this.autoClear = false;
  120664. _this._updateShaderUniforms();
  120665. return _this;
  120666. }
  120667. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  120668. var scene = this.getScene();
  120669. if (!scene) {
  120670. return;
  120671. }
  120672. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  120673. this.setFloat("brightness", this.brightness);
  120674. this.setFloat("persistence", this.persistence);
  120675. this.setFloat("timeScale", this._time);
  120676. };
  120677. NoiseProceduralTexture.prototype._getDefines = function () {
  120678. return "#define OCTAVES " + (this.octaves | 0);
  120679. };
  120680. /** Generate the current state of the procedural texture */
  120681. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  120682. this._updateShaderUniforms();
  120683. _super.prototype.render.call(this, useCameraPostProcess);
  120684. };
  120685. /**
  120686. * Serializes this noise procedural texture
  120687. * @returns a serialized noise procedural texture object
  120688. */
  120689. NoiseProceduralTexture.prototype.serialize = function () {
  120690. var serializationObject = {};
  120691. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  120692. serializationObject.brightness = this.brightness;
  120693. serializationObject.octaves = this.octaves;
  120694. serializationObject.persistence = this.persistence;
  120695. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  120696. serializationObject.size = this.getSize().width;
  120697. serializationObject.generateMipMaps = this._generateMipMaps;
  120698. return serializationObject;
  120699. };
  120700. /**
  120701. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120702. * @param parsedTexture defines parsed texture data
  120703. * @param scene defines the current scene
  120704. * @param rootUrl defines the root URL containing noise procedural texture information
  120705. * @returns a parsed NoiseProceduralTexture
  120706. */
  120707. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  120708. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  120709. texture.brightness = parsedTexture.brightness;
  120710. texture.octaves = parsedTexture.octaves;
  120711. texture.persistence = parsedTexture.persistence;
  120712. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  120713. return texture;
  120714. };
  120715. return NoiseProceduralTexture;
  120716. }(BABYLON.ProceduralTexture));
  120717. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  120718. })(BABYLON || (BABYLON = {}));
  120719. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  120720. var __assign = (this && this.__assign) || function () {
  120721. __assign = Object.assign || function(t) {
  120722. for (var s, i = 1, n = arguments.length; i < n; i++) {
  120723. s = arguments[i];
  120724. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  120725. t[p] = s[p];
  120726. }
  120727. return t;
  120728. };
  120729. return __assign.apply(this, arguments);
  120730. };
  120731. var BABYLON;
  120732. (function (BABYLON) {
  120733. /**
  120734. * This can helps recording videos from BabylonJS.
  120735. * This is based on the available WebRTC functionalities of the browser.
  120736. *
  120737. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  120738. */
  120739. var VideoRecorder = /** @class */ (function () {
  120740. /**
  120741. * Create a new VideoCapture object which can help converting what you see in Babylon to
  120742. * a video file.
  120743. * @param engine Defines the BabylonJS Engine you wish to record
  120744. * @param options Defines options that can be used to customized the capture
  120745. */
  120746. function VideoRecorder(engine, options) {
  120747. if (options === void 0) { options = null; }
  120748. if (!VideoRecorder.IsSupported(engine)) {
  120749. throw "Your browser does not support recording so far.";
  120750. }
  120751. var canvas = engine.getRenderingCanvas();
  120752. if (!canvas) {
  120753. throw "The babylon engine must have a canvas to be recorded";
  120754. }
  120755. this._canvas = canvas;
  120756. this._canvas.isRecording = false;
  120757. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  120758. var stream = this._canvas.captureStream(this._options.fps);
  120759. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  120760. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  120761. this._mediaRecorder.onerror = this._handleError.bind(this);
  120762. this._mediaRecorder.onstop = this._handleStop.bind(this);
  120763. }
  120764. /**
  120765. * Returns wehther or not the VideoRecorder is available in your browser.
  120766. * @param engine Defines the Babylon Engine to check the support for
  120767. * @returns true if supported otherwise false
  120768. */
  120769. VideoRecorder.IsSupported = function (engine) {
  120770. var canvas = engine.getRenderingCanvas();
  120771. return (!!canvas && typeof canvas.captureStream === "function");
  120772. };
  120773. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  120774. /**
  120775. * True wether a recording is already in progress.
  120776. */
  120777. get: function () {
  120778. return !!this._canvas && this._canvas.isRecording;
  120779. },
  120780. enumerable: true,
  120781. configurable: true
  120782. });
  120783. /**
  120784. * Stops the current recording before the default capture timeout passed in the startRecording
  120785. * functions.
  120786. */
  120787. VideoRecorder.prototype.stopRecording = function () {
  120788. if (!this._canvas || !this._mediaRecorder) {
  120789. return;
  120790. }
  120791. if (!this.isRecording) {
  120792. return;
  120793. }
  120794. this._canvas.isRecording = false;
  120795. this._mediaRecorder.stop();
  120796. };
  120797. /**
  120798. * Starts recording the canvas for a max duration specified in parameters.
  120799. * @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.
  120800. * @param maxDuration Defines the maximum recording time in seconds.
  120801. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  120802. * @return a promise callback at the end of the recording with the video data in Blob.
  120803. */
  120804. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  120805. var _this = this;
  120806. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  120807. if (maxDuration === void 0) { maxDuration = 7; }
  120808. if (!this._canvas || !this._mediaRecorder) {
  120809. throw "Recorder has already been disposed";
  120810. }
  120811. if (this.isRecording) {
  120812. throw "Recording already in progress";
  120813. }
  120814. if (maxDuration > 0) {
  120815. setTimeout(function () {
  120816. _this.stopRecording();
  120817. }, maxDuration * 1000);
  120818. }
  120819. this._fileName = fileName;
  120820. this._recordedChunks = [];
  120821. this._resolve = null;
  120822. this._reject = null;
  120823. this._canvas.isRecording = true;
  120824. this._mediaRecorder.start(this._options.recordChunckSize);
  120825. return new Promise(function (resolve, reject) {
  120826. _this._resolve = resolve;
  120827. _this._reject = reject;
  120828. });
  120829. };
  120830. /**
  120831. * Releases internal resources used during the recording.
  120832. */
  120833. VideoRecorder.prototype.dispose = function () {
  120834. this._canvas = null;
  120835. this._mediaRecorder = null;
  120836. this._recordedChunks = [];
  120837. this._fileName = null;
  120838. this._resolve = null;
  120839. this._reject = null;
  120840. };
  120841. VideoRecorder.prototype._handleDataAvailable = function (event) {
  120842. if (event.data.size > 0) {
  120843. this._recordedChunks.push(event.data);
  120844. }
  120845. };
  120846. VideoRecorder.prototype._handleError = function (event) {
  120847. this.stopRecording();
  120848. if (this._reject) {
  120849. this._reject(event.error);
  120850. }
  120851. else {
  120852. throw new event.error();
  120853. }
  120854. };
  120855. VideoRecorder.prototype._handleStop = function () {
  120856. this.stopRecording();
  120857. var superBuffer = new Blob(this._recordedChunks);
  120858. if (this._resolve) {
  120859. this._resolve(superBuffer);
  120860. }
  120861. window.URL.createObjectURL(superBuffer);
  120862. if (this._fileName) {
  120863. BABYLON.Tools.Download(superBuffer, this._fileName);
  120864. }
  120865. };
  120866. VideoRecorder._defaultOptions = {
  120867. mimeType: "video/webm",
  120868. fps: 25,
  120869. recordChunckSize: 3000
  120870. };
  120871. return VideoRecorder;
  120872. }());
  120873. BABYLON.VideoRecorder = VideoRecorder;
  120874. })(BABYLON || (BABYLON = {}));
  120875. //# sourceMappingURL=babylon.videoRecorder.js.map
  120876. var BABYLON;
  120877. (function (BABYLON) {
  120878. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  120879. if (replace === void 0) { replace = false; }
  120880. // Dispose existing light in replace mode.
  120881. if (replace) {
  120882. if (this.lights) {
  120883. for (var i = 0; i < this.lights.length; i++) {
  120884. this.lights[i].dispose();
  120885. }
  120886. }
  120887. }
  120888. // Light
  120889. if (this.lights.length === 0) {
  120890. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  120891. }
  120892. };
  120893. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  120894. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120895. if (replace === void 0) { replace = false; }
  120896. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120897. // Dispose existing camera in replace mode.
  120898. if (replace) {
  120899. if (this.activeCamera) {
  120900. this.activeCamera.dispose();
  120901. this.activeCamera = null;
  120902. }
  120903. }
  120904. // Camera
  120905. if (!this.activeCamera) {
  120906. var worldExtends = this.getWorldExtends();
  120907. var worldSize = worldExtends.max.subtract(worldExtends.min);
  120908. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  120909. var camera;
  120910. var radius = worldSize.length() * 1.5;
  120911. // empty scene scenario!
  120912. if (!isFinite(radius)) {
  120913. radius = 1;
  120914. worldCenter.copyFromFloats(0, 0, 0);
  120915. }
  120916. if (createArcRotateCamera) {
  120917. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  120918. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  120919. arcRotateCamera.wheelPrecision = 100 / radius;
  120920. camera = arcRotateCamera;
  120921. }
  120922. else {
  120923. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  120924. freeCamera.setTarget(worldCenter);
  120925. camera = freeCamera;
  120926. }
  120927. camera.minZ = radius * 0.01;
  120928. camera.maxZ = radius * 1000;
  120929. camera.speed = radius * 0.2;
  120930. this.activeCamera = camera;
  120931. var canvas = this.getEngine().getRenderingCanvas();
  120932. if (attachCameraControls && canvas) {
  120933. camera.attachControl(canvas);
  120934. }
  120935. }
  120936. };
  120937. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  120938. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120939. if (replace === void 0) { replace = false; }
  120940. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120941. this.createDefaultLight(replace);
  120942. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  120943. };
  120944. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  120945. if (pbr === void 0) { pbr = false; }
  120946. if (scale === void 0) { scale = 1000; }
  120947. if (blur === void 0) { blur = 0; }
  120948. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  120949. if (!environmentTexture) {
  120950. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  120951. return null;
  120952. }
  120953. if (setGlobalEnvTexture) {
  120954. if (environmentTexture) {
  120955. this.environmentTexture = environmentTexture;
  120956. }
  120957. }
  120958. // Skybox
  120959. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  120960. if (pbr) {
  120961. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  120962. hdrSkyboxMaterial.backFaceCulling = false;
  120963. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  120964. if (hdrSkyboxMaterial.reflectionTexture) {
  120965. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120966. }
  120967. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  120968. hdrSkyboxMaterial.disableLighting = true;
  120969. hdrSkyboxMaterial.twoSidedLighting = true;
  120970. hdrSkybox.infiniteDistance = true;
  120971. hdrSkybox.material = hdrSkyboxMaterial;
  120972. }
  120973. else {
  120974. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  120975. skyboxMaterial.backFaceCulling = false;
  120976. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  120977. if (skyboxMaterial.reflectionTexture) {
  120978. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120979. }
  120980. skyboxMaterial.disableLighting = true;
  120981. hdrSkybox.infiniteDistance = true;
  120982. hdrSkybox.material = skyboxMaterial;
  120983. }
  120984. hdrSkybox.isPickable = false;
  120985. return hdrSkybox;
  120986. };
  120987. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  120988. if (BABYLON.EnvironmentHelper) {
  120989. return new BABYLON.EnvironmentHelper(options, this);
  120990. }
  120991. return null;
  120992. };
  120993. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  120994. if (webVROptions === void 0) { webVROptions = {}; }
  120995. return new BABYLON.VRExperienceHelper(this, webVROptions);
  120996. };
  120997. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  120998. var _this = this;
  120999. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  121000. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  121001. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  121002. .then(function (ui) {
  121003. new BABYLON.WebXRInput(helper);
  121004. return helper;
  121005. });
  121006. });
  121007. };
  121008. })(BABYLON || (BABYLON = {}));
  121009. //# sourceMappingURL=babylon.sceneHelpers.js.map
  121010. 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"};
  121011. 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};"};
  121012. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  121013. globalObject["BABYLON"] = BABYLON;
  121014. //backwards compatibility
  121015. if(typeof earcut !== 'undefined') {
  121016. globalObject["Earcut"] = {
  121017. earcut: earcut
  121018. };
  121019. }
  121020. return BABYLON;
  121021. });